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playcanvas

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PlayCanvas WebGL game engine

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import { Vec3 } from '../../core/math/vec3.js'; import { calculateTangents } from './geometry-utils.js'; import { Geometry } from './geometry.js'; var primitiveUv1Padding = 4.0 / 64; var primitiveUv1PaddingScale = 1.0 - primitiveUv1Padding * 2; /** * A procedural box-shaped geometry. * * The size, shape and tesselation properties of the box can be controlled via constructor options. * By default, a box centered on the object space origin with a width, length and height of 1.0 unit * and 1 segment in either axis (2 triangles per face). * * Note that the box is created with UVs in the range of 0 to 1 on each face. * * @category Graphics */ class BoxGeometry extends Geometry { /** * Create a new BoxGeometry instance. * * @param {object} [opts] - An object that specifies optional inputs for the function as follows: * @param {Vec3} [opts.halfExtents] - The half dimensions of the box in each axis (defaults to * [0.5, 0.5, 0.5]). * @param {number} [opts.widthSegments] - The number of divisions along the X axis of the box * (defaults to 1). * @param {number} [opts.lengthSegments] - The number of divisions along the Z axis of the box * (defaults to 1). * @param {number} [opts.heightSegments] - The number of divisions along the Y axis of the box * (defaults to 1). * @param {boolean} [opts.calculateTangents] - Generate tangent information (defaults to false). * @param {number} [opts.yOffset] - Move the box vertically by given offset in local space. Pass * 0.5 to generate the box with pivot point at the bottom face. Defaults to 0. */ constructor(opts = {}){ super(); var _opts_halfExtents; // Check the supplied options and provide defaults for unspecified ones var he = (_opts_halfExtents = opts.halfExtents) != null ? _opts_halfExtents : new Vec3(0.5, 0.5, 0.5); var _opts_widthSegments; var ws = (_opts_widthSegments = opts.widthSegments) != null ? _opts_widthSegments : 1; var _opts_lengthSegments; var ls = (_opts_lengthSegments = opts.lengthSegments) != null ? _opts_lengthSegments : 1; var _opts_heightSegments; var hs = (_opts_heightSegments = opts.heightSegments) != null ? _opts_heightSegments : 1; var _opts_yOffset; var yOffset = (_opts_yOffset = opts.yOffset) != null ? _opts_yOffset : 0; var minY = -he.y + yOffset; var maxY = he.y + yOffset; var corners = [ new Vec3(-he.x, minY, he.z), new Vec3(he.x, minY, he.z), new Vec3(he.x, maxY, he.z), new Vec3(-he.x, maxY, he.z), new Vec3(he.x, minY, -he.z), new Vec3(-he.x, minY, -he.z), new Vec3(-he.x, maxY, -he.z), new Vec3(he.x, maxY, -he.z) ]; var faceAxes = [ [ 0, 1, 3 ], [ 4, 5, 7 ], [ 3, 2, 6 ], [ 1, 0, 4 ], [ 1, 4, 2 ], [ 5, 0, 6 ] // LEFT ]; var faceNormals = [ [ 0, 0, 1 ], [ 0, 0, -1 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 1, 0, 0 ], [ -1, 0, 0 ] // LEFT ]; var sides = { FRONT: 0, BACK: 1, TOP: 2, BOTTOM: 3, RIGHT: 4, LEFT: 5 }; var positions = []; var normals = []; var uvs = []; var indices = []; var vcounter = 0; var generateFace = (side, uSegments, vSegments)=>{ var temp1 = new Vec3(); var temp2 = new Vec3(); var temp3 = new Vec3(); var r = new Vec3(); for(var i = 0; i <= uSegments; i++){ for(var j = 0; j <= vSegments; j++){ temp1.lerp(corners[faceAxes[side][0]], corners[faceAxes[side][1]], i / uSegments); temp2.lerp(corners[faceAxes[side][0]], corners[faceAxes[side][2]], j / vSegments); temp3.sub2(temp2, corners[faceAxes[side][0]]); r.add2(temp1, temp3); var u = i / uSegments; var v = j / vSegments; positions.push(r.x, r.y, r.z); normals.push(faceNormals[side][0], faceNormals[side][1], faceNormals[side][2]); uvs.push(u, 1 - v); // pack as 3x2. 1/3 will be empty, but it's either that or stretched pixels // TODO: generate non-rectangular lightMaps, so we could use space without stretching u = u * primitiveUv1PaddingScale + primitiveUv1Padding; v = v * primitiveUv1PaddingScale + primitiveUv1Padding; u /= 3; v /= 3; u += side % 3 / 3; v += Math.floor(side / 3) / 3; if (i < uSegments && j < vSegments) { indices.push(vcounter + vSegments + 1, vcounter + 1, vcounter); indices.push(vcounter + vSegments + 1, vcounter + vSegments + 2, vcounter + 1); } vcounter++; } } }; generateFace(sides.FRONT, ws, hs); generateFace(sides.BACK, ws, hs); generateFace(sides.TOP, ws, ls); generateFace(sides.BOTTOM, ws, ls); generateFace(sides.RIGHT, ls, hs); generateFace(sides.LEFT, ls, hs); this.positions = positions; this.normals = normals; this.uvs = uvs; this.uvs1 = uvs; // UV1 = UV0 for sphere this.indices = indices; if (opts.calculateTangents) { this.tangents = calculateTangents(positions, normals, uvs, indices); } } } export { BoxGeometry };