/** * @author zz85 / https://github.com/zz85 * @author bhouston / http://clara.io * @author Mugen87 / https://github.com/Mugen87 */ import { Geometry } from '../core/Geometry.js'; 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 { _Math } from '../math/Math.js'; // LatheGeometry function LatheGeometry( points, segments, phiStart, phiLength ) { Geometry.call( this ); this.type = 'LatheGeometry'; this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength }; this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); this.mergeVertices(); } LatheGeometry.prototype = Object.create( Geometry.prototype ); LatheGeometry.prototype.constructor = LatheGeometry; // LatheBufferGeometry function LatheBufferGeometry( points, segments, phiStart, phiLength ) { BufferGeometry.call( this ); this.type = 'LatheBufferGeometry'; this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength }; segments = Math.floor( segments ) || 12; phiStart = phiStart || 0; phiLength = phiLength || Math.PI * 2; // clamp phiLength so it's in range of [ 0, 2PI ] phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); // buffers var indices = []; var vertices = []; var uvs = []; // helper variables var base; var inverseSegments = 1.0 / segments; var vertex = new Vector3(); var uv = new Vector2(); var i, j; // generate vertices and uvs for ( i = 0; i <= segments; i ++ ) { var phi = phiStart + i * inverseSegments * phiLength; var sin = Math.sin( phi ); var cos = Math.cos( phi ); for ( 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 ); } } // indices for ( i = 0; i < segments; i ++ ) { for ( j = 0; j < ( points.length - 1 ); j ++ ) { base = j + i * points.length; var a = base; var b = base + points.length; var c = base + points.length + 1; var d = base + 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( 'uv', new Float32BufferAttribute( uvs, 2 ) ); // generate normals this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam. // because the corresponding vertices are identical (but still have different UVs). if ( phiLength === Math.PI * 2 ) { var normals = this.attributes.normal.array; var n1 = new Vector3(); var n2 = new Vector3(); var n = new Vector3(); // this is the buffer offset for the last line of vertices base = segments * points.length * 3; for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { // select the normal of the vertex in the first line n1.x = normals[ j + 0 ]; n1.y = normals[ j + 1 ]; n1.z = normals[ j + 2 ]; // select the normal of the vertex in the last line n2.x = normals[ base + j + 0 ]; n2.y = normals[ base + j + 1 ]; n2.z = normals[ base + j + 2 ]; // average normals n.addVectors( n1, n2 ).normalize(); // assign the new values to both normals normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; } } } LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; export { LatheGeometry, LatheBufferGeometry };