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@awayjs/scene

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import { IMaterial, ElementsType, ElementsBase, TriangleElements } from '@awayjs/renderer'; import { PrimitivePrefabBase } from '../prefabs/PrimitivePrefabBase'; /** * A UV Cylinder primitive sprite. */ export class PrimitiveTorusPrefab extends PrimitivePrefabBase { private _radius: number; private _tubeRadius: number; private _segmentsR: number; private _segmentsT: number; private _yUp: boolean; private _numVertices: number = 0; /** * The radius of the torus. */ public get radius(): number { return this._radius; } public set radius(value: number) { this._radius = value; this._pInvalidatePrimitive(); } /** * The radius of the inner tube of the torus. */ public get tubeRadius(): number { return this._tubeRadius; } public set tubeRadius(value: number) { this._tubeRadius = value; this._pInvalidatePrimitive(); } /** * Defines the number of horizontal segments that make up the torus. Defaults to 16. */ public get segmentsR(): number { return this._segmentsR; } public set segmentsR(value: number) { this._segmentsR = value; this._pInvalidatePrimitive(); this._pInvalidateUVs(); } /** * Defines the number of vertical segments that make up the torus. Defaults to 8. */ public get segmentsT(): number { return this._segmentsT; } public set segmentsT(value: number) { this._segmentsT = value; this._pInvalidatePrimitive(); this._pInvalidateUVs(); } /** * Defines whether the torus 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 <code>Torus</code> object. * @param radius The radius of the torus. * @param tuebRadius The radius of the inner tube of the torus. * @param segmentsR Defines the number of horizontal segments that make up the torus. * @param segmentsT Defines the number of vertical segments that make up the torus. * @param yUp Defines whether the torus poles should lay on the Y-axis (true) or on the Z-axis (false). */ constructor(material: IMaterial = null, elementsType: string = 'triangle', radius: number = 50, tubeRadius: number = 50, segmentsR: number = 16, segmentsT: number = 8, yUp: boolean = true) { super(material, elementsType); this._radius = radius; this._tubeRadius = tubeRadius; this._segmentsR = segmentsR; this._segmentsT = segmentsT; 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, j: number; let x: number, y: number, z: number, nx: number, ny: number, nz: number, revolutionAngleR: number, revolutionAngleT: number; let vidx: number; let fidx: number; let numIndices: number = 0; if (elementsType == ElementsType.TRIANGLE) { const triangleGraphics: TriangleElements = <TriangleElements> target; // evaluate target number of vertices, triangles and indices this._numVertices = (this._segmentsT + 1) * (this._segmentsR + 1); // segmentsT + 1 because of closure, segmentsR + 1 because of closure numIndices = this._segmentsT * this._segmentsR * 6; // each level has segmentR quads, each of 2 triangles // need to initialize raw arrays or can be reused? if (this._numVertices == triangleGraphics.numVertices) { triangleGraphics.invalidateIndices(); triangleGraphics.invalidateVertices(triangleGraphics.positions); triangleGraphics.invalidateVertices(triangleGraphics.normals); triangleGraphics.invalidateVertices(triangleGraphics.tangents); } else { triangleGraphics.setIndices(new Uint16Array(numIndices)); triangleGraphics.setPositions(new Float32Array(this._numVertices * 3)); triangleGraphics.setNormals(new Float32Array(this._numVertices * 3)); triangleGraphics.setTangents(new Float32Array(this._numVertices * 3)); this._pInvalidateUVs(); } indices = triangleGraphics.indices.get(triangleGraphics.numElements); positions = triangleGraphics.positions.get(this._numVertices); normals = triangleGraphics.normals.get(this._numVertices); tangents = triangleGraphics.tangents.get(this._numVertices); stride = triangleGraphics.concatenatedBuffer.stride / 4; vidx = 0; fidx = 0; // evaluate revolution steps const revolutionAngleDeltaR: number = 2 * Math.PI / this._segmentsR; const revolutionAngleDeltaT: number = 2 * Math.PI / this._segmentsT; let comp1: number, comp2: number; let t1: number, t2: number, n1: number, n2: number; let startIndex: number = 0; let nextVertexIndex: number = 0; // surface let a: number, b: number, c: number, d: number, length: number; for (j = 0; j <= this._segmentsT; ++j) { startIndex = vidx; for (i = 0; i <= this._segmentsR; ++i) { // revolution vertex revolutionAngleR = i * revolutionAngleDeltaR; revolutionAngleT = j * revolutionAngleDeltaT; length = Math.cos(revolutionAngleT); nx = length * Math.cos(revolutionAngleR); ny = length * Math.sin(revolutionAngleR); nz = Math.sin(revolutionAngleT); x = this._radius * Math.cos(revolutionAngleR) + this._tubeRadius * nx; y = this._radius * Math.sin(revolutionAngleR) + this._tubeRadius * ny; z = (j == this._segmentsT) ? 0 : this._tubeRadius * nz; if (this._yUp) { n1 = -nz; n2 = ny; t1 = 0; t2 = (length ? nx / length : x / this._radius); comp1 = -z; comp2 = y; } else { n1 = ny; n2 = nz; t1 = (length ? nx / length : x / this._radius); t2 = 0; comp1 = y; comp2 = z; } if (i == this._segmentsR) { positions[vidx] = x; positions[vidx + 1] = positions[startIndex + 1]; positions[vidx + 2] = positions[startIndex + 2]; } else { positions[vidx] = x; positions[vidx + 1] = comp1; positions[vidx + 2] = comp2; } normals[vidx] = nx; normals[vidx + 1] = n1; normals[vidx + 2] = n2; tangents[vidx] = -(length ? ny / length : y / this._radius); tangents[vidx + 1] = t1; tangents[vidx + 2] = t2; vidx += stride; // close triangle if (i > 0 && j > 0) { a = nextVertexIndex; // current b = nextVertexIndex - 1; // previous c = b - this._segmentsR - 1; // previous of last level d = a - this._segmentsR - 1; // current of last level indices[fidx++] = a; indices[fidx++] = b; indices[fidx++] = c; indices[fidx++] = a; indices[fidx++] = c; indices[fidx++] = d; } nextVertexIndex++; } } } else if (elementsType == ElementsType.LINE) { //TODO } } /** * @inheritDoc */ public _pBuildUVs(target: ElementsBase, elementsType: string): void { let i: number, j: number; let uvs: ArrayBufferView; let stride: number; if (elementsType == ElementsType.TRIANGLE) { const triangleGraphics: TriangleElements = <TriangleElements> target; // need to initialize raw array or can be reused? if (triangleGraphics.uvs && this._numVertices == triangleGraphics.numVertices) { triangleGraphics.invalidateVertices(triangleGraphics.uvs); } else { triangleGraphics.setUVs(new Float32Array(this._numVertices * 2)); } uvs = triangleGraphics.uvs.get(this._numVertices); stride = triangleGraphics.uvs.stride; // current uv component index let index: number = 0; // surface for (j = 0; j <= this._segmentsT; ++j) { for (i = 0; i <= this._segmentsR; ++i) { // revolution vertex uvs[index] = (i / this._segmentsR) * this._scaleU; uvs[index + 1] = (j / this._segmentsT) * this._scaleV; index += stride; } } } else if (elementsType == ElementsType.LINE) { //nothing to do here } } }