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@animech-public/playcanvas

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import { Vec2 } from '../../core/math/vec2.js'; import { calculateTangents } from './geometry-utils.js'; import { Geometry } from './geometry.js'; class PlaneGeometry extends Geometry { constructor(opts = {}) { var _opts$halfExtents, _opts$widthSegments, _opts$lengthSegments; super(); const he = (_opts$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; const positions = []; const normals = []; const uvs = []; const indices = []; 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; this.indices = indices; if (opts.calculateTangents) { this.tangents = calculateTangents(positions, normals, uvs, indices); } } } export { PlaneGeometry };