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SphereGeometry.ts
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import { IndexedGeometry } from '../../core/geometries/IndexedGeometry'
import { Vec3 } from '../../math/Vec3'
import { GeometryBaseParams } from '../../types/Geometries'
/**
* Parameters used to create a {@link SphereGeometry}
*/
export interface SphereGeometryParams extends GeometryBaseParams {
/** Number of horizontal segments */
widthSegments?: number
/** Number of vertical segments */
heightSegments?: number
/** Horizontal starting angle */
phiStart?: number
/** Horizontal sweep angle size */
phiLength?: number
/** Vertical starting angle */
thetaStart?: number
/** Vertical sweep angle size */
thetaLength?: number
}
/**
* Helper to easily create 3D sphere indexed geometries.
*
* @example
* ```javascript
* const sphereGeometry = new SphereGeometry()
* ```
*/
export class SphereGeometry extends IndexedGeometry {
constructor(
{
widthSegments = 32,
heightSegments = 16,
phiStart = 0,
phiLength = Math.PI * 2,
thetaStart = 0,
thetaLength = Math.PI,
instancesCount = 1,
vertexBuffers = [],
topology,
} = {} as SphereGeometryParams
) {
super({ verticesOrder: 'ccw', topology, instancesCount, vertexBuffers })
this.type = 'SphereGeometry'
// taken from threejs
// https://github.com/mrdoob/three.js/blob/dev/src/geometries/SphereGeometry.js
widthSegments = Math.max(3, Math.floor(widthSegments))
heightSegments = Math.max(2, Math.floor(heightSegments))
const radius = 1
const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI)
let index = 0
const grid = []
const vertex = new Vec3()
const normal = new Vec3()
// buffers
const indices = []
const vertices = []
const normals = []
const uvs = []
// generate vertices, normals and uvs
for (let iy = 0; iy <= heightSegments; iy++) {
const verticesRow = []
const v = iy / heightSegments
// special case for the poles
let uOffset = 0
if (iy === 0 && thetaStart === 0) {
uOffset = 0.5 / widthSegments
} else if (iy === heightSegments && thetaEnd === Math.PI) {
uOffset = -0.5 / widthSegments
}
for (let ix = 0; ix <= widthSegments; ix++) {
const u = ix / widthSegments
// vertex
vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength)
vertex.y = radius * Math.cos(thetaStart + v * thetaLength)
vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength)
vertices.push(vertex.x, vertex.y, vertex.z)
// normal
normal.copy(vertex).normalize()
normals.push(normal.x, normal.y, normal.z)
// uv
uvs.push(u + uOffset, v)
verticesRow.push(index++)
}
grid.push(verticesRow)
}
// indices
for (let iy = 0; iy < heightSegments; iy++) {
for (let ix = 0; ix < widthSegments; ix++) {
const a = grid[iy][ix + 1]
const b = grid[iy][ix]
const c = grid[iy + 1][ix]
const d = grid[iy + 1][ix + 1]
if (iy !== 0 || thetaStart > 0) indices.push(a, b, d)
if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d)
}
}
this.setAttribute({
name: 'position',
type: 'vec3f',
bufferFormat: 'float32x3',
size: 3,
array: new Float32Array(vertices),
})
this.setAttribute({
name: 'uv',
type: 'vec2f',
bufferFormat: 'float32x2',
size: 2,
array: new Float32Array(uvs),
})
this.setAttribute({
name: 'normal',
type: 'vec3f',
bufferFormat: 'float32x3',
size: 3,
array: new Float32Array(normals),
})
this.setIndexBuffer({
array: this.useUint16IndexArray ? new Uint16Array(indices) : new Uint32Array(indices),
bufferFormat: this.useUint16IndexArray ? 'uint16' : 'uint32',
})
}
}