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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / src / geometries / SphereGeometry.js
1 /**
2  * @author mrdoob / http://mrdoob.com/
3  * @author benaadams / https://twitter.com/ben_a_adams
4  * @author Mugen87 / https://github.com/Mugen87
5  */
6
7 import { Geometry } from '../core/Geometry';
8 import { BufferGeometry } from '../core/BufferGeometry';
9 import { Float32BufferAttribute } from '../core/BufferAttribute';
10 import { Vector3 } from '../math/Vector3';
11
12 // SphereGeometry
13
14 function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
15
16         Geometry.call( this );
17
18         this.type = 'SphereGeometry';
19
20         this.parameters = {
21                 radius: radius,
22                 widthSegments: widthSegments,
23                 heightSegments: heightSegments,
24                 phiStart: phiStart,
25                 phiLength: phiLength,
26                 thetaStart: thetaStart,
27                 thetaLength: thetaLength
28         };
29
30         this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
31         this.mergeVertices();
32
33 }
34
35 SphereGeometry.prototype = Object.create( Geometry.prototype );
36 SphereGeometry.prototype.constructor = SphereGeometry;
37
38 // SphereBufferGeometry
39
40 function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
41
42         BufferGeometry.call( this );
43
44         this.type = 'SphereBufferGeometry';
45
46         this.parameters = {
47                 radius: radius,
48                 widthSegments: widthSegments,
49                 heightSegments: heightSegments,
50                 phiStart: phiStart,
51                 phiLength: phiLength,
52                 thetaStart: thetaStart,
53                 thetaLength: thetaLength
54         };
55
56         radius = radius || 50;
57
58         widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
59         heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
60
61         phiStart = phiStart !== undefined ? phiStart : 0;
62         phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
63
64         thetaStart = thetaStart !== undefined ? thetaStart : 0;
65         thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
66
67         var thetaEnd = thetaStart + thetaLength;
68
69         var ix, iy;
70
71         var index = 0;
72         var grid = [];
73
74         var vertex = new Vector3();
75         var normal = new Vector3();
76
77         // buffers
78
79         var indices = [];
80         var vertices = [];
81         var normals = [];
82         var uvs = [];
83
84         // generate vertices, normals and uvs
85
86         for ( iy = 0; iy <= heightSegments; iy ++ ) {
87
88                 var verticesRow = [];
89
90                 var v = iy / heightSegments;
91
92                 for ( ix = 0; ix <= widthSegments; ix ++ ) {
93
94                         var u = ix / widthSegments;
95
96                         // vertex
97
98                         vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
99                         vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
100                         vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
101
102                         vertices.push( vertex.x, vertex.y, vertex.z );
103
104                         // normal
105
106                         normal.set( vertex.x, vertex.y, vertex.z ).normalize();
107                         normals.push( normal.x, normal.y, normal.z );
108
109                         // uv
110
111                         uvs.push( u, 1 - v );
112
113                         verticesRow.push( index ++ );
114
115                 }
116
117                 grid.push( verticesRow );
118
119         }
120
121         // indices
122
123         for ( iy = 0; iy < heightSegments; iy ++ ) {
124
125                 for ( ix = 0; ix < widthSegments; ix ++ ) {
126
127                         var a = grid[ iy ][ ix + 1 ];
128                         var b = grid[ iy ][ ix ];
129                         var c = grid[ iy + 1 ][ ix ];
130                         var d = grid[ iy + 1 ][ ix + 1 ];
131
132                         if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
133                         if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
134
135                 }
136
137         }
138
139         // build geometry
140
141         this.setIndex( indices );
142         this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
143         this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
144         this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
145
146 }
147
148 SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
149 SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
150
151
152 export { SphereGeometry, SphereBufferGeometry };