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three.js
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6f9d8407
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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6f9d8407
编写于
3月 12, 2014
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
CircleGeometry fixed properly now.
上级
bc0c3e34
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
21 addition
and
13 deletion
+21
-13
src/extras/geometries/CircleGeometry.js
src/extras/geometries/CircleGeometry.js
+21
-13
未找到文件。
src/extras/geometries/CircleGeometry.js
浏览文件 @
6f9d8407
...
@@ -20,17 +20,21 @@ THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
...
@@ -20,17 +20,21 @@ THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
//
//
var
indices
=
new
Uint16Array
(
(
segments
+
1
)
*
3
);
var
elements
=
segments
+
2
;
var
vertices
=
new
Float32Array
(
(
segments
+
2
)
*
3
);
var
normals
=
new
Float32Array
(
(
segments
+
2
)
*
3
);
var
indices
=
new
Uint16Array
(
segments
*
3
);
var
uvs
=
new
Float32Array
(
(
segments
+
2
)
*
2
);
var
vertices
=
new
Float32Array
(
elements
*
3
);
var
normals
=
new
Float32Array
(
elements
*
3
);
var
uvs
=
new
Float32Array
(
elements
*
2
);
// center
normals
[
2
]
=
1
;
normals
[
2
]
=
1
;
uvs
[
0
]
=
0.5
;
uvs
[
0
]
=
0.5
;
uvs
[
1
]
=
0.5
;
uvs
[
1
]
=
0.5
;
var
offset
=
3
,
offset2
=
2
;
var
offset
=
0
,
offset2
=
2
,
offset3
=
3
;
for
(
var
i
=
0
;
i
<=
segments
;
i
++
)
{
for
(
var
i
=
0
;
i
<=
segments
;
i
++
)
{
...
@@ -39,20 +43,24 @@ THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
...
@@ -39,20 +43,24 @@ THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
var
x
=
radius
*
Math
.
cos
(
segment
);
var
x
=
radius
*
Math
.
cos
(
segment
);
var
y
=
radius
*
Math
.
sin
(
segment
);
var
y
=
radius
*
Math
.
sin
(
segment
);
vertices
[
offset
]
=
x
;
vertices
[
offset
3
]
=
x
;
vertices
[
offset
+
1
]
=
y
;
vertices
[
offset
3
+
1
]
=
y
;
normals
[
offset
+
2
]
=
1
;
normals
[
offset
3
+
2
]
=
1
;
uvs
[
offset2
]
=
(
x
/
radius
+
1
)
/
2
;
uvs
[
offset2
]
=
(
x
/
radius
+
1
)
/
2
;
uvs
[
offset2
+
1
]
=
(
y
/
radius
+
1
)
/
2
;
uvs
[
offset2
+
1
]
=
(
y
/
radius
+
1
)
/
2
;
indices
[
offset
]
=
i
+
1
;
indices
[
offset
+
1
]
=
i
+
2
;
indices
[
offset
+
2
]
=
0
;
offset
+=
3
;
offset2
+=
2
;
offset2
+=
2
;
offset3
+=
3
;
//
indices
[
offset
]
=
0
;
indices
[
offset
+
1
]
=
i
+
1
;
indices
[
offset
+
2
]
=
i
+
2
;
offset
+=
3
;
}
}
...
...
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