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							- ( 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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