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| 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 }; | |