Files
three.js/examples/primitives/Cube.js
T
Mr.doob 8f543db16d * Refactored CanvasRenderer (more duplicated code, but easier to handle)
* `Face4` now supports `MeshBitmapUVMappingMaterial`
* Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`.
* `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial`
* `ColorFillMaterial` > `MeshColorFillMaterial`
* `ColorStrokeMaterial` > `MeshColorStrokeMaterial`
* `FaceColorFillMaterial` > `MeshFaceColorFillMaterial`
* `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial`
* `ColorStrokeMaterial` > `LineColorMaterial`
* `Rectangle.instersects` returned false with rectangles with 0px witdh or height
2010-07-17 00:25:50 +01:00

46 lines
995 B
JavaScript

/**
* @author mr.doob / http://mrdoob.com/
*/
var Cube = function (width, height, depth) {
THREE.Geometry.call(this);
var scope = this,
width_half = width / 2,
height_half = height / 2,
depth_half = depth / 2;
v( width_half, height_half, -depth_half );
v( width_half, -height_half, -depth_half );
v( -width_half, -height_half, -depth_half );
v( -width_half, height_half, -depth_half );
v( width_half, height_half, depth_half );
v( width_half, -height_half, depth_half );
v( -width_half, -height_half, depth_half );
v( -width_half, height_half, depth_half );
f4( 0, 1, 2, 3 );
f4( 4, 7, 6, 5 );
f4( 0, 4, 5, 1 );
f4( 1, 5, 6, 2 );
f4( 2, 6, 7, 3 );
f4( 4, 0, 3, 7 );
function v(x, y, z) {
scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );
}
function f4(a, b, c, d) {
scope.faces.push( new THREE.Face4( a, b, c, d ) );
}
this.computeNormals();
}
Cube.prototype = new THREE.Geometry();
Cube.prototype.constructor = Cube;