提交 699ad0b3 编写于 作者: M Mr.doob

CircleBufferGeometry: Clean up.

上级 c94cb5fe
......@@ -21,38 +21,34 @@ THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLengt
thetaStart = thetaStart !== undefined ? thetaStart : 0;
thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
var i;
var vertices = segments + 2;
var positions = new Float32Array( 3 * vertices );
this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
var normals = new Float32Array( 3 * vertices );
this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
var uvs = new Float32Array( 2 * vertices );
this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
var positions = new Float32Array( vertices * 3 );
var normals = new Float32Array( vertices * 3 );
var uvs = new Float32Array( vertices * 2 );
// center data is already zero, but need to set a few extras
normals[3] = 1.0;
uvs[0] = 0.5;
uvs[1] = 0.5;
for ( s = 0, i = 3, ii = 2 ; s < vertices; s++, i += 3, ii += 2 ) {
for ( var s = 0, i = 3, ii = 2 ; s < vertices; s++, i += 3, ii += 2 ) {
var segment = thetaStart + s / segments * thetaLength;
positions[i] = radius * Math.cos( segment );
positions[i] = radius * Math.cos( segment );
positions[i + 1] = radius * Math.sin( segment );
normals[i + 2] = 1; // normal z
uvs[ii] = ( positions[i] / radius + 1 ) / 2;
uvs[ii + 1] = ( positions[i + 1] / radius + 1 ) / 2;
uvs[ii] = ( positions[i] / radius + 1 ) / 2;
uvs[ii + 1] = ( positions[i + 1] / radius + 1 ) / 2;
}
var indices = [];
for ( i = 1; i <= segments; i ++ ) {
for ( var i = 1; i <= segments; i ++ ) {
indices.push( i );
indices.push( i + 1 );
......@@ -61,8 +57,9 @@ THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLengt
}
this.addAttribute( 'index', new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
this.computeFaceNormals();
this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
......
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