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import { | |
BoxGeometry, | |
Vector3 | |
} from 'three'; | |
const _tempNormal = new Vector3(); | |
function getUv( faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength ) { | |
const totArcLength = 2 * Math.PI * radius / 4; | |
// length of the planes between the arcs on each axis | |
const centerLength = Math.max( sideLength - 2 * radius, 0 ); | |
const halfArc = Math.PI / 4; | |
// Get the vector projected onto the Y plane | |
_tempNormal.copy( normal ); | |
_tempNormal[ projectionAxis ] = 0; | |
_tempNormal.normalize(); | |
// total amount of UV space alloted to a single arc | |
const arcUvRatio = 0.5 * totArcLength / ( totArcLength + centerLength ); | |
// the distance along one arc the point is at | |
const arcAngleRatio = 1.0 - ( _tempNormal.angleTo( faceDirVector ) / halfArc ); | |
if ( Math.sign( _tempNormal[ uvAxis ] ) === 1 ) { | |
return arcAngleRatio * arcUvRatio; | |
} else { | |
// total amount of UV space alloted to the plane between the arcs | |
const lenUv = centerLength / ( totArcLength + centerLength ); | |
return lenUv + arcUvRatio + arcUvRatio * ( 1.0 - arcAngleRatio ); | |
} | |
} | |
class RoundedBoxGeometry extends BoxGeometry { | |
constructor( width = 1, height = 1, depth = 1, segments = 2, radius = 0.1 ) { | |
// ensure segments is odd so we have a plane connecting the rounded corners | |
segments = segments * 2 + 1; | |
// ensure radius isn't bigger than shortest side | |
radius = Math.min( width / 2, height / 2, depth / 2, radius ); | |
super( 1, 1, 1, segments, segments, segments ); | |
// if we just have one segment we're the same as a regular box | |
if ( segments === 1 ) return; | |
const geometry2 = this.toNonIndexed(); | |
this.index = null; | |
this.attributes.position = geometry2.attributes.position; | |
this.attributes.normal = geometry2.attributes.normal; | |
this.attributes.uv = geometry2.attributes.uv; | |
// | |
const position = new Vector3(); | |
const normal = new Vector3(); | |
const box = new Vector3( width, height, depth ).divideScalar( 2 ).subScalar( radius ); | |
const positions = this.attributes.position.array; | |
const normals = this.attributes.normal.array; | |
const uvs = this.attributes.uv.array; | |
const faceTris = positions.length / 6; | |
const faceDirVector = new Vector3(); | |
const halfSegmentSize = 0.5 / segments; | |
for ( let i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { | |
position.fromArray( positions, i ); | |
normal.copy( position ); | |
normal.x -= Math.sign( normal.x ) * halfSegmentSize; | |
normal.y -= Math.sign( normal.y ) * halfSegmentSize; | |
normal.z -= Math.sign( normal.z ) * halfSegmentSize; | |
normal.normalize(); | |
positions[ i + 0 ] = box.x * Math.sign( position.x ) + normal.x * radius; | |
positions[ i + 1 ] = box.y * Math.sign( position.y ) + normal.y * radius; | |
positions[ i + 2 ] = box.z * Math.sign( position.z ) + normal.z * radius; | |
normals[ i + 0 ] = normal.x; | |
normals[ i + 1 ] = normal.y; | |
normals[ i + 2 ] = normal.z; | |
const side = Math.floor( i / faceTris ); | |
switch ( side ) { | |
case 0: // right | |
// generate UVs along Z then Y | |
faceDirVector.set( 1, 0, 0 ); | |
uvs[ j + 0 ] = getUv( faceDirVector, normal, 'z', 'y', radius, depth ); | |
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height ); | |
break; | |
case 1: // left | |
// generate UVs along Z then Y | |
faceDirVector.set( - 1, 0, 0 ); | |
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'y', radius, depth ); | |
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height ); | |
break; | |
case 2: // top | |
// generate UVs along X then Z | |
faceDirVector.set( 0, 1, 0 ); | |
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width ); | |
uvs[ j + 1 ] = getUv( faceDirVector, normal, 'z', 'x', radius, depth ); | |
break; | |
case 3: // bottom | |
// generate UVs along X then Z | |
faceDirVector.set( 0, - 1, 0 ); | |
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width ); | |
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'x', radius, depth ); | |
break; | |
case 4: // front | |
// generate UVs along X then Y | |
faceDirVector.set( 0, 0, 1 ); | |
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'y', radius, width ); | |
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height ); | |
break; | |
case 5: // back | |
// generate UVs along X then Y | |
faceDirVector.set( 0, 0, - 1 ); | |
uvs[ j + 0 ] = getUv( faceDirVector, normal, 'x', 'y', radius, width ); | |
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height ); | |
break; | |
} | |
} | |
} | |
} | |
export { RoundedBoxGeometry }; | |