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Simple cone geometry #8818
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Simple cone geometry #8818
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This PR appears to be well-done and complete. As a separate issue, not to detract from this PR, I think the ...Just in case you are interested in pursuing that. ;) |
@WestLangley do you have a reference image / example that I might work from? |
intuitively, it seems that the torso mapping should map the entire texture image to the entire face of the torso. i'm less clear on what the mapping should look like for a cap... |
Just have a look at /ping @Mugen87 for another opinion. |
Oh. I meant to mention not to include the build files in the PR. |
Here is the corresponding issue for this requirement #8270. I agree that an alignment to |
BTW, PR looks good 😉 |
@abelnation The merging is done by @mrdoob if he approves. Some others have authority, but usually it is he. |
Ok. I addressed uv mapping fix separately in #8830. |
Nice PR indeed! |
Many thanks! |
* add files for buffered and non-buffered ConeGeometry based on CylinderGeometry * build files with cone * removing unneeded file * remove unneeded npm script * remove build files from pr
Addresses #8720, at least in a trivial way.
Creates a new primitive,
ConeGeometry
andConeBufferGeometry
, that are just wrappers around the correspondingCyilinder
geometries.Note that, the "point" in a cylinder that has one radius as
0
is rendered just like any other side face of the cylinder, i.e. with two triangles. In ther=0
case, one of those triangles is reduced to zero-area, so this solution unnecessarily renders 1 extra invisible triangle per radial segment. I spent some time trying to optimize the CylinderBufferGeometry logic to detect and remove those extra vertices and indices, but found that it dirtied the otherwise nice logic of the cynlinder generation code.@mrdoob @WestLangley