Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
3f010463
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
3f010463
编写于
3月 16, 2012
作者:
Z
zz85
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Started adding 3d spline path extrusion support to THREE.ExtrudeGeoemtry
上级
7a493479
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
49 addition
and
12 deletion
+49
-12
src/extras/geometries/ExtrudeGeometry.js
src/extras/geometries/ExtrudeGeometry.js
+49
-12
未找到文件。
src/extras/geometries/ExtrudeGeometry.js
浏览文件 @
3f010463
...
...
@@ -8,19 +8,17 @@
* size: <float>, // size of the text
* height: <float>, // thickness to extrude text
* curveSegments: <int>, // number of points on the curves
* steps: <int>, // number of points for z-side extrusions
* steps: <int>, // number of points for z-side extrusions
/ used for subdivding extrude spline too
*
* font: <string>, // font name
* weight: <string>, // font weight (normal, bold)
* style: <string>, // font style (normal, italics)
* useSpacedPoints: <boolean>, // Use equal space distances for triangulation shapes
*
* bevelEnabled: <bool>, // turn on bevel
* bevelThickness: <float>, // how deep into text bevel goes
* bevelSize: <float>, // how far from text outline is bevel
* bevelSegments: <int>, // number of bevel layers
*
* extrudePath: <THREE.CurvePath> //
path to extrude shape along
* bendPath: <THREE.CurvePath> //
path to bend the geometry around
* extrudePath: <THREE.CurvePath> //
2d/3d spline path to extrude shape orthoganly to
* bendPath: <THREE.CurvePath> //
2d path for bend the shape around x/y plane
*
* material: <int> // material index for front and back faces
* extrudeMaterial: <int> // material index for extrusion and beveled faces
...
...
@@ -28,6 +26,7 @@
* }
**/
THREE
.
ExtrudeGeometry
=
function
(
shapes
,
options
)
{
if
(
typeof
(
shapes
)
===
"
undefined
"
)
{
...
...
@@ -98,7 +97,8 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
if
(
extrudePath
)
{
extrudePts
=
extrudePath
.
getPoints
(
curveSegments
);
extrudePts
=
extrudePath
.
getPoints
(
steps
);
steps
=
extrudePts
.
length
;
extrudeByPath
=
true
;
bevelEnabled
=
false
;
// bevels not supported for path extrusion
...
...
@@ -115,9 +115,6 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
}
// TODO, extrude by path's tangents? also via 3d path?
// Variables initalization
var
ahole
,
h
,
hl
;
// looping of holes
...
...
@@ -424,6 +421,13 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
bs
=
bevelSize
;
// SETUP TNB variables
var
tangent
;
var
binormal
=
new
THREE
.
Vector3
();
var
normal
=
new
THREE
.
Vector3
();
var
position2
=
new
THREE
.
Vector3
();
var
lastBinormal
=
new
THREE
.
Vector3
(
1
,
0
,
0
);
// Back facing vertices
for
(
i
=
0
;
i
<
vlen
;
i
++
)
{
...
...
@@ -436,7 +440,24 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
}
else
{
v
(
vert
.
x
,
vert
.
y
+
extrudePts
[
0
].
y
,
extrudePts
[
0
].
x
);
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
var
splinePt
=
extrudePts
[
0
];
tangent
=
extrudePath
.
getTangentAt
(
0
);
normal
.
cross
(
lastBinormal
,
tangent
).
normalize
();
binormal
.
cross
(
tangent
,
normal
).
normalize
();
lastBinormal
=
binormal
;
var
cx
=
vert
.
x
;
var
cy
=
vert
.
y
;
position2
.
copy
(
splinePt
);
position2
.
x
+=
cx
*
normal
.
x
+
cy
*
binormal
.
x
;
position2
.
y
+=
cx
*
normal
.
y
+
cy
*
binormal
.
y
;
position2
.
z
+=
cx
*
normal
.
z
+
cy
*
binormal
.
z
;
v
(
position2
.
x
,
position2
.
y
,
position2
.
z
);
}
...
...
@@ -459,7 +480,23 @@ THREE.ExtrudeGeometry.prototype.addShape = function( shape, options ) {
}
else
{
v
(
vert
.
x
,
vert
.
y
+
extrudePts
[
s
-
1
].
y
,
extrudePts
[
s
-
1
].
x
);
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
var
splinePt
=
extrudePts
[
(
s
-
1
)
];
tangent
=
extrudePath
.
getTangentAt
((
s
-
1
)
/
steps
);
normal
.
cross
(
lastBinormal
,
tangent
).
normalize
();
binormal
.
cross
(
tangent
,
normal
).
normalize
();
lastBinormal
=
binormal
;
var
cx
=
vert
.
x
;
var
cy
=
vert
.
y
;
position2
.
copy
(
splinePt
);
position2
.
x
+=
cx
*
normal
.
x
+
cy
*
binormal
.
x
;
position2
.
y
+=
cx
*
normal
.
y
+
cy
*
binormal
.
y
;
position2
.
z
+=
cx
*
normal
.
z
+
cy
*
binormal
.
z
;
v
(
position2
.
x
,
position2
.
y
,
position2
.
z
);
}
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录