提交 bc6273c2 编写于 作者: K Kaleb Murphy

Added new ring geometry.

上级 834b256a
/*
*
* 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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