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ExtrudeGeometry.js
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ExtrudeGeometry.js
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/**
* Creates extruded geometry from a path shape.
*
* parameters = {
*
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
* depth: <float>, // Depth to extrude the shape
*
* bevelEnabled: <bool>, // turn on bevel
* bevelThickness: <float>, // how deep into the original shape bevel goes
* bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
* bevelOffset: <float>, // how far from shape outline does bevel start
* bevelSegments: <int>, // number of bevel layers
*
* extrudePath: <THREE.Curve> // curve to extrude shape along
*
* UVGenerator: <Object> // object that provides UV generator functions
*
* }
*/
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import * as Curves from '../extras/curves/Curves.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Shape } from '../extras/core/Shape.js';
import { ShapeUtils } from '../extras/ShapeUtils.js';
class ExtrudeGeometry extends BufferGeometry {
constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {
super();
this.type = 'ExtrudeGeometry';
this.parameters = {
shapes: shapes,
options: options
};
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
const scope = this;
const verticesArray = [];
const uvArray = [];
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
addShape( shape );
}
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
this.computeVertexNormals();
// functions
function addShape( shape ) {
const placeholder = [];
// options
const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
const steps = options.steps !== undefined ? options.steps : 1;
const depth = options.depth !== undefined ? options.depth : 1;
let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
const extrudePath = options.extrudePath;
const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
//
let extrudePts, extrudeByPath = false;
let splineTube, binormal, normal, position2;
if ( extrudePath ) {
extrudePts = extrudePath.getSpacedPoints( steps );
extrudeByPath = true;
bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames( steps, false );
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3();
normal = new Vector3();
position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if ( ! bevelEnabled ) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
bevelOffset = 0;
}
// Variables initialization
const shapePoints = shape.extractPoints( curveSegments );
let vertices = shapePoints.shape;
const holes = shapePoints.holes;
const reverse = ! ShapeUtils.isClockWise( vertices );
if ( reverse ) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
if ( ShapeUtils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
}
}
}
const faces = ShapeUtils.triangulateShape( vertices, holes );
/* Vertices */
const contour = vertices; // vertices has all points but contour has only points of circumference
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
vertices = vertices.concat( ahole );
}
function scalePt2( pt, vec, size ) {
if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
return pt.clone().addScaledVector( vec, size );
}
const vlen = vertices.length, flen = faces.length;
// Find directions for point movement
function getBevelVec( inPt, inPrev, inNext ) {
// computes for inPt the corresponding point inPt' on a new contour
// shifted by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// http://geomalgorithms.com/a05-_intersect-1.html
const v_prev_x = inPt.x - inPrev.x,
v_prev_y = inPt.y - inPrev.y;
const v_next_x = inNext.x - inPt.x,
v_next_y = inNext.y - inPt.y;
const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
// check for collinear edges
const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
// not collinear
// length of vectors for normalizing
const v_prev_len = Math.sqrt( v_prev_lensq );
const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
// shift adjacent points by unit vectors to the left
const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
// scaling factor for v_prev to intersection point
const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
( v_prev_x * v_next_y - v_prev_y * v_next_x );
// vector from inPt to intersection point
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
// Don't normalize!, otherwise sharp corners become ugly
// but prevent crazy spikes
const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
if ( v_trans_lensq <= 2 ) {
return new Vector2( v_trans_x, v_trans_y );
} else {
shrink_by = Math.sqrt( v_trans_lensq / 2 );
}
} else {
// handle special case of collinear edges
let direction_eq = false; // assumes: opposite
if ( v_prev_x > Number.EPSILON ) {
if ( v_next_x > Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( v_prev_x < - Number.EPSILON ) {
if ( v_next_x < - Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
direction_eq = true;
}
}
}
if ( direction_eq ) {
// console.log("Warning: lines are a straight sequence");
v_trans_x = - v_prev_y;
v_trans_y = v_prev_x;
shrink_by = Math.sqrt( v_prev_lensq );
} else {
// console.log("Warning: lines are a straight spike");
v_trans_x = v_prev_x;
v_trans_y = v_prev_y;
shrink_by = Math.sqrt( v_prev_lensq / 2 );
}
}
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
}
const contourMovements = [];
for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
// console.log('i,j,k', i, j , k)
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
}
const holesMovements = [];
let oneHoleMovements, verticesMovements = contourMovements.concat();
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = [];
for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
}
holesMovements.push( oneHoleMovements );
verticesMovements = verticesMovements.concat( oneHoleMovements );
}
// Loop bevelSegments, 1 for the front, 1 for the back
for ( let b = 0; b < bevelSegments; b ++ ) {
//for ( b = bevelSegments; b > 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
// contract shape
for ( let i = 0, il = contour.length; i < il; i ++ ) {
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, - z );
}
// expand holes
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
v( vert.x, vert.y, - z );
}
}
}
const bs = bevelSize + bevelOffset;
// Back facing vertices
for ( let i = 0; i < vlen; i ++ ) {
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, 0 );
} else {
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
// Add stepped vertices...
// Including front facing vertices
for ( let s = 1; s <= steps; s ++ ) {
for ( let i = 0; i < vlen; i ++ ) {
const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, depth / steps * s );
} else {
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
}
// Add bevel segments planes
//for ( b = 1; b <= bevelSegments; b ++ ) {
for ( let b = bevelSegments - 1; b >= 0; b -- ) {
const t = b / bevelSegments;
const z = bevelThickness * Math.cos( t * Math.PI / 2 );
const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
// contract shape
for ( let i = 0, il = contour.length; i < il; i ++ ) {
const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, depth + z );
}
// expand holes
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( let i = 0, il = ahole.length; i < il; i ++ ) {
const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
if ( ! extrudeByPath ) {
v( vert.x, vert.y, depth + z );
} else {
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
}
}
}
}
/* Faces */
// Top and bottom faces
buildLidFaces();
// Sides faces
buildSideFaces();
///// Internal functions
function buildLidFaces() {
const start = verticesArray.length / 3;
if ( bevelEnabled ) {
let layer = 0; // steps + 1
let offset = vlen * layer;
// Bottom faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
}
} else {
// Bottom faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 2 ], face[ 1 ], face[ 0 ] );
}
// Top faces
for ( let i = 0; i < flen; i ++ ) {
const face = faces[ i ];
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
}
}
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
}
// Create faces for the z-sides of the shape
function buildSideFaces() {
const start = verticesArray.length / 3;
let layeroffset = 0;
sidewalls( contour, layeroffset );
layeroffset += contour.length;
for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
const ahole = holes[ h ];
sidewalls( ahole, layeroffset );
//, true
layeroffset += ahole.length;
}
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
}
function sidewalls( contour, layeroffset ) {
let i = contour.length;
while ( -- i >= 0 ) {
const j = i;
let k = i - 1;
if ( k < 0 ) k = contour.length - 1;
//console.log('b', i,j, i-1, k,vertices.length);
for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
const slen1 = vlen * s;
const slen2 = vlen * ( s + 1 );
const a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4( a, b, c, d );
}
}
}
function v( x, y, z ) {
placeholder.push( x );
placeholder.push( y );
placeholder.push( z );
}
function f3( a, b, c ) {
addVertex( a );
addVertex( b );
addVertex( c );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
}
function f4( a, b, c, d ) {
addVertex( a );
addVertex( b );
addVertex( d );
addVertex( b );
addVertex( c );
addVertex( d );
const nextIndex = verticesArray.length / 3;
const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 3 ] );
addUV( uvs[ 1 ] );
addUV( uvs[ 2 ] );
addUV( uvs[ 3 ] );
}
function addVertex( index ) {
verticesArray.push( placeholder[ index * 3 + 0 ] );
verticesArray.push( placeholder[ index * 3 + 1 ] );
verticesArray.push( placeholder[ index * 3 + 2 ] );
}
function addUV( vector2 ) {
uvArray.push( vector2.x );
uvArray.push( vector2.y );
}
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
toJSON() {
const data = super.toJSON();
const shapes = this.parameters.shapes;
const options = this.parameters.options;
return toJSON( shapes, options, data );
}
static fromJSON( data, shapes ) {
const geometryShapes = [];
for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
const shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
const extrudePath = data.options.extrudePath;
if ( extrudePath !== undefined ) {
data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
}
return new ExtrudeGeometry( geometryShapes, data.options );
}
}
const WorldUVGenerator = {
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
const a_x = vertices[ indexA * 3 ];
const a_y = vertices[ indexA * 3 + 1 ];
const b_x = vertices[ indexB * 3 ];
const b_y = vertices[ indexB * 3 + 1 ];
const c_x = vertices[ indexC * 3 ];
const c_y = vertices[ indexC * 3 + 1 ];
return [
new Vector2( a_x, a_y ),
new Vector2( b_x, b_y ),
new Vector2( c_x, c_y )
];
},
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
const a_x = vertices[ indexA * 3 ];
const a_y = vertices[ indexA * 3 + 1 ];
const a_z = vertices[ indexA * 3 + 2 ];
const b_x = vertices[ indexB * 3 ];
const b_y = vertices[ indexB * 3 + 1 ];
const b_z = vertices[ indexB * 3 + 2 ];
const c_x = vertices[ indexC * 3 ];
const c_y = vertices[ indexC * 3 + 1 ];
const c_z = vertices[ indexC * 3 + 2 ];
const d_x = vertices[ indexD * 3 ];
const d_y = vertices[ indexD * 3 + 1 ];
const d_z = vertices[ indexD * 3 + 2 ];
if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
return [
new Vector2( a_x, 1 - a_z ),
new Vector2( b_x, 1 - b_z ),
new Vector2( c_x, 1 - c_z ),
new Vector2( d_x, 1 - d_z )
];
} else {
return [
new Vector2( a_y, 1 - a_z ),
new Vector2( b_y, 1 - b_z ),
new Vector2( c_y, 1 - c_z ),
new Vector2( d_y, 1 - d_z )
];
}
}
};
function toJSON( shapes, options, data ) {
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
data.options = Object.assign( {}, options );
if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
return data;
}
export { ExtrudeGeometry };