提交 12909d0a 编写于 作者: B Ben Houston

Fix lathe-geometry in presence of angle < PI*2, add ability to specify...

Fix lathe-geometry in presence of angle < PI*2, add ability to specify phiStart, phiLength + optimize.
上级 5bd3d042
/**
* @author astrodud / http://astrodud.isgreat.org/
* @author zz85 / https://github.com/zz85
* @author bhouston / http://exocortex.com
*/
THREE.LatheGeometry = function ( points, steps, angle ) {
// points - to create a closed torus, one must use a set of points
// like so: [ a, b, c, d, a ], see first is the same as last.
// segments - the number of circumference segments to create
// phiStart - the starting radian
// phiLength - the radian (0 to 2*PI) range of the lathed section
// 2*pi is a closed lathe, less than 2PI is a portion.
THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
THREE.Geometry.call( this );
var _steps = steps || 12;
var _angle = angle || 2 * Math.PI;
segments = segments || 12;
phiStart = phiStart || 0;
phiLength = phiLength || 2 * Math.PI;
var _newV = [];
var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
var inversePointLength = 1.0 / points.length;
var inverseSegments = 1.0 / segments;
for ( var j = 0; j < points.length; j ++ ) {
for ( var i = 0, il = segments; i <= il; i ++ ) {
_newV[ j ] = points[ j ].clone();
this.vertices.push( _newV[ j ] );
var phi = phiStart + i * inverseSegments * phiLength;
}
var c = Math.cos( phi ),
s = Math.sin( phi );
for ( var j = 0, jl = points.length; j < jl; j ++ ) {
var i, il = _steps + 1;
var pt = points[ j ];
for ( i = 0; i < il; i ++ ) {
var vertex = new THREE.Vector3();
for ( var j = 0; j < _newV.length; j ++ ) {
vertex.x = c * pt.x - s * pt.y;
vertex.y = s * pt.x + c * pt.y;
vertex.z = pt.z;
_newV[ j ] = _newV[ j ].clone().applyMatrix4( _matrix );
this.vertices.push( _newV[ j ] );
this.vertices.push( vertex );
}
}
for ( i = 0; i < _steps; i ++ ) {
var np = points.length;
for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
for ( var i = 0, il = segments; i < il; i ++ ) {
var a = i * kl + k;
var b = ( ( i + 1 ) % il ) * kl + k;
var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
var d = i * kl + ( k + 1 ) % kl;
for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
var base = j + np * i;
var a = base;
var b = base + np;
var c = base + 1 + np;
var d = base + 1;
this.faces.push( new THREE.Face4( a, b, c, d ) );
var u0 = 1 - i * inverseSegments;
var v0 = j * inversePointLength;
var u1 = u0 - inverseSegments;
var v1 = v0 + inversePointLength;
this.faceVertexUvs[ 0 ].push( [
new THREE.Vector2( 1 - i / _steps, k / kl ),
new THREE.Vector2( 1 - ( i + 1 ) / _steps, k / kl ),
new THREE.Vector2( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
new THREE.Vector2( 1 - i / _steps, ( k + 1 ) / kl )
new THREE.Vector2( u0, v0 ),
new THREE.Vector2( u1, v0 ),
new THREE.Vector2( u1, v1 ),
new THREE.Vector2( u0, v1 )
] );
......
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