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2b7aae2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 | import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
class CylinderGeometry extends BufferGeometry {
constructor(
radiusTop = 1,
radiusBottom = 1,
height = 1,
radialSegments = 8,
heightSegments = 1,
openEnded = false,
thetaStart = 0,
thetaLength = Math.PI * 2
) {
super();
this.type = 'CylinderGeometry';
this.parameters = {
radiusTop: radiusTop,
radiusBottom: radiusBottom,
height: height,
radialSegments: radialSegments,
heightSegments: heightSegments,
openEnded: openEnded,
thetaStart: thetaStart,
thetaLength: thetaLength,
};
const scope = this;
radialSegments = Math.floor(radialSegments);
heightSegments = Math.floor(heightSegments);
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let index = 0;
const indexArray = [];
const halfHeight = height / 2;
let groupStart = 0;
// generate geometry
generateTorso();
if (openEnded === false) {
if (radiusTop > 0) generateCap(true);
if (radiusBottom > 0) generateCap(false);
}
// build geometry
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
function generateTorso() {
const normal = new Vector3();
const vertex = new Vector3();
let groupCount = 0;
// this will be used to calculate the normal
const slope = (radiusBottom - radiusTop) / height;
// generate vertices, normals and uvs
for (let y = 0; y <= heightSegments; y++) {
const indexRow = [];
const v = y / heightSegments;
// calculate the radius of the current row
const radius = v * (radiusBottom - radiusTop) + radiusTop;
for (let x = 0; x <= radialSegments; x++) {
const u = x / radialSegments;
const theta = u * thetaLength + thetaStart;
const sinTheta = Math.sin(theta);
const 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 (let x = 0; x < radialSegments; x++) {
for (let y = 0; y < heightSegments; y++) {
// we use the index array to access the correct indices
const a = indexArray[y][x];
const b = indexArray[y + 1][x];
const c = indexArray[y + 1][x + 1];
const 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) {
// save the index of the first center vertex
const centerIndexStart = index;
const uv = new Vector2();
const vertex = new Vector3();
let groupCount = 0;
const radius = top === true ? radiusTop : radiusBottom;
const sign = top === true ? 1 : -1;
// 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 (let 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
const centerIndexEnd = index;
// now we generate the surrounding vertices, normals and uvs
for (let x = 0; x <= radialSegments; x++) {
const u = x / radialSegments;
const theta = u * thetaLength + thetaStart;
const cosTheta = Math.cos(theta);
const 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 (let x = 0; x < radialSegments; x++) {
const c = centerIndexStart + x;
const 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;
}
}
static fromJSON(data) {
return new CylinderGeometry(
data.radiusTop,
data.radiusBottom,
data.height,
data.radialSegments,
data.heightSegments,
data.openEnded,
data.thetaStart,
data.thetaLength
);
}
}
export { CylinderGeometry, CylinderGeometry as CylinderBufferGeometry };
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