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| /** | |
| * @author Kaleb Murphy | |
| * @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 { Vector2 } from '../math/Vector2.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| // RingGeometry | |
| function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { | |
| Geometry.call( this ); | |
| this.type = 'RingGeometry'; | |
| this.parameters = { | |
| innerRadius: innerRadius, | |
| outerRadius: outerRadius, | |
| thetaSegments: thetaSegments, | |
| phiSegments: phiSegments, | |
| thetaStart: thetaStart, | |
| thetaLength: thetaLength | |
| }; | |
| this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); | |
| this.mergeVertices(); | |
| } | |
| RingGeometry.prototype = Object.create( Geometry.prototype ); | |
| RingGeometry.prototype.constructor = RingGeometry; | |
| // RingBufferGeometry | |
| function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { | |
| BufferGeometry.call( this ); | |
| this.type = 'RingBufferGeometry'; | |
| this.parameters = { | |
| innerRadius: innerRadius, | |
| outerRadius: outerRadius, | |
| thetaSegments: thetaSegments, | |
| phiSegments: phiSegments, | |
| thetaStart: thetaStart, | |
| thetaLength: thetaLength | |
| }; | |
| innerRadius = innerRadius || 0.5; | |
| outerRadius = outerRadius || 1; | |
| thetaStart = thetaStart !== undefined ? thetaStart : 0; | |
| thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; | |
| thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; | |
| phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; | |
| // buffers | |
| var indices = []; | |
| var vertices = []; | |
| var normals = []; | |
| var uvs = []; | |
| // some helper variables | |
| var segment; | |
| var radius = innerRadius; | |
| var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); | |
| var vertex = new Vector3(); | |
| var uv = new Vector2(); | |
| var j, i; | |
| // generate vertices, normals and uvs | |
| for ( j = 0; j <= phiSegments; j ++ ) { | |
| for ( i = 0; i <= thetaSegments; i ++ ) { | |
| // values are generate from the inside of the ring to the outside | |
| segment = thetaStart + i / thetaSegments * thetaLength; | |
| // vertex | |
| vertex.x = radius * Math.cos( segment ); | |
| vertex.y = radius * Math.sin( segment ); | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| // normal | |
| normals.push( 0, 0, 1 ); | |
| // uv | |
| uv.x = ( vertex.x / outerRadius + 1 ) / 2; | |
| uv.y = ( vertex.y / outerRadius + 1 ) / 2; | |
| uvs.push( uv.x, uv.y ); | |
| } | |
| // increase the radius for next row of vertices | |
| radius += radiusStep; | |
| } | |
| // indices | |
| for ( j = 0; j < phiSegments; j ++ ) { | |
| var thetaSegmentLevel = j * ( thetaSegments + 1 ); | |
| for ( i = 0; i < thetaSegments; i ++ ) { | |
| segment = i + thetaSegmentLevel; | |
| var a = segment; | |
| var b = segment + thetaSegments + 1; | |
| var c = segment + thetaSegments + 2; | |
| var d = segment + 1; | |
| // faces | |
| indices.push( a, b, d ); | |
| indices.push( b, c, d ); | |
| } | |
| } | |
| // 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 ) ); | |
| } | |
| RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
| RingBufferGeometry.prototype.constructor = RingBufferGeometry; | |
| export { RingGeometry, RingBufferGeometry }; | |