playcanvas
Version:
PlayCanvas WebGL game engine
157 lines (154 loc) • 3.95 kB
JavaScript
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;
class BoxGeometry extends Geometry {
constructor(opts = {}){
super();
var _opts_halfExtents;
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
]
];
var faceNormals = [
[
0,
0,
1
],
[
0,
0,
-1
],
[
0,
1,
0
],
[
0,
-1,
0
],
[
1,
0,
0
],
[
-1,
0,
0
]
];
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);
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;
this.indices = indices;
if (opts.calculateTangents) {
this.tangents = calculateTangents(positions, normals, uvs, indices);
}
}
}
export { BoxGeometry };