constructor( width = 1, height = 1, depth = 1, segments = 2, radius = 0.1 ) {

		// ensure segments is odd so we have a plane connecting the rounded corners
		segments = segments * 2 + 1;

		// ensure radius isn't bigger than shortest side
		radius = Math.min( width / 2, height / 2, depth / 2, radius );

		super( 1, 1, 1, segments, segments, segments );

		// if we just have one segment we're the same as a regular box
		if ( segments === 1 ) return;

		const geometry2 = this.toNonIndexed();

		this.index = null;
		this.attributes.position = geometry2.attributes.position;
		this.attributes.normal = geometry2.attributes.normal;
		this.attributes.uv = geometry2.attributes.uv;

		//

		const position = new Vector3();
		const normal = new Vector3();

		const box = new Vector3( width, height, depth ).divideScalar( 2 ).subScalar( radius );

		const positions = this.attributes.position.array;
		const normals = this.attributes.normal.array;
		const uvs = this.attributes.uv.array;

		const faceTris = positions.length / 6;
		const faceDirVector = new Vector3();
		const halfSegmentSize = 0.5 / segments;

		for ( let i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {

			position.fromArray( positions, i );
			normal.copy( position );
			normal.x -= Math.sign( normal.x ) * halfSegmentSize;
			normal.y -= Math.sign( normal.y ) * halfSegmentSize;
			normal.z -= Math.sign( normal.z ) * halfSegmentSize;
			normal.normalize();

			positions[ i + 0 ] = box.x * Math.sign( position.x ) + normal.x * radius;
			positions[ i + 1 ] = box.y * Math.sign( position.y ) + normal.y * radius;
			positions[ i + 2 ] = box.z * Math.sign( position.z ) + normal.z * radius;

			normals[ i + 0 ] = normal.x;
			normals[ i + 1 ] = normal.y;
			normals[ i + 2 ] = normal.z;

			const side = Math.floor( i / faceTris );

			switch ( side ) {

				case 0: // right

					// generate UVs along Z then Y
					faceDirVector.set( 1, 0, 0 );
					uvs[ j + 0 ] = getUv( faceDirVector, normal, 'z', 'y', radius, depth );
					uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );
					break;

				case 1: // left

					// generate UVs along Z then Y
					faceDirVector.set( - 1, 0, 0 );
					uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'y', radius, depth );
					uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );
					break;

				case 2: // top

					// generate UVs along X then Z
					faceDirVector.set( 0, 1, 0 );
					uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );
					uvs[ j + 1 ] = getUv( faceDirVector, normal, 'z', 'x', radius, depth );
					break;

				case 3: // bottom

					// generate UVs along X then Z
					faceDirVector.set( 0, - 1, 0 );
					uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );
					uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'x', radius, depth );
					break;

				case 4: // front

					// generate UVs along X then Y
					faceDirVector.set( 0, 0, 1 );
					uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'y', radius, width );
					uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );
					break;

				case 5: // back

					// generate UVs along X then Y
					faceDirVector.set( 0, 0, - 1 );
					uvs[ j + 0 ] = getUv( faceDirVector, normal, 'x', 'y', radius, width );
					uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );
					break;

			}

		}

	}
Constructs a new rounded box 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} [segments=2] - Number of segmented that form the rounded corners.
@param {number} [radius=0.1] - The radius of the rounded corners.