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📄 BoxLineGeometry.js

📊 Analysis Summary

Metric Count
🧱 Classes 1
📦 Imports 2
📊 Variables & Constants 10

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/geometries/BoxLineGeometry.js

📦 Imports

Name Source
BufferGeometry three
Float32BufferAttribute three

Variables & Constants

Name Type Kind Value Exported
widthHalf number let/var width / 2
heightHalf number let/var height / 2
depthHalf number let/var depth / 2
segmentWidth number let/var width / widthSegments
segmentHeight number let/var height / heightSegments
segmentDepth number let/var depth / depthSegments
vertices any[] let/var []
x number let/var - widthHalf
y number let/var - heightHalf
z number let/var - depthHalf

Classes

BoxLineGeometry

Class Code
class BoxLineGeometry extends BufferGeometry {

    /**
     * Constructs a new box line geometry.
     *
     * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
     * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
     * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
     * @param {number} [widthSegments=1] - Number of segmented rectangular sections along the width of the sides.
     * @param {number} [heightSegments=1] - Number of segmented rectangular sections along the height of the sides.
     * @param {number} [depthSegments=1] - Number of segmented rectangular sections along the depth of the sides.
     */
    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 ) );

    }

}