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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 };
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