content/hifi-content/dave/walk-tools/walkTools/libraries/three.js/extras/geometries/CylinderGeometry.js
2022-02-13 22:49:05 +01:00

172 lines
4.4 KiB
JavaScript

/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
THREE.Geometry.call( this );
this.type = 'CylinderGeometry';
this.parameters = {
radiusTop: radiusTop,
radiusBottom: radiusBottom,
height: height,
radialSegments: radialSegments,
heightSegments: heightSegments,
openEnded: openEnded,
thetaStart: thetaStart,
thetaLength: thetaLength
};
radiusTop = radiusTop !== undefined ? radiusTop : 20;
radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
height = height !== undefined ? height : 100;
radialSegments = radialSegments || 8;
heightSegments = heightSegments || 1;
openEnded = openEnded !== undefined ? openEnded : false;
thetaStart = thetaStart !== undefined ? thetaStart : 0;
thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
var heightHalf = height / 2;
var x, y, vertices = [], uvs = [];
for ( y = 0; y <= heightSegments; y ++ ) {
var verticesRow = [];
var uvsRow = [];
var v = y / heightSegments;
var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
for ( x = 0; x <= radialSegments; x ++ ) {
var u = x / radialSegments;
var vertex = new THREE.Vector3();
vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
vertex.y = - v * height + heightHalf;
vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
this.vertices.push( vertex );
verticesRow.push( this.vertices.length - 1 );
uvsRow.push( new THREE.Vector2( u, 1 - v ) );
}
vertices.push( verticesRow );
uvs.push( uvsRow );
}
var tanTheta = ( radiusBottom - radiusTop ) / height;
var na, nb;
for ( x = 0; x < radialSegments; x ++ ) {
if ( radiusTop !== 0 ) {
na = this.vertices[ vertices[ 0 ][ x ] ].clone();
nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
} else {
na = this.vertices[ vertices[ 1 ][ x ] ].clone();
nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
}
na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
for ( y = 0; y < heightSegments; y ++ ) {
var v1 = vertices[ y ][ x ];
var v2 = vertices[ y + 1 ][ x ];
var v3 = vertices[ y + 1 ][ x + 1 ];
var v4 = vertices[ y ][ x + 1 ];
var n1 = na.clone();
var n2 = na.clone();
var n3 = nb.clone();
var n4 = nb.clone();
var uv1 = uvs[ y ][ x ].clone();
var uv2 = uvs[ y + 1 ][ x ].clone();
var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
var uv4 = uvs[ y ][ x + 1 ].clone();
this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
}
}
// top cap
if ( openEnded === false && radiusTop > 0 ) {
this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
for ( x = 0; x < radialSegments; x ++ ) {
var v1 = vertices[ 0 ][ x ];
var v2 = vertices[ 0 ][ x + 1 ];
var v3 = this.vertices.length - 1;
var n1 = new THREE.Vector3( 0, 1, 0 );
var n2 = new THREE.Vector3( 0, 1, 0 );
var n3 = new THREE.Vector3( 0, 1, 0 );
var uv1 = uvs[ 0 ][ x ].clone();
var uv2 = uvs[ 0 ][ x + 1 ].clone();
var uv3 = new THREE.Vector2( uv2.x, 0 );
this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
}
}
// bottom cap
if ( openEnded === false && radiusBottom > 0 ) {
this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
for ( x = 0; x < radialSegments; x ++ ) {
var v1 = vertices[ heightSegments ][ x + 1 ];
var v2 = vertices[ heightSegments ][ x ];
var v3 = this.vertices.length - 1;
var n1 = new THREE.Vector3( 0, - 1, 0 );
var n2 = new THREE.Vector3( 0, - 1, 0 );
var n3 = new THREE.Vector3( 0, - 1, 0 );
var uv1 = uvs[ heightSegments ][ x + 1 ].clone();
var uv2 = uvs[ heightSegments ][ x ].clone();
var uv3 = new THREE.Vector2( uv2.x, 1 );
this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
}
}
this.computeFaceNormals();
};
THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;