import { BoxGeometry, Vector3 } from 'three'; const _tempNormal = new 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 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 Vector3(); const normal = new Vector3(); const box = new 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 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; } } } } export { RoundedBoxGeometry };