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@animech-public/playcanvas

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import { SphereGeometry } from './sphere-geometry.js'; /** * A procedural dome-shaped geometry. * * The size and tesselation properties of the dome can be controlled via constructor parameters. * Radius is fixed to 0.5. * * Note that the dome is created with UVs in the range of 0 to 1. * * @category Graphics */ class DomeGeometry extends SphereGeometry { /** * Create a new CylinderGeometry instance. * * @param {object} [opts] - An object that specifies optional inputs for the function as follows: * @param {number} [opts.latitudeBands] - The number of divisions along the latitudinal axis of the * sphere (defaults to 16). * @param {number} [opts.longitudeBands] - The number of divisions along the longitudinal axis of * the sphere (defaults to 16). */ constructor(opts = {}) { var _opts$latitudeBands, _opts$longitudeBands; // create a sphere geometry const radius = 0.5; // the math and constants are based on a unit sphere const latitudeBands = (_opts$latitudeBands = opts.latitudeBands) != null ? _opts$latitudeBands : 16; const longitudeBands = (_opts$longitudeBands = opts.longitudeBands) != null ? _opts$longitudeBands : 16; super({ radius, latitudeBands, longitudeBands }); // post-process the geometry to flatten the bottom hemisphere const bottomLimit = 0.1; // flatten bottom y-coordinate const curvatureRadius = 0.95; // normalized distance from the center that is completely flat const curvatureRadiusSq = curvatureRadius * curvatureRadius; // derived values const positions = this.positions; for (let i = 0; i < positions.length; i += 3) { const x = positions[i] / radius; let y = positions[i + 1] / radius; const z = positions[i + 2] / radius; // flatten the lower hemisphere if (y < 0) { // scale vertices on the bottom y *= 0.3; // flatten the center if (x * x + z * z < curvatureRadiusSq) { y = -bottomLimit; } } // adjust y to have the center at the flat bottom y += bottomLimit; y *= radius; positions[i + 1] = y; } } } export { DomeGeometry };