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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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bc6273c2
编写于
2月 27, 2013
作者:
K
Kaleb Murphy
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Added new ring geometry.
上级
834b256a
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
97 addition
and
0 deletion
+97
-0
src/extras/geometries/RingGeometry.js
src/extras/geometries/RingGeometry.js
+97
-0
未找到文件。
src/extras/geometries/RingGeometry.js
0 → 100644
浏览文件 @
bc6273c2
/*
*
* Author: Kaleb Murphy
*
*/
THREE
.
RingGeometry
=
function
(
innerRadius
,
outerRadius
,
thetaSegments
,
phiSegments
,
thetaStart
,
thetaLength
)
{
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
//Accounts for special case when inner radius is zero and we only have a single point in the first cirlce
if
(
innerRadius
===
0
&&
i
===
0
)
{
var
vertex
=
new
THREE
.
Vector3
();
this
.
vertices
.
push
(
vertex
);
uvs
.
push
(
new
THREE
.
Vector2
(
(
vertex
.
x
/
radius
+
1
)
/
2
,
-
(
vertex
.
y
/
radius
+
1
)
/
2
+
1
)
);
radius
+=
radiusStep
;
continue
;
}
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
),
mod
=
0
;
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
;
//Accounts for special case when inner radius is zero and we only have a single point in the first cirlce
if
(
innerRadius
===
0
&&
i
===
0
)
{
v1
=
0
;
v2
=
o
+
1
;
v3
=
o
+
2
;
this
.
faces
.
push
(
new
THREE
.
Face3
(
v1
,
v2
,
v3
,
[
n
,
n
,
n
]
)
);
this
.
faceVertexUvs
[
0
].
push
(
[
uvs
[
v1
],
uvs
[
v2
],
uvs
[
v3
]
]);
}
else
if
(
innerRadius
===
0
&&
i
!==
0
)
{
mod
=
-
thetaSegments
;
}
v1
=
o
+
(
thetaSegments
*
i
)
+
i
+
mod
;
v3
=
o
+
(
thetaSegments
*
i
)
+
thetaSegments
+
1
+
i
+
mod
;
v2
=
o
+
(
thetaSegments
*
i
)
+
thetaSegments
+
i
+
mod
;
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
+
mod
;
v2
=
o
+
(
thetaSegments
*
i
)
+
thetaSegments
+
1
+
i
+
mod
;
v3
=
o
+
(
thetaSegments
*
i
)
+
1
+
i
+
mod
;
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
);
};
THREE
.
RingGeometry
.
prototype
=
Object
.
create
(
THREE
.
Geometry
.
prototype
);
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