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6 months ago
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 };