mirror of
https://github.com/SamEyeBam/animate.git
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287 lines
5.7 KiB
JavaScript
287 lines
5.7 KiB
JavaScript
import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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import { Vector3 } from '../math/Vector3.js';
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import { Vector2 } from '../math/Vector2.js';
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class CylinderGeometry extends BufferGeometry {
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constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
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super();
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this.type = 'CylinderGeometry';
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this.parameters = {
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radiusTop: radiusTop,
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radiusBottom: radiusBottom,
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height: height,
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radialSegments: radialSegments,
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heightSegments: heightSegments,
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openEnded: openEnded,
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thetaStart: thetaStart,
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thetaLength: thetaLength
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};
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const scope = this;
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radialSegments = Math.floor( radialSegments );
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heightSegments = Math.floor( heightSegments );
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// buffers
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const indices = [];
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const vertices = [];
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const normals = [];
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const uvs = [];
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// helper variables
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let index = 0;
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const indexArray = [];
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const halfHeight = height / 2;
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let groupStart = 0;
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// generate geometry
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generateTorso();
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if ( openEnded === false ) {
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if ( radiusTop > 0 ) generateCap( true );
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if ( radiusBottom > 0 ) generateCap( false );
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}
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// build geometry
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this.setIndex( indices );
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this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
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function generateTorso() {
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const normal = new Vector3();
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const vertex = new Vector3();
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let groupCount = 0;
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// this will be used to calculate the normal
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const slope = ( radiusBottom - radiusTop ) / height;
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// generate vertices, normals and uvs
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for ( let y = 0; y <= heightSegments; y ++ ) {
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const indexRow = [];
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const v = y / heightSegments;
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// calculate the radius of the current row
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const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
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for ( let x = 0; x <= radialSegments; x ++ ) {
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const u = x / radialSegments;
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const theta = u * thetaLength + thetaStart;
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const sinTheta = Math.sin( theta );
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const cosTheta = Math.cos( theta );
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// vertex
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vertex.x = radius * sinTheta;
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vertex.y = - v * height + halfHeight;
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vertex.z = radius * cosTheta;
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vertices.push( vertex.x, vertex.y, vertex.z );
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// normal
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normal.set( sinTheta, slope, cosTheta ).normalize();
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normals.push( normal.x, normal.y, normal.z );
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// uv
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uvs.push( u, 1 - v );
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// save index of vertex in respective row
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indexRow.push( index ++ );
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}
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// now save vertices of the row in our index array
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indexArray.push( indexRow );
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}
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// generate indices
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for ( let x = 0; x < radialSegments; x ++ ) {
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for ( let y = 0; y < heightSegments; y ++ ) {
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// we use the index array to access the correct indices
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const a = indexArray[ y ][ x ];
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const b = indexArray[ y + 1 ][ x ];
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const c = indexArray[ y + 1 ][ x + 1 ];
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const d = indexArray[ y ][ x + 1 ];
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// faces
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indices.push( a, b, d );
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indices.push( b, c, d );
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// update group counter
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groupCount += 6;
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}
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}
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// add a group to the geometry. this will ensure multi material support
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scope.addGroup( groupStart, groupCount, 0 );
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// calculate new start value for groups
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groupStart += groupCount;
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}
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function generateCap( top ) {
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// save the index of the first center vertex
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const centerIndexStart = index;
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const uv = new Vector2();
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const vertex = new Vector3();
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let groupCount = 0;
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const radius = ( top === true ) ? radiusTop : radiusBottom;
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const sign = ( top === true ) ? 1 : - 1;
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// first we generate the center vertex data of the cap.
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// because the geometry needs one set of uvs per face,
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// we must generate a center vertex per face/segment
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for ( let x = 1; x <= radialSegments; x ++ ) {
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// vertex
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vertices.push( 0, halfHeight * sign, 0 );
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// normal
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normals.push( 0, sign, 0 );
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// uv
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uvs.push( 0.5, 0.5 );
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// increase index
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index ++;
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}
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// save the index of the last center vertex
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const centerIndexEnd = index;
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// now we generate the surrounding vertices, normals and uvs
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for ( let x = 0; x <= radialSegments; x ++ ) {
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const u = x / radialSegments;
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const theta = u * thetaLength + thetaStart;
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const cosTheta = Math.cos( theta );
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const sinTheta = Math.sin( theta );
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// vertex
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vertex.x = radius * sinTheta;
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vertex.y = halfHeight * sign;
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vertex.z = radius * cosTheta;
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vertices.push( vertex.x, vertex.y, vertex.z );
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// normal
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normals.push( 0, sign, 0 );
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// uv
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uv.x = ( cosTheta * 0.5 ) + 0.5;
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uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
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uvs.push( uv.x, uv.y );
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// increase index
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index ++;
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}
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// generate indices
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for ( let x = 0; x < radialSegments; x ++ ) {
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const c = centerIndexStart + x;
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const i = centerIndexEnd + x;
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if ( top === true ) {
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// face top
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indices.push( i, i + 1, c );
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} else {
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// face bottom
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indices.push( i + 1, i, c );
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}
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groupCount += 3;
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}
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// add a group to the geometry. this will ensure multi material support
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scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
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// calculate new start value for groups
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groupStart += groupCount;
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}
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}
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copy( source ) {
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super.copy( source );
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this.parameters = Object.assign( {}, source.parameters );
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return this;
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}
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static fromJSON( data ) {
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return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
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}
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}
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export { CylinderGeometry };
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