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Villard PierreFrederic
webgl25
Commits
6b7ae11f
Commit
6b7ae11f
authored
5 months ago
by
RIFI Zaynab
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Delete uclass_BeveledBlockGeometry.js
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RIFI/lib/uclass_BeveledBlockGeometry.js
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d9f721bd
"
use strict
"
;
// good practice - see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Strict_mode
/**
* @author Eric Haines / http://erichaines.com/
*
* Make a block with beveled edges, to catch highlights.
*
* TODO: bug when bevel >= depth/2 (or width/2, or height/2)
*/
/*global THREE */
THREE
.
BeveledBlockGeometry
=
function
(
width
,
height
,
depth
,
bevel
,
widthSegments
,
heightSegments
,
depthSegments
)
{
"
use strict
"
;
THREE
.
Geometry
.
call
(
this
);
var
scope
=
this
;
this
.
width
=
width
;
this
.
height
=
height
;
this
.
depth
=
depth
;
this
.
bevel
=
bevel
||
0
;
this
.
widthSegments
=
widthSegments
||
1
;
this
.
heightSegments
=
heightSegments
||
1
;
this
.
depthSegments
=
depthSegments
||
1
;
var
width_half
=
this
.
width
/
2
;
var
height_half
=
this
.
height
/
2
;
var
depth_half
=
this
.
depth
/
2
;
var
adjWidth
=
this
.
width
-
this
.
bevel
*
2
;
var
adjHeight
=
this
.
height
-
this
.
bevel
*
2
;
var
adjDepth
=
this
.
depth
-
this
.
bevel
*
2
;
if
(
adjDepth
>
0
&&
adjHeight
>
0
)
{
buildPlane
(
'
z
'
,
'
y
'
,
-
1
,
-
1
,
adjDepth
,
adjHeight
,
width_half
,
0
);
// px
buildPlane
(
'
z
'
,
'
y
'
,
1
,
-
1
,
adjDepth
,
adjHeight
,
-
width_half
,
0
);
// nx
}
if
(
adjWidth
>
0
&&
adjDepth
>
0
)
{
buildPlane
(
'
x
'
,
'
z
'
,
1
,
1
,
adjWidth
,
adjDepth
,
height_half
,
0
);
// py
buildPlane
(
'
x
'
,
'
z
'
,
1
,
-
1
,
adjWidth
,
adjDepth
,
-
height_half
,
0
);
// ny
}
if
(
adjWidth
>
0
&&
adjHeight
>
0
)
{
buildPlane
(
'
x
'
,
'
y
'
,
1
,
-
1
,
adjWidth
,
adjHeight
,
depth_half
,
0
);
// pz
buildPlane
(
'
x
'
,
'
y
'
,
-
1
,
-
1
,
adjWidth
,
adjHeight
,
-
depth_half
,
0
);
// nz
}
// bevels
if
(
this
.
bevel
>
0
)
{
if
(
adjWidth
<
0
)
{
adjWidth
=
0
;
}
if
(
adjHeight
<
0
)
{
adjHeight
=
0
;
}
if
(
adjDepth
<
0
)
{
adjDepth
=
0
;
}
var
adjHalfWidth
=
adjWidth
/
2
;
var
adjHalfHeight
=
adjHeight
/
2
;
var
adjHalfDepth
=
adjDepth
/
2
;
// 12 edges
// -Y face neighbors
buildBevelSide
(
'
x
'
,
-
adjHalfWidth
,
-
height_half
,
-
adjHalfDepth
,
adjHalfWidth
,
-
adjHalfHeight
,
-
depth_half
,
0
,
-
1
,
0
,
0
,
0
,
-
1
);
buildBevelSide
(
'
x
'
,
adjHalfWidth
,
-
height_half
,
adjHalfDepth
,
-
adjHalfWidth
,
-
adjHalfHeight
,
depth_half
,
0
,
-
1
,
0
,
0
,
0
,
1
);
buildBevelSide
(
'
z
'
,
-
adjHalfWidth
,
-
height_half
,
adjHalfDepth
,
-
width_half
,
-
adjHalfHeight
,
-
adjHalfDepth
,
0
,
-
1
,
0
,
-
1
,
0
,
0
);
buildBevelSide
(
'
z
'
,
adjHalfWidth
,
-
height_half
,
-
adjHalfDepth
,
width_half
,
-
adjHalfHeight
,
adjHalfDepth
,
0
,
-
1
,
0
,
1
,
0
,
0
);
// +Y face neighbors
buildBevelSide
(
'
x
'
,
adjHalfWidth
,
height_half
,
-
adjHalfDepth
,
-
adjHalfWidth
,
adjHalfHeight
,
-
depth_half
,
0
,
1
,
0
,
0
,
0
,
-
1
);
buildBevelSide
(
'
x
'
,
-
adjHalfWidth
,
height_half
,
adjHalfDepth
,
adjHalfWidth
,
adjHalfHeight
,
depth_half
,
0
,
1
,
0
,
0
,
0
,
1
);
buildBevelSide
(
'
z
'
,
-
adjHalfWidth
,
height_half
,
-
adjHalfDepth
,
-
width_half
,
adjHalfHeight
,
adjHalfDepth
,
0
,
1
,
0
,
-
1
,
0
,
0
);
buildBevelSide
(
'
z
'
,
adjHalfWidth
,
height_half
,
adjHalfDepth
,
width_half
,
adjHalfHeight
,
-
adjHalfDepth
,
0
,
1
,
0
,
1
,
0
,
0
);
// Y side face neighbors
buildBevelSide
(
'
y
'
,
-
width_half
,
adjHalfHeight
,
-
adjHalfDepth
,
-
adjHalfWidth
,
-
adjHalfHeight
,
-
depth_half
,
-
1
,
0
,
0
,
0
,
0
,
-
1
);
buildBevelSide
(
'
y
'
,
-
width_half
,
-
adjHalfHeight
,
adjHalfDepth
,
-
adjHalfWidth
,
adjHalfHeight
,
depth_half
,
-
1
,
0
,
0
,
0
,
0
,
1
);
buildBevelSide
(
'
y
'
,
width_half
,
-
adjHalfHeight
,
-
adjHalfDepth
,
adjHalfWidth
,
adjHalfHeight
,
-
depth_half
,
1
,
0
,
0
,
0
,
0
,
-
1
);
buildBevelSide
(
'
y
'
,
width_half
,
adjHalfHeight
,
adjHalfDepth
,
adjHalfWidth
,
-
adjHalfHeight
,
depth_half
,
1
,
0
,
0
,
0
,
0
,
1
);
// 8 corners
buildBevelCorners
(
adjHalfWidth
,
width_half
,
adjHalfHeight
,
height_half
,
adjHalfDepth
,
depth_half
);
}
function
buildPlane
(
u
,
v
,
udir
,
vdir
,
width
,
height
,
depth
,
materialIndex
)
{
var
w
,
ix
,
iy
,
gridX
=
scope
.
widthSegments
,
gridY
=
scope
.
heightSegments
,
width_half
=
width
/
2
,
height_half
=
height
/
2
,
offset
=
scope
.
vertices
.
length
;
if
(
(
u
===
'
x
'
&&
v
===
'
y
'
)
||
(
u
===
'
y
'
&&
v
===
'
x
'
)
)
{
w
=
'
z
'
;
}
else
if
(
(
u
===
'
x
'
&&
v
===
'
z
'
)
||
(
u
===
'
z
'
&&
v
===
'
x
'
)
)
{
w
=
'
y
'
;
gridY
=
scope
.
depthSegments
;
}
else
if
(
(
u
===
'
z
'
&&
v
===
'
y
'
)
||
(
u
===
'
y
'
&&
v
===
'
z
'
)
)
{
w
=
'
x
'
;
gridX
=
scope
.
depthSegments
;
}
var
gridX1
=
gridX
+
1
,
gridY1
=
gridY
+
1
,
segment_width
=
width
/
gridX
,
segment_height
=
height
/
gridY
,
normal
=
new
THREE
.
Vector3
();
normal
[
w
]
=
depth
>
0
?
1
:
-
1
;
for
(
iy
=
0
;
iy
<
gridY1
;
iy
++
)
{
for
(
ix
=
0
;
ix
<
gridX1
;
ix
++
)
{
var
vector
=
new
THREE
.
Vector3
();
vector
[
u
]
=
(
ix
*
segment_width
-
width_half
)
*
udir
;
vector
[
v
]
=
(
iy
*
segment_height
-
height_half
)
*
vdir
;
vector
[
w
]
=
depth
;
scope
.
vertices
.
push
(
vector
);
}
}
for
(
iy
=
0
;
iy
<
gridY
;
iy
++
)
{
for
(
ix
=
0
;
ix
<
gridX
;
ix
++
)
{
var
a
=
ix
+
gridX1
*
iy
;
var
b
=
ix
+
gridX1
*
(
iy
+
1
);
var
c
=
(
ix
+
1
)
+
gridX1
*
(
iy
+
1
);
var
d
=
(
ix
+
1
)
+
gridX1
*
iy
;
var
face
=
new
THREE
.
Face4
(
a
+
offset
,
b
+
offset
,
c
+
offset
,
d
+
offset
);
// not needed? We don't compute others: face.normal.copy( normal );
face
.
vertexNormals
.
push
(
normal
.
clone
(),
normal
.
clone
(),
normal
.
clone
(),
normal
.
clone
()
);
face
.
materialIndex
=
materialIndex
;
scope
.
faces
.
push
(
face
);
scope
.
faceVertexUvs
[
0
].
push
(
[
new
THREE
.
Vector2
(
ix
/
gridX
,
1
-
iy
/
gridY
),
new
THREE
.
Vector2
(
ix
/
gridX
,
1
-
(
iy
+
1
)
/
gridY
),
new
THREE
.
Vector2
(
(
ix
+
1
)
/
gridX
,
1
-
(
iy
+
1
)
/
gridY
),
new
THREE
.
Vector2
(
(
ix
+
1
)
/
gridX
,
1
-
iy
/
gridY
)
]
);
}
}
}
function
buildBevelSide
(
longSide
,
xlo
,
ylo
,
zlo
,
xhi
,
yhi
,
zhi
,
xn1
,
yn1
,
zn1
,
xn2
,
yn2
,
zn2
)
{
var
vector
;
var
offset
=
scope
.
vertices
.
length
;
vector
=
new
THREE
.
Vector3
(
xlo
,
ylo
,
zlo
);
scope
.
vertices
.
push
(
vector
);
if
(
longSide
===
'
x
'
)
{
vector
=
new
THREE
.
Vector3
(
xlo
,
yhi
,
zhi
);
scope
.
vertices
.
push
(
vector
);
vector
=
new
THREE
.
Vector3
(
xhi
,
yhi
,
zhi
);
scope
.
vertices
.
push
(
vector
);
vector
=
new
THREE
.
Vector3
(
xhi
,
ylo
,
zlo
);
scope
.
vertices
.
push
(
vector
);
}
else
if
(
longSide
===
'
y
'
)
{
vector
=
new
THREE
.
Vector3
(
xhi
,
ylo
,
zhi
);
scope
.
vertices
.
push
(
vector
);
vector
=
new
THREE
.
Vector3
(
xhi
,
yhi
,
zhi
);
scope
.
vertices
.
push
(
vector
);
vector
=
new
THREE
.
Vector3
(
xlo
,
yhi
,
zlo
);
scope
.
vertices
.
push
(
vector
);
}
else
{
vector
=
new
THREE
.
Vector3
(
xhi
,
yhi
,
zlo
);
scope
.
vertices
.
push
(
vector
);
vector
=
new
THREE
.
Vector3
(
xhi
,
yhi
,
zhi
);
scope
.
vertices
.
push
(
vector
);
vector
=
new
THREE
.
Vector3
(
xlo
,
ylo
,
zhi
);
scope
.
vertices
.
push
(
vector
);
}
var
face
=
new
THREE
.
Face4
(
offset
,
offset
+
1
,
offset
+
2
,
offset
+
3
);
var
vnorm1
=
new
THREE
.
Vector3
(
xn1
,
yn1
,
zn1
);
var
vnorm2
=
new
THREE
.
Vector3
(
xn2
,
yn2
,
zn2
);
face
.
vertexNormals
.
push
(
vnorm1
.
clone
(),
vnorm2
.
clone
(),
vnorm2
.
clone
(),
vnorm1
.
clone
()
);
face
.
materialIndex
=
0
;
scope
.
faces
.
push
(
face
);
// these are certainly wrong
scope
.
faceVertexUvs
[
0
].
push
(
[
new
THREE
.
Vector2
(
0
,
0
),
new
THREE
.
Vector2
(
0
,
1
),
new
THREE
.
Vector2
(
1
,
1
),
new
THREE
.
Vector2
(
1
,
0
)
]
);
}
function
buildBevelCorners
(
xah
,
xh
,
yah
,
yh
,
zah
,
zh
)
{
var
vector
;
var
offset
=
scope
.
vertices
.
length
;
var
count
=
0
;
for
(
var
i
=
0
;
i
<
2
;
i
++
)
{
var
xsign
=
i
?
1
:
-
1
;
for
(
var
j
=
0
;
j
<
2
;
j
++
)
{
var
ysign
=
j
?
1
:
-
1
;
for
(
var
k
=
0
;
k
<
2
;
k
++
)
{
var
zsign
=
k
?
1
:
-
1
;
// first vertex
vector
=
new
THREE
.
Vector3
(
xsign
*
xh
,
ysign
*
yah
,
zsign
*
zah
);
scope
.
vertices
.
push
(
vector
);
var
vnorm1
=
new
THREE
.
Vector3
(
xsign
,
0
,
0
);
vector
=
new
THREE
.
Vector3
(
xsign
*
xah
,
ysign
*
yh
,
zsign
*
zah
);
scope
.
vertices
.
push
(
vector
);
var
vnorm2
=
new
THREE
.
Vector3
(
0
,
ysign
,
0
);
vector
=
new
THREE
.
Vector3
(
xsign
*
xah
,
ysign
*
yah
,
zsign
*
zh
);
scope
.
vertices
.
push
(
vector
);
var
vnorm3
=
new
THREE
.
Vector3
(
0
,
0
,
zsign
);
var
face
;
face
=
new
THREE
.
Face3
(
offset
,
offset
+
1
,
offset
+
2
);
if
(
xsign
*
ysign
*
zsign
===
1
)
{
face
=
new
THREE
.
Face3
(
offset
,
offset
+
1
,
offset
+
2
);
face
.
vertexNormals
.
push
(
vnorm1
,
vnorm2
,
vnorm3
);
}
else
{
face
=
new
THREE
.
Face3
(
offset
+
2
,
offset
+
1
,
offset
);
face
.
vertexNormals
.
push
(
vnorm3
,
vnorm2
,
vnorm1
);
}
face
.
materialIndex
=
0
;
scope
.
faces
.
push
(
face
);
// these are certainly wrong
scope
.
faceVertexUvs
[
0
].
push
(
[
new
THREE
.
Vector2
(
0
,
0
),
new
THREE
.
Vector2
(
0
,
1
),
new
THREE
.
Vector2
(
1
,
1
)
]
);
offset
+=
3
;
count
++
;
}
}
}
}
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
mergeVertices
();
};
THREE
.
BeveledBlockGeometry
.
prototype
=
Object
.
create
(
THREE
.
Geometry
.
prototype
);
\ No newline at end of file
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