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three.js
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7bb58d62
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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7bb58d62
编写于
4月 14, 2012
作者:
M
Mr.doob
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Reformated ParametricGeometry.
上级
566b6fad
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1
隐藏空白更改
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Showing
1 changed file
with
41 addition
and
40 deletion
+41
-40
src/extras/geometries/ParametricGeometry.js
src/extras/geometries/ParametricGeometry.js
+41
-40
未找到文件。
src/extras/geometries/ParametricGeometry.js
浏览文件 @
7bb58d62
/*
/*
*
* @author zz85 / https://github.com/zz85
* Parametric Surfaces Geometry
* based on the brilliant article by @prideout http://prideout.net/blog/?p=44
*/
THREE
.
ParametricGeometry
=
function
(
slices
,
stacks
,
func
)
{
THREE
.
ParametricGeometry
=
function
(
slices
,
stacks
,
func
)
{
THREE
.
Geometry
.
call
(
this
);
THREE
.
Geometry
.
call
(
this
);
var
verts
=
this
.
vertices
,
faces
=
this
.
faces
,
uvs
=
this
.
faceVertexUvs
[
0
];
var
verts
=
this
.
vertices
;
var
faces
=
this
.
faces
;
var
uvs
=
this
.
faceVertexUvs
[
0
];
var
i
,
il
,
theta
,
j
,
phi
,
p
;
var
i
,
il
,
theta
,
j
,
phi
,
p
;
for
(
i
=
0
;
i
<=
slices
;
i
++
)
{
theta
=
i
/
slices
;
for
(
i
=
0
;
i
<=
slices
;
i
++
)
{
for
(
j
=
0
;
j
<
stacks
;
j
++
)
{
phi
=
j
/
stacks
;
theta
=
i
/
slices
;
p
=
func
(
theta
,
phi
);
verts
.
push
(
p
);
for
(
j
=
0
;
j
<
stacks
;
j
++
)
{
}
}
phi
=
j
/
stacks
;
var
v
=
0
,
next
;
p
=
func
(
theta
,
phi
);
verts
.
push
(
p
)
;
// Some UV / Face orientation work needs to be done here...
for
(
i
=
0
;
i
<
slices
;
i
++
)
{
for
(
j
=
0
;
j
<
stacks
;
j
++
)
{
next
=
(
j
+
1
)
%
stacks
;
}
}
faces
.
push
(
new
THREE
.
Face3
(
v
+
j
,
v
+
next
,
v
+
j
+
stacks
));
faces
.
push
(
new
THREE
.
Face3
(
v
+
next
,
v
+
next
+
stacks
,
v
+
j
+
stacks
));
var
v
=
0
,
next
;
uvs
.
push
([
new
THREE
.
UV
(
i
/
slices
,
j
/
stacks
),
new
THREE
.
UV
(
i
/
slices
,
(
j
+
1
)
/
stacks
),
new
THREE
.
UV
((
i
+
1
)
/
slices
,
j
/
stacks
)
]);
uvs
.
push
([
new
THREE
.
UV
(
i
/
slices
,
(
j
+
1
)
/
stacks
),
new
THREE
.
UV
((
i
+
1
)
/
slices
,
(
j
+
1
)
/
stacks
),
new
THREE
.
UV
((
i
+
1
)
/
slices
,
j
/
stacks
)
]);
}
v
+=
stacks
;
}
// Some UV / Face orientation work needs to be done here...
for
(
i
=
0
;
i
<
slices
;
i
++
)
{
for
(
j
=
0
;
j
<
stacks
;
j
++
)
{
next
=
(
j
+
1
)
%
stacks
;
faces
.
push
(
new
THREE
.
Face3
(
v
+
j
,
v
+
next
,
v
+
j
+
stacks
)
);
faces
.
push
(
new
THREE
.
Face3
(
v
+
next
,
v
+
next
+
stacks
,
v
+
j
+
stacks
)
);
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
computeVertexNormals
();
uvs
.
push
(
[
new
THREE
.
UV
(
i
/
slices
,
j
/
stacks
),
new
THREE
.
UV
(
i
/
slices
,
(
j
+
1
)
/
stacks
),
new
THREE
.
UV
(
(
i
+
1
)
/
slices
,
j
/
stacks
)
]
);
uvs
.
push
(
[
new
THREE
.
UV
(
i
/
slices
,
(
j
+
1
)
/
stacks
),
new
THREE
.
UV
(
(
i
+
1
)
/
slices
,
(
j
+
1
)
/
stacks
),
new
THREE
.
UV
(
(
i
+
1
)
/
slices
,
j
/
stacks
)
]
);
}
v
+=
stacks
;
}
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
computeVertexNormals
();
};
THREE
.
ParametricGeometry
.
prototype
=
new
THREE
.
Geometry
();
THREE
.
ParametricGeometry
.
prototype
.
constructor
=
THREE
.
ParametricGeometry
;
\ No newline at end of file
THREE
.
ParametricGeometry
.
prototype
.
constructor
=
THREE
.
ParametricGeometry
;
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