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21d2d384
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
21d2d384
编写于
3月 03, 2013
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
RingGeometry: Optimising and code formating.
上级
af7fac36
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
91 addition
and
91 deletion
+91
-91
src/extras/geometries/CircleGeometry.js
src/extras/geometries/CircleGeometry.js
+28
-27
src/extras/geometries/RingGeometry.js
src/extras/geometries/RingGeometry.js
+63
-64
未找到文件。
src/extras/geometries/CircleGeometry.js
浏览文件 @
21d2d384
...
...
@@ -4,49 +4,50 @@
THREE
.
CircleGeometry
=
function
(
radius
,
segments
,
thetaStart
,
thetaLength
)
{
THREE
.
Geometry
.
call
(
this
);
THREE
.
Geometry
.
call
(
this
);
radius
=
radius
||
50
;
radius
=
radius
||
50
;
thetaStart
=
thetaStart
!==
undefined
?
thetaStart
:
0
;
thetaLength
=
thetaLength
!==
undefined
?
thetaLength
:
Math
.
PI
*
2
;
segments
=
segments
!==
undefined
?
Math
.
max
(
3
,
segments
)
:
8
;
thetaStart
=
thetaStart
!==
undefined
?
thetaStart
:
0
;
thetaLength
=
thetaLength
!==
undefined
?
thetaLength
:
Math
.
PI
*
2
;
segments
=
segments
!==
undefined
?
Math
.
max
(
3
,
segments
)
:
8
;
var
i
,
uvs
=
[],
center
=
new
THREE
.
Vector3
(),
centerUV
=
new
THREE
.
Vector2
(
0.5
,
0.5
);
var
i
,
uvs
=
[],
center
=
new
THREE
.
Vector3
(),
centerUV
=
new
THREE
.
Vector2
(
0.5
,
0.5
);
this
.
vertices
.
push
(
center
);
uvs
.
push
(
centerUV
);
this
.
vertices
.
push
(
center
);
uvs
.
push
(
centerUV
);
for
(
i
=
0
;
i
<=
segments
;
i
++
)
{
for
(
i
=
0
;
i
<=
segments
;
i
++
)
{
var
vertex
=
new
THREE
.
Vector3
();
var
vertex
=
new
THREE
.
Vector3
();
var
segment
=
thetaStart
+
i
/
segments
*
thetaLength
;
vertex
.
x
=
radius
*
Math
.
cos
(
thetaStart
+
i
/
segments
*
thetaLength
);
vertex
.
y
=
radius
*
Math
.
sin
(
thetaStart
+
i
/
segments
*
thetaLength
);
vertex
.
x
=
radius
*
Math
.
cos
(
segment
);
vertex
.
y
=
radius
*
Math
.
sin
(
segment
);
this
.
vertices
.
push
(
vertex
);
uvs
.
push
(
new
THREE
.
Vector2
(
(
vertex
.
x
/
radius
+
1
)
/
2
,
-
(
vertex
.
y
/
radius
+
1
)
/
2
+
1
)
);
this
.
vertices
.
push
(
vertex
);
uvs
.
push
(
new
THREE
.
Vector2
(
(
vertex
.
x
/
radius
+
1
)
/
2
,
-
(
vertex
.
y
/
radius
+
1
)
/
2
+
1
)
);
}
}
var
n
=
new
THREE
.
Vector3
(
0
,
0
,
-
1
);
var
n
=
new
THREE
.
Vector3
(
0
,
0
,
-
1
);
for
(
i
=
1
;
i
<=
segments
;
i
++
)
{
for
(
i
=
1
;
i
<=
segments
;
i
++
)
{
var
v1
=
i
;
var
v2
=
i
+
1
;
var
v3
=
0
;
var
v1
=
i
;
var
v2
=
i
+
1
;
var
v3
=
0
;
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
i
],
uvs
[
i
+
1
],
centerUV
]
);
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
i
],
uvs
[
i
+
1
],
centerUV
]
);
}
}
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
boundingSphere
=
new
THREE
.
Sphere
(
new
THREE
.
Vector3
(),
radius
);
this
.
boundingSphere
=
new
THREE
.
Sphere
(
new
THREE
.
Vector3
(),
radius
);
};
...
...
src/extras/geometries/RingGeometry.js
浏览文件 @
21d2d384
/*
*
* Author: Kaleb Murphy
*
/**
* @author Kaleb Murphy
*/
THREE
.
RingGeometry
=
function
(
innerRadius
,
outerRadius
,
thetaSegments
,
phiSegments
,
thetaStart
,
thetaLength
)
{
THREE
.
Geometry
.
call
(
this
);
THREE
.
RingGeometry
=
function
(
innerRadius
,
outerRadius
,
thetaSegments
,
phiSegments
,
thetaStart
,
thetaLength
)
{
innerRadius
=
innerRadius
||
0
;
outerRadius
=
outerRadius
||
50
;
thetaStart
=
thetaStart
!==
undefined
?
thetaStart
:
0
;
thetaLength
=
thetaLength
!==
undefined
?
thetaLength
:
Math
.
PI
*
2
;
thetaSegments
=
thetaSegments
!==
undefined
?
Math
.
max
(
3
,
thetaSegments
)
:
8
;
phiSegments
=
phiSegments
!==
undefined
?
Math
.
max
(
3
,
phiSegments
)
:
8
;
var
i
,
o
,
uvs
=
[],
radius
=
innerRadius
,
radiusStep
=
(
(
outerRadius
-
innerRadius
)
/
phiSegments
);
for
(
i
=
0
;
i
<=
phiSegments
;
i
++
)
{
// concentric circles inside ring
for
(
o
=
0
;
o
<=
thetaSegments
;
o
++
)
{
// number of segments per circle
var
vertex
=
new
THREE
.
Vector3
();
var
segment
=
thetaStart
+
o
/
thetaSegments
*
thetaLength
;
vertex
.
x
=
radius
*
Math
.
cos
(
segment
);
vertex
.
y
=
radius
*
Math
.
sin
(
segment
);
this
.
vertices
.
push
(
vertex
);
uvs
.
push
(
new
THREE
.
Vector2
(
(
vertex
.
x
/
radius
+
1
)
/
2
,
-
(
vertex
.
y
/
radius
+
1
)
/
2
+
1
)
);
}
radius
+=
radiusStep
;
}
var
n
=
new
THREE
.
Vector3
(
0
,
0
,
1
);
for
(
i
=
0
;
i
<
phiSegments
;
i
++
)
{
// concentric circles inside ring
var
thetaSegment
=
i
*
thetaSegments
;
for
(
o
=
0
;
o
<=
thetaSegments
;
o
++
)
{
// number of segments per circle
var
segment
=
o
+
thetaSegment
;
var
v1
=
segment
+
i
;
var
v2
=
segment
+
thetaSegments
+
i
;
var
v3
=
segment
+
thetaSegments
+
1
+
i
;
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
v1
],
uvs
[
v2
],
uvs
[
v3
]
]);
v1
=
segment
+
i
;
v2
=
segment
+
thetaSegments
+
1
+
i
;
v3
=
segment
+
1
+
i
;
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
v1
],
uvs
[
v2
],
uvs
[
v3
]
]);
}
}
this
.
computeCentroids
();
this
.
computeFaceNormals
();
THREE
.
Geometry
.
call
(
this
);
innerRadius
=
innerRadius
||
0
;
outerRadius
=
outerRadius
||
50
;
thetaStart
=
thetaStart
!==
undefined
?
thetaStart
:
0
;
thetaLength
=
thetaLength
!==
undefined
?
thetaLength
:
Math
.
PI
*
2
;
thetaSegments
=
thetaSegments
!==
undefined
?
Math
.
max
(
3
,
thetaSegments
)
:
8
;
phiSegments
=
phiSegments
!==
undefined
?
Math
.
max
(
3
,
phiSegments
)
:
8
;
var
i
,
o
,
uvs
=
[],
radius
=
innerRadius
,
radiusStep
=
(
(
outerRadius
-
innerRadius
)
/
phiSegments
);
for
(
i
=
0
;
i
<=
phiSegments
;
i
++
)
{
//concentric circles inside ring
for
(
o
=
0
;
o
<=
thetaSegments
;
o
++
)
{
//number of segments per circle
var
vertex
=
new
THREE
.
Vector3
();
vertex
.
x
=
radius
*
Math
.
cos
(
thetaStart
+
o
/
thetaSegments
*
thetaLength
);
vertex
.
y
=
radius
*
Math
.
sin
(
thetaStart
+
o
/
thetaSegments
*
thetaLength
);
this
.
vertices
.
push
(
vertex
);
uvs
.
push
(
new
THREE
.
Vector2
(
(
vertex
.
x
/
radius
+
1
)
/
2
,
-
(
vertex
.
y
/
radius
+
1
)
/
2
+
1
)
);
}
radius
+=
radiusStep
;
}
var
n
=
new
THREE
.
Vector3
(
0
,
0
,
1
);
for
(
i
=
0
;
i
<
phiSegments
;
i
++
)
{
//concentric circles inside ring
for
(
o
=
0
;
o
<=
thetaSegments
;
o
++
)
{
//number of segments per circle
var
v1
,
v2
,
v3
;
v1
=
o
+
(
thetaSegments
*
i
)
+
i
;
v2
=
o
+
(
thetaSegments
*
i
)
+
thetaSegments
+
i
;
v3
=
o
+
(
thetaSegments
*
i
)
+
thetaSegments
+
1
+
i
;
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
v1
],
uvs
[
v2
],
uvs
[
v3
]
]);
v1
=
o
+
(
thetaSegments
*
i
)
+
i
;
v2
=
o
+
(
thetaSegments
*
i
)
+
thetaSegments
+
1
+
i
;
v3
=
o
+
(
thetaSegments
*
i
)
+
1
+
i
;
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
v1
],
uvs
[
v2
],
uvs
[
v3
]
]);
}
}
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
boundingSphere
=
new
THREE
.
Sphere
(
new
THREE
.
Vector3
(),
radius
);
this
.
boundingSphere
=
new
THREE
.
Sphere
(
new
THREE
.
Vector3
(),
radius
);
};
...
...
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