// luma.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors import {Geometry} from '../geometry/geometry'; import {uid} from '../utils/uid'; // import type {GeometryType} from '../geometry/geometry-type'; export type CubeGeometryProps = { id?: string; indices?: boolean; attributes?: any; }; export class CubeGeometry extends Geometry { constructor(props: CubeGeometryProps = {}) { const {id = uid('cube-geometry'), indices = true} = props; super( indices ? { ...props, id, topology: 'triangle-list', indices: {size: 1, value: CUBE_INDICES}, attributes: {...ATTRIBUTES, ...props.attributes} } : { ...props, id, topology: 'triangle-list', indices: undefined, attributes: {...NON_INDEXED_ATTRIBUTES, ...props.attributes} } ); } } // biome-ignore format: preserve layout const CUBE_INDICES = new Uint16Array([ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23 ]); // biome-ignore format: preserve layout const CUBE_POSITIONS = new Float32Array([ -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, -1, -1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1 ]); // TODO - could be Uint8 // biome-ignore format: preserve layout const CUBE_NORMALS = new Float32Array([ // Front face 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // Back face 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, // Top face 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // Bottom face 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, // Right face 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // Left face -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0 ]); // biome-ignore format: preserve layout const CUBE_TEX_COORDS = new Float32Array([ // Front face 0, 0, 1, 0, 1, 1, 0, 1, // Back face 1, 0, 1, 1, 0, 1, 0, 0, // Top face 0, 1, 0, 0, 1, 0, 1, 1, // Bottom face 1, 1, 0, 1, 0, 0, 1, 0, // Right face 1, 0, 1, 1, 0, 1, 0, 0, // Left face 0, 0, 1, 0, 1, 1, 0, 1 ]); // float4 position // biome-ignore format: preserve layout export const CUBE_NON_INDEXED_POSITIONS = new Float32Array([ 1, -1, 1, -1, -1, 1, -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, -1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, 1, 1, 1, 1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, -1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 1, -1, -1, -1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1, -1, 1, -1, ]); // float2 uv, // biome-ignore format: preserve layout export const CUBE_NON_INDEXED_TEX_COORDS = new Float32Array([ 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, ]); // float4 color // biome-ignore format: preserve layout export const CUBE_NON_INDEXED_COLORS = new Float32Array([ 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, ]); const ATTRIBUTES = { POSITION: {size: 3, value: CUBE_POSITIONS}, NORMAL: {size: 3, value: CUBE_NORMALS}, TEXCOORD_0: {size: 2, value: CUBE_TEX_COORDS} }; const NON_INDEXED_ATTRIBUTES = { POSITION: {size: 3, value: CUBE_NON_INDEXED_POSITIONS}, // NORMAL: {size: 3, value: CUBE_NON_INDEXED_NORMALS}, TEXCOORD_0: {size: 2, value: CUBE_NON_INDEXED_TEX_COORDS}, COLOR_0: {size: 3, value: CUBE_NON_INDEXED_COLORS} };