UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

157 lines (154 loc) 3.95 kB
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 };