import { BufferGeometry, Float32BufferAttribute } from 'three'; class BoxLineGeometry extends BufferGeometry { 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 };