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 };