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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| */ | |
| import { Geometry } from '../core/Geometry.js'; | |
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| import { Vector2 } from '../math/Vector2.js'; | |
| // CylinderGeometry | |
| function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { | |
| Geometry.call( this ); | |
| this.type = 'CylinderGeometry'; | |
| this.parameters = { | |
| radiusTop: radiusTop, | |
| radiusBottom: radiusBottom, | |
| height: height, | |
| radialSegments: radialSegments, | |
| heightSegments: heightSegments, | |
| openEnded: openEnded, | |
| thetaStart: thetaStart, | |
| thetaLength: thetaLength | |
| }; | |
| this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); | |
| this.mergeVertices(); | |
| } | |
| CylinderGeometry.prototype = Object.create( Geometry.prototype ); | |
| CylinderGeometry.prototype.constructor = CylinderGeometry; | |
| // CylinderBufferGeometry | |
| function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { | |
| BufferGeometry.call( this ); | |
| this.type = 'CylinderBufferGeometry'; | |
| this.parameters = { | |
| radiusTop: radiusTop, | |
| radiusBottom: radiusBottom, | |
| height: height, | |
| radialSegments: radialSegments, | |
| heightSegments: heightSegments, | |
| openEnded: openEnded, | |
| thetaStart: thetaStart, | |
| thetaLength: thetaLength | |
| }; | |
| var scope = this; | |
| radiusTop = radiusTop !== undefined ? radiusTop : 1; | |
| radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; | |
| height = height || 1; | |
| radialSegments = Math.floor( radialSegments ) || 8; | |
| heightSegments = Math.floor( heightSegments ) || 1; | |
| openEnded = openEnded !== undefined ? openEnded : false; | |
| thetaStart = thetaStart !== undefined ? thetaStart : 0.0; | |
| thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; | |
| // buffers | |
| var indices = []; | |
| var vertices = []; | |
| var normals = []; | |
| var uvs = []; | |
| // helper variables | |
| var index = 0; | |
| var indexArray = []; | |
| var halfHeight = height / 2; | |
| var groupStart = 0; | |
| // generate geometry | |
| generateTorso(); | |
| if ( openEnded === false ) { | |
| if ( radiusTop > 0 ) generateCap( true ); | |
| if ( radiusBottom > 0 ) generateCap( false ); | |
| } | |
| // build geometry | |
| this.setIndex( indices ); | |
| this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | |
| this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | |
| function generateTorso() { | |
| var x, y; | |
| var normal = new Vector3(); | |
| var vertex = new Vector3(); | |
| var groupCount = 0; | |
| // this will be used to calculate the normal | |
| var slope = ( radiusBottom - radiusTop ) / height; | |
| // generate vertices, normals and uvs | |
| for ( y = 0; y <= heightSegments; y ++ ) { | |
| var indexRow = []; | |
| var v = y / heightSegments; | |
| // calculate the radius of the current row | |
| var radius = v * ( radiusBottom - radiusTop ) + radiusTop; | |
| for ( x = 0; x <= radialSegments; x ++ ) { | |
| var u = x / radialSegments; | |
| var theta = u * thetaLength + thetaStart; | |
| var sinTheta = Math.sin( theta ); | |
| var cosTheta = Math.cos( theta ); | |
| // vertex | |
| vertex.x = radius * sinTheta; | |
| vertex.y = - v * height + halfHeight; | |
| vertex.z = radius * cosTheta; | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| // normal | |
| normal.set( sinTheta, slope, cosTheta ).normalize(); | |
| normals.push( normal.x, normal.y, normal.z ); | |
| // uv | |
| uvs.push( u, 1 - v ); | |
| // save index of vertex in respective row | |
| indexRow.push( index ++ ); | |
| } | |
| // now save vertices of the row in our index array | |
| indexArray.push( indexRow ); | |
| } | |
| // generate indices | |
| for ( x = 0; x < radialSegments; x ++ ) { | |
| for ( y = 0; y < heightSegments; y ++ ) { | |
| // we use the index array to access the correct indices | |
| var a = indexArray[ y ][ x ]; | |
| var b = indexArray[ y + 1 ][ x ]; | |
| var c = indexArray[ y + 1 ][ x + 1 ]; | |
| var d = indexArray[ y ][ x + 1 ]; | |
| // faces | |
| indices.push( a, b, d ); | |
| indices.push( b, c, d ); | |
| // update group counter | |
| groupCount += 6; | |
| } | |
| } | |
| // add a group to the geometry. this will ensure multi material support | |
| scope.addGroup( groupStart, groupCount, 0 ); | |
| // calculate new start value for groups | |
| groupStart += groupCount; | |
| } | |
| function generateCap( top ) { | |
| var x, centerIndexStart, centerIndexEnd; | |
| var uv = new Vector2(); | |
| var vertex = new Vector3(); | |
| var groupCount = 0; | |
| var radius = ( top === true ) ? radiusTop : radiusBottom; | |
| var sign = ( top === true ) ? 1 : - 1; | |
| // save the index of the first center vertex | |
| centerIndexStart = index; | |
| // first we generate the center vertex data of the cap. | |
| // because the geometry needs one set of uvs per face, | |
| // we must generate a center vertex per face/segment | |
| for ( x = 1; x <= radialSegments; x ++ ) { | |
| // vertex | |
| vertices.push( 0, halfHeight * sign, 0 ); | |
| // normal | |
| normals.push( 0, sign, 0 ); | |
| // uv | |
| uvs.push( 0.5, 0.5 ); | |
| // increase index | |
| index ++; | |
| } | |
| // save the index of the last center vertex | |
| centerIndexEnd = index; | |
| // now we generate the surrounding vertices, normals and uvs | |
| for ( x = 0; x <= radialSegments; x ++ ) { | |
| var u = x / radialSegments; | |
| var theta = u * thetaLength + thetaStart; | |
| var cosTheta = Math.cos( theta ); | |
| var sinTheta = Math.sin( theta ); | |
| // vertex | |
| vertex.x = radius * sinTheta; | |
| vertex.y = halfHeight * sign; | |
| vertex.z = radius * cosTheta; | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| // normal | |
| normals.push( 0, sign, 0 ); | |
| // uv | |
| uv.x = ( cosTheta * 0.5 ) + 0.5; | |
| uv.y = ( sinTheta * 0.5 * sign ) + 0.5; | |
| uvs.push( uv.x, uv.y ); | |
| // increase index | |
| index ++; | |
| } | |
| // generate indices | |
| for ( x = 0; x < radialSegments; x ++ ) { | |
| var c = centerIndexStart + x; | |
| var i = centerIndexEnd + x; | |
| if ( top === true ) { | |
| // face top | |
| indices.push( i, i + 1, c ); | |
| } else { | |
| // face bottom | |
| indices.push( i + 1, i, c ); | |
| } | |
| groupCount += 3; | |
| } | |
| // add a group to the geometry. this will ensure multi material support | |
| scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); | |
| // calculate new start value for groups | |
| groupStart += groupCount; | |
| } | |
| } | |
| CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
| CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; | |
| export { CylinderGeometry, CylinderBufferGeometry }; | |