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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 | import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
import * as MathUtils from '../math/MathUtils.js';
class LatheGeometry extends BufferGeometry {
constructor(points = [new Vector2(0, 0.5), new Vector2(0.5, 0), new Vector2(0, -0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
super();
this.type = 'LatheGeometry';
this.parameters = {
points: points,
segments: segments,
phiStart: phiStart,
phiLength: phiLength,
};
segments = Math.floor(segments);
// clamp phiLength so it's in range of [ 0, 2PI ]
phiLength = MathUtils.clamp(phiLength, 0, Math.PI * 2);
// buffers
const indices = [];
const vertices = [];
const uvs = [];
const initNormals = [];
const normals = [];
// helper variables
const inverseSegments = 1.0 / segments;
const vertex = new Vector3();
const uv = new Vector2();
const normal = new Vector3();
const curNormal = new Vector3();
const prevNormal = new Vector3();
let dx = 0;
let dy = 0;
// pre-compute normals for initial "meridian"
for (let j = 0; j <= points.length - 1; j++) {
switch (j) {
case 0: // special handling for 1st vertex on path
dx = points[j + 1].x - points[j].x;
dy = points[j + 1].y - points[j].y;
normal.x = dy * 1.0;
normal.y = -dx;
normal.z = dy * 0.0;
prevNormal.copy(normal);
normal.normalize();
initNormals.push(normal.x, normal.y, normal.z);
break;
case points.length - 1: // special handling for last Vertex on path
initNormals.push(prevNormal.x, prevNormal.y, prevNormal.z);
break;
default:
// default handling for all vertices in between
dx = points[j + 1].x - points[j].x;
dy = points[j + 1].y - points[j].y;
normal.x = dy * 1.0;
normal.y = -dx;
normal.z = dy * 0.0;
curNormal.copy(normal);
normal.x += prevNormal.x;
normal.y += prevNormal.y;
normal.z += prevNormal.z;
normal.normalize();
initNormals.push(normal.x, normal.y, normal.z);
prevNormal.copy(curNormal);
}
}
// generate vertices, uvs and normals
for (let i = 0; i <= segments; i++) {
const phi = phiStart + i * inverseSegments * phiLength;
const sin = Math.sin(phi);
const cos = Math.cos(phi);
for (let j = 0; j <= points.length - 1; j++) {
// vertex
vertex.x = points[j].x * sin;
vertex.y = points[j].y;
vertex.z = points[j].x * cos;
vertices.push(vertex.x, vertex.y, vertex.z);
// uv
uv.x = i / segments;
uv.y = j / (points.length - 1);
uvs.push(uv.x, uv.y);
// normal
const x = initNormals[3 * j + 0] * sin;
const y = initNormals[3 * j + 1];
const z = initNormals[3 * j + 0] * cos;
normals.push(x, y, z);
}
}
// indices
for (let i = 0; i < segments; i++) {
for (let j = 0; j < points.length - 1; j++) {
const base = j + i * points.length;
const a = base;
const b = base + points.length;
const c = base + points.length + 1;
const d = base + 1;
// faces
indices.push(a, b, d);
indices.push(b, c, d);
}
}
// build geometry
this.setIndex(indices);
this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
}
static fromJSON(data) {
return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
}
}
export { LatheGeometry, LatheGeometry as LatheBufferGeometry };
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