提交 2b7a5a8d 编写于 作者: M Mr.doob

SphereGeometry: Use SphereBufferGeometry internally.

上级 50d547b0
......@@ -4,8 +4,6 @@
THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
console.log( 'THREE.SphereGeometry: Consider using THREE.SphereBufferGeometry for lower memory footprint.' );
THREE.Geometry.call( this );
this.type = 'SphereGeometry';
......@@ -20,94 +18,7 @@ THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStar
thetaLength: thetaLength
};
radius = radius || 50;
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
phiStart = phiStart !== undefined ? phiStart : 0;
phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
thetaStart = thetaStart !== undefined ? thetaStart : 0;
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
var x, y, vertices = [], uvs = [];
for ( y = 0; y <= heightSegments; y ++ ) {
var verticesRow = [];
var uvsRow = [];
for ( x = 0; x <= widthSegments; x ++ ) {
var u = x / widthSegments;
var v = y / heightSegments;
var vertex = new THREE.Vector3();
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 );
this.vertices.push( vertex );
verticesRow.push( this.vertices.length - 1 );
uvsRow.push( new THREE.Vector2( u, 1 - v ) );
}
vertices.push( verticesRow );
uvs.push( uvsRow );
}
for ( y = 0; y < heightSegments; y ++ ) {
for ( x = 0; x < widthSegments; x ++ ) {
var v1 = vertices[ y ][ x + 1 ];
var v2 = vertices[ y ][ x ];
var v3 = vertices[ y + 1 ][ x ];
var v4 = vertices[ y + 1 ][ x + 1 ];
var n1 = this.vertices[ v1 ].clone().normalize();
var n2 = this.vertices[ v2 ].clone().normalize();
var n3 = this.vertices[ v3 ].clone().normalize();
var n4 = this.vertices[ v4 ].clone().normalize();
var uv1 = uvs[ y ][ x + 1 ].clone();
var uv2 = uvs[ y ][ x ].clone();
var uv3 = uvs[ y + 1 ][ x ].clone();
var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
uv1.x = ( uv1.x + uv2.x ) / 2;
this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
} else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
uv3.x = ( uv3.x + uv4.x ) / 2;
this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
} else {
this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
}
}
}
this.computeFaceNormals();
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
};
......
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