@awayjs/scene
Version:
AwayJS scene classes
337 lines (265 loc) • 9.33 kB
text/typescript
import { IMaterial, ElementsType, ElementsBase, TriangleElements, LineElements } from '@awayjs/renderer';
import { PrimitivePrefabBase } from '../prefabs/PrimitivePrefabBase';
/**
* A UV Sphere primitive sprite.
*/
export class PrimitiveSpherePrefab extends PrimitivePrefabBase {
private _radius: number;
private _segmentsW: number;
private _segmentsH: number;
private _yUp: boolean;
/**
* The radius of the sphere.
*/
public get radius(): number {
return this._radius;
}
public set radius(value: number) {
this._radius = value;
this._pInvalidatePrimitive();
}
/**
* Defines the number of horizontal segments that make up the sphere. Defaults to 16.
*/
public get segmentsW(): number {
return this._segmentsW;
}
public set segmentsW(value: number) {
this._segmentsW = value;
this._pInvalidatePrimitive();
this._pInvalidateUVs();
}
/**
* Defines the number of vertical segments that make up the sphere. Defaults to 12.
*/
public get segmentsH(): number {
return this._segmentsH;
}
public set segmentsH(value: number) {
this._segmentsH = value;
this._pInvalidatePrimitive();
this._pInvalidateUVs();
}
/**
* Defines whether the sphere poles should lay on the Y-axis (true) or on the Z-axis (false).
*/
public get yUp(): boolean {
return this._yUp;
}
public set yUp(value: boolean) {
this._yUp = value;
this._pInvalidatePrimitive();
}
/**
* Creates a new Sphere object.
*
* @param radius The radius of the sphere.
* @param segmentsW Defines the number of horizontal segments that make up the sphere.
* @param segmentsH Defines the number of vertical segments that make up the sphere.
* @param yUp Defines whether the sphere poles should lay on the Y-axis (true) or on the Z-axis (false).
*/
constructor(material: IMaterial = null, elementsType: string = 'triangle',
radius: number = 50, segmentsW: number = 16,
segmentsH: number = 12, yUp: boolean = true) {
super(material, elementsType);
this._radius = radius;
this._segmentsW = segmentsW;
this._segmentsH = segmentsH;
this._yUp = yUp;
}
/**
* @inheritDoc
*/
public _pBuildGraphics(target: ElementsBase, elementsType: string): void {
let indices: Uint16Array;
let positions: ArrayBufferView;
let normals: Float32Array;
let tangents: Float32Array;
let stride: number;
let i: number;
let j: number;
let vidx: number, fidx: number; // indices
let comp1: number;
let comp2: number;
let numVertices: number;
if (elementsType == ElementsType.TRIANGLE) {
const triangleGraphics: TriangleElements = <TriangleElements> target;
numVertices = (this._segmentsH + 1) * (this._segmentsW + 1);
if (numVertices == triangleGraphics.numVertices && triangleGraphics.indices != null) {
triangleGraphics.invalidateIndices();
triangleGraphics.invalidateVertices(triangleGraphics.positions);
triangleGraphics.invalidateVertices(triangleGraphics.normals);
triangleGraphics.invalidateVertices(triangleGraphics.tangents);
} else {
triangleGraphics.setIndices(new Uint16Array((this._segmentsH - 1) * this._segmentsW * 6));
triangleGraphics.setPositions(new Float32Array(numVertices * 3));
triangleGraphics.setNormals(new Float32Array(numVertices * 3));
triangleGraphics.setTangents(new Float32Array(numVertices * 3));
this._pInvalidateUVs();
}
indices = triangleGraphics.indices.get(triangleGraphics.numElements);
positions = triangleGraphics.positions.get(numVertices);
normals = triangleGraphics.normals.get(numVertices);
tangents = triangleGraphics.tangents.get(numVertices);
stride = triangleGraphics.concatenatedBuffer.stride / 4;
vidx = 0;
fidx = 0;
let startIndex: number;
let t1: number;
let t2: number;
for (j = 0; j <= this._segmentsH; ++j) {
startIndex = vidx;
const horangle: number = Math.PI * j / this._segmentsH;
const z: number = -this._radius * Math.cos(horangle);
const ringradius: number = this._radius * Math.sin(horangle);
for (i = 0; i <= this._segmentsW; ++i) {
const verangle: number = 2 * Math.PI * i / this._segmentsW;
const x: number = ringradius * Math.cos(verangle);
const y: number = ringradius * Math.sin(verangle);
const normLen: number = 1 / Math.sqrt(x * x + y * y + z * z);
const tanLen: number = Math.sqrt(y * y + x * x);
if (this._yUp) {
t1 = 0;
t2 = tanLen > .007 ? x / tanLen : 0;
comp1 = -z;
comp2 = y;
} else {
t1 = tanLen > .007 ? x / tanLen : 0;
t2 = 0;
comp1 = y;
comp2 = z;
}
if (i == this._segmentsW) {
positions[vidx] = positions[startIndex];
positions[vidx + 1] = positions[startIndex + 1];
positions[vidx + 2] = positions[startIndex + 2];
normals[vidx] = normals[startIndex] + (x * normLen) * .5;
normals[vidx + 1] = normals[startIndex + 1] + (comp1 * normLen) * .5;
normals[vidx + 2] = normals[startIndex + 2] + (comp2 * normLen) * .5;
tangents[vidx] = tanLen > .007 ? -y / tanLen : 1;
tangents[vidx + 1] = t1;
tangents[vidx + 2] = t2;
} else {
positions[vidx] = x;
positions[vidx + 1] = comp1;
positions[vidx + 2] = comp2;
normals[vidx] = x * normLen;
normals[vidx + 1] = comp1 * normLen;
normals[vidx + 2] = comp2 * normLen;
tangents[vidx] = tanLen > .007 ? -y / tanLen : 1;
tangents[vidx + 1] = t1;
tangents[vidx + 2] = t2;
}
if (i > 0 && j > 0) {
const a: number = (this._segmentsW + 1) * j + i;
const b: number = (this._segmentsW + 1) * j + i - 1;
const c: number = (this._segmentsW + 1) * (j - 1) + i - 1;
const d: number = (this._segmentsW + 1) * (j - 1) + i;
if (j == this._segmentsH) {
positions[vidx] = positions[startIndex];
positions[vidx + 1] = positions[startIndex + 1];
positions[vidx + 2] = positions[startIndex + 2];
indices[fidx++] = a;
indices[fidx++] = c;
indices[fidx++] = d;
} else if (j == 1) {
indices[fidx++] = a;
indices[fidx++] = b;
indices[fidx++] = c;
} else {
indices[fidx++] = a;
indices[fidx++] = b;
indices[fidx++] = c;
indices[fidx++] = a;
indices[fidx++] = c;
indices[fidx++] = d;
}
}
vidx += stride;
}
}
} else if (elementsType == ElementsType.LINE) {
const lineGraphics: LineElements = <LineElements> target;
const numSegments: number = this._segmentsH * this._segmentsW * 2 + this._segmentsW;
const positions: ArrayBufferView = new Float32Array(numSegments * 6);
const thickness: Float32Array = new Float32Array(numSegments);
vidx = 0;
fidx = 0;
for (j = 0; j <= this._segmentsH; ++j) {
const horangle: number = Math.PI * j / this._segmentsH;
const z: number = -this._radius * Math.cos(horangle);
const ringradius: number = this._radius * Math.sin(horangle);
for (i = 0; i <= this._segmentsW; ++i) {
const verangle: number = 2 * Math.PI * i / this._segmentsW;
const x: number = ringradius * Math.cos(verangle);
const y: number = ringradius * Math.sin(verangle);
if (this._yUp) {
comp1 = -z;
comp2 = y;
} else {
comp1 = y;
comp2 = z;
}
if (i > 0) {
//horizonal lines
positions[vidx++] = x;
positions[vidx++] = comp1;
positions[vidx++] = comp2;
thickness[fidx++] = 1;
//vertical lines
if (j > 0) {
const addx: number =
(j == 1) ? 3 - (6 * (this._segmentsW - i) + 12 * i) : 3 - this._segmentsW * 12;
positions[vidx] = positions[vidx++ + addx];
positions[vidx] = positions[vidx++ + addx];
positions[vidx] = positions[vidx++ + addx];
positions[vidx++] = x;
positions[vidx++] = comp1;
positions[vidx++] = comp2;
thickness[fidx++] = 1;
}
}
//horizonal lines
if (i < this._segmentsW) {
positions[vidx++] = x;
positions[vidx++] = comp1;
positions[vidx++] = comp2;
}
}
}
// build real data from raw data
lineGraphics.setPositions(positions);
lineGraphics.setThickness(thickness);
}
}
/**
* @inheritDoc
*/
public _pBuildUVs(target: ElementsBase, elementsType: string): void {
let i: number, j: number;
let numVertices: number = (this._segmentsH + 1) * (this._segmentsW + 1);
let uvs: ArrayBufferView;
let stride: number;
if (elementsType == ElementsType.TRIANGLE) {
numVertices = (this._segmentsH + 1) * (this._segmentsW + 1);
const triangleGraphics: TriangleElements = <TriangleElements> target;
if (triangleGraphics.uvs && numVertices == triangleGraphics.numVertices) {
triangleGraphics.invalidateVertices(triangleGraphics.uvs);
} else {
triangleGraphics.setUVs(new Float32Array(numVertices * 2));
}
uvs = triangleGraphics.uvs.get(numVertices);
stride = triangleGraphics.uvs.stride;
let index: number = 0;
for (j = 0; j <= this._segmentsH; ++j) {
for (i = 0; i <= this._segmentsW; ++i) {
uvs[index] = (i / this._segmentsW) * this._scaleU;
uvs[index + 1] = (j / this._segmentsH) * this._scaleV;
index += stride;
}
}
} else if (elementsType == ElementsType.LINE) {
//nothing to do here
}
}
}