| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 | ( function () {	const _tempNormal = new THREE.Vector3();	function getUv( faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength ) {		const totArcLength = 2 * Math.PI * radius / 4; // length of the planes between the arcs on each axis		const centerLength = Math.max( sideLength - 2 * radius, 0 );		const halfArc = Math.PI / 4; // Get the vector projected onto the Y plane		_tempNormal.copy( normal );		_tempNormal[ projectionAxis ] = 0;		_tempNormal.normalize(); // total amount of UV space alloted to a single arc		const arcUvRatio = 0.5 * totArcLength / ( totArcLength + centerLength ); // the distance along one arc the point is at		const arcAngleRatio = 1.0 - _tempNormal.angleTo( faceDirVector ) / halfArc;		if ( Math.sign( _tempNormal[ uvAxis ] ) === 1 ) {			return arcAngleRatio * arcUvRatio;		} else {			// total amount of UV space alloted to the plane between the arcs			const lenUv = centerLength / ( totArcLength + centerLength );			return lenUv + arcUvRatio + arcUvRatio * ( 1.0 - arcAngleRatio );		}	}	class RoundedBoxGeometry extends THREE.BoxGeometry {		constructor( width = 1, height = 1, depth = 1, segments = 2, radius = 0.1 ) {			// ensure segments is odd so we have a plane connecting the rounded corners			segments = segments * 2 + 1; // ensure radius isn't bigger than shortest side			radius = Math.min( width / 2, height / 2, depth / 2, radius );			super( 1, 1, 1, segments, segments, segments ); // if we just have one segment we're the same as a regular box			if ( segments === 1 ) return;			const geometry2 = this.toNonIndexed();			this.index = null;			this.attributes.position = geometry2.attributes.position;			this.attributes.normal = geometry2.attributes.normal;			this.attributes.uv = geometry2.attributes.uv; //			const position = new THREE.Vector3();			const normal = new THREE.Vector3();			const box = new THREE.Vector3( width, height, depth ).divideScalar( 2 ).subScalar( radius );			const positions = this.attributes.position.array;			const normals = this.attributes.normal.array;			const uvs = this.attributes.uv.array;			const faceTris = positions.length / 6;			const faceDirVector = new THREE.Vector3();			const halfSegmentSize = 0.5 / segments;			for ( let i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {				position.fromArray( positions, i );				normal.copy( position );				normal.x -= Math.sign( normal.x ) * halfSegmentSize;				normal.y -= Math.sign( normal.y ) * halfSegmentSize;				normal.z -= Math.sign( normal.z ) * halfSegmentSize;				normal.normalize();				positions[ i + 0 ] = box.x * Math.sign( position.x ) + normal.x * radius;				positions[ i + 1 ] = box.y * Math.sign( position.y ) + normal.y * radius;				positions[ i + 2 ] = box.z * Math.sign( position.z ) + normal.z * radius;				normals[ i + 0 ] = normal.x;				normals[ i + 1 ] = normal.y;				normals[ i + 2 ] = normal.z;				const side = Math.floor( i / faceTris );				switch ( side ) {					case 0:						// right						// generate UVs along Z then Y						faceDirVector.set( 1, 0, 0 );						uvs[ j + 0 ] = getUv( faceDirVector, normal, 'z', 'y', radius, depth );						uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );						break;					case 1:						// left						// generate UVs along Z then Y						faceDirVector.set( - 1, 0, 0 );						uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'y', radius, depth );						uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );						break;					case 2:						// top						// generate UVs along X then Z						faceDirVector.set( 0, 1, 0 );						uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );						uvs[ j + 1 ] = getUv( faceDirVector, normal, 'z', 'x', radius, depth );						break;					case 3:						// bottom						// generate UVs along X then Z						faceDirVector.set( 0, - 1, 0 );						uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );						uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'x', radius, depth );						break;					case 4:						// front						// generate UVs along X then Y						faceDirVector.set( 0, 0, 1 );						uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'y', radius, width );						uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );						break;					case 5:						// back						// generate UVs along X then Y						faceDirVector.set( 0, 0, - 1 );						uvs[ j + 0 ] = getUv( faceDirVector, normal, 'x', 'y', radius, width );						uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );						break;				}			}		}	}	THREE.RoundedBoxGeometry = RoundedBoxGeometry;} )();
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