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three

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JavaScript 3D library

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import { BufferGeometry, Float32BufferAttribute } from 'three'; /** * A special type of box geometry intended for {@link LineSegments}. * * ```js * const geometry = new THREE.BoxLineGeometry(); * const material = new THREE.LineBasicMaterial( { color: 0x00ff00 } ); * const lines = new THREE.LineSegments( geometry, material ); * scene.add( lines ); * ``` * * @augments BufferGeometry */ class BoxLineGeometry extends BufferGeometry { /** * Constructs a new box line geometry. * * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis. * @param {number} [widthSegments=1] - Number of segmented rectangular sections along the width of the sides. * @param {number} [heightSegments=1] - Number of segmented rectangular sections along the height of the sides. * @param {number} [depthSegments=1] - Number of segmented rectangular sections along the depth of the sides. */ constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { super(); widthSegments = Math.floor( widthSegments ); heightSegments = Math.floor( heightSegments ); depthSegments = Math.floor( depthSegments ); const widthHalf = width / 2; const heightHalf = height / 2; const depthHalf = depth / 2; const segmentWidth = width / widthSegments; const segmentHeight = height / heightSegments; const segmentDepth = depth / depthSegments; const vertices = []; let x = - widthHalf; let y = - heightHalf; let z = - depthHalf; for ( let i = 0; i <= widthSegments; i ++ ) { vertices.push( x, - heightHalf, - depthHalf, x, heightHalf, - depthHalf ); vertices.push( x, heightHalf, - depthHalf, x, heightHalf, depthHalf ); vertices.push( x, heightHalf, depthHalf, x, - heightHalf, depthHalf ); vertices.push( x, - heightHalf, depthHalf, x, - heightHalf, - depthHalf ); x += segmentWidth; } for ( let i = 0; i <= heightSegments; i ++ ) { vertices.push( - widthHalf, y, - depthHalf, widthHalf, y, - depthHalf ); vertices.push( widthHalf, y, - depthHalf, widthHalf, y, depthHalf ); vertices.push( widthHalf, y, depthHalf, - widthHalf, y, depthHalf ); vertices.push( - widthHalf, y, depthHalf, - widthHalf, y, - depthHalf ); y += segmentHeight; } for ( let i = 0; i <= depthSegments; i ++ ) { vertices.push( - widthHalf, - heightHalf, z, - widthHalf, heightHalf, z ); vertices.push( - widthHalf, heightHalf, z, widthHalf, heightHalf, z ); vertices.push( widthHalf, heightHalf, z, widthHalf, - heightHalf, z ); vertices.push( widthHalf, - heightHalf, z, - widthHalf, - heightHalf, z ); z += segmentDepth; } this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); } } export { BoxLineGeometry };