@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
84 lines (78 loc) • 3.06 kB
JavaScript
import { Vec2 } from '../../core/math/vec2.js';
import { calculateTangents } from './geometry-utils.js';
import { Geometry } from './geometry.js';
/**
* A procedural plane-shaped geometry.
*
* The size and tesselation properties of the plane can be controlled via constructor parameters. By
* default, the function will create a plane centered on the object space origin with a width and
* length of 1.0 and 5 segments in either axis (50 triangles). The normal vector of the plane is
* aligned along the positive Y axis.
*
* Note that the plane is created with UVs in the range of 0 to 1.
*
* @category Graphics
*/
class PlaneGeometry extends Geometry {
/**
* Create a new PlaneGeometry instance.
*
* @param {object} [opts] - An object that specifies optional inputs for the function as follows:
* @param {Vec2} [opts.halfExtents] - The half dimensions of the plane in the X and Z axes
* (defaults to [0.5, 0.5]).
* @param {number} [opts.widthSegments] - The number of divisions along the X axis of the plane
* (defaults to 5).
* @param {number} [opts.lengthSegments] - The number of divisions along the Z axis of the plane
* (defaults to 5).
* @param {boolean} [opts.calculateTangents] - Generate tangent information (defaults to false).
*/
constructor(opts = {}) {
var _opts$halfExtents, _opts$widthSegments, _opts$lengthSegments;
super();
// Check the supplied options and provide defaults for unspecified ones
const he = (_opts$halfExtents = opts.halfExtents) != null ? _opts$halfExtents : new Vec2(0.5, 0.5);
const ws = (_opts$widthSegments = opts.widthSegments) != null ? _opts$widthSegments : 5;
const ls = (_opts$lengthSegments = opts.lengthSegments) != null ? _opts$lengthSegments : 5;
// Variable declarations
const positions = [];
const normals = [];
const uvs = [];
const indices = [];
// Generate plane as follows (assigned UVs denoted at corners):
// (0,1)x---------x(1,1)
// | |
// | |
// | O--X |length
// | | |
// | Z |
// (0,0)x---------x(1,0)
// width
let vcounter = 0;
for (let i = 0; i <= ws; i++) {
for (let j = 0; j <= ls; j++) {
const x = -he.x + 2 * he.x * i / ws;
const y = 0.0;
const z = -(-he.y + 2 * he.y * j / ls);
const u = i / ws;
const v = j / ls;
positions.push(x, y, z);
normals.push(0, 1, 0);
uvs.push(u, 1 - v);
if (i < ws && j < ls) {
indices.push(vcounter + ls + 1, vcounter + 1, vcounter);
indices.push(vcounter + ls + 1, vcounter + ls + 2, vcounter + 1);
}
vcounter++;
}
}
this.positions = positions;
this.normals = normals;
this.uvs = uvs;
this.uvs1 = uvs; // UV1 = UV0 for plane
this.indices = indices;
if (opts.calculateTangents) {
this.tangents = calculateTangents(positions, normals, uvs, indices);
}
}
}
export { PlaneGeometry };