import { Float32BufferAttribute } from '../core/BufferAttribute.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; import { Vector3 } from '../math/Vector3.js'; import { Vector2 } from '../math/Vector2.js'; import { MathUtils } from '../math/MathUtils.js'; class LatheGeometry extends BufferGeometry { constructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { super(); this.type = 'LatheGeometry'; this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength }; segments = Math.floor( segments ); // clamp phiLength so it's in range of [ 0, 2PI ] phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 ); // buffers const indices = []; const vertices = []; const uvs = []; // helper variables const inverseSegments = 1.0 / segments; const vertex = new Vector3(); const uv = new Vector2(); // generate vertices and uvs for ( let i = 0; i <= segments; i ++ ) { const phi = phiStart + i * inverseSegments * phiLength; const sin = Math.sin( phi ); const cos = Math.cos( phi ); for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { // vertex vertex.x = points[ j ].x * sin; vertex.y = points[ j ].y; vertex.z = points[ j ].x * cos; vertices.push( vertex.x, vertex.y, vertex.z ); // uv uv.x = i / segments; uv.y = j / ( points.length - 1 ); uvs.push( uv.x, uv.y ); } } // indices for ( let i = 0; i < segments; i ++ ) { for ( let j = 0; j < ( points.length - 1 ); j ++ ) { const base = j + i * points.length; const a = base; const b = base + points.length; const c = base + points.length + 1; const d = base + 1; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); // generate normals this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam. // because the corresponding vertices are identical (but still have different UVs). if ( phiLength === Math.PI * 2 ) { const normals = this.attributes.normal.array; const n1 = new Vector3(); const n2 = new Vector3(); const n = new Vector3(); // this is the buffer offset for the last line of vertices const base = segments * points.length * 3; for ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) { // select the normal of the vertex in the first line n1.x = normals[ j + 0 ]; n1.y = normals[ j + 1 ]; n1.z = normals[ j + 2 ]; // select the normal of the vertex in the last line n2.x = normals[ base + j + 0 ]; n2.y = normals[ base + j + 1 ]; n2.z = normals[ base + j + 2 ]; // average normals n.addVectors( n1, n2 ).normalize(); // assign the new values to both normals normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; } } } } export { LatheGeometry, LatheGeometry as LatheBufferGeometry };