@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { Vector3 } from "../../Maths/math.vector.js";
import { Mesh } from "../mesh.js";
import { CreateRibbon } from "./ribbonBuilder.js";
/**
* Creates lathe mesh.
* The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe
* * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
* * The parameter `radius` (positive float, default 1) is the radius value of the lathe
* * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
* * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
* * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
* * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
* @param name defines the name of the mesh
* @param options defines the options used to create the mesh
* @param scene defines the hosting scene
* @returns the lathe mesh
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lathe
*/
export function CreateLathe(name, options, scene = null) {
const arc = options.arc ? (options.arc <= 0 || options.arc > 1 ? 1.0 : options.arc) : 1.0;
const closed = options.closed === undefined ? true : options.closed;
const shape = options.shape;
const radius = options.radius || 1;
const tessellation = options.tessellation || 64;
const clip = options.clip || 0;
const updatable = options.updatable;
const sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
const cap = options.cap || Mesh.NO_CAP;
const pi2 = Math.PI * 2;
const paths = [];
const invertUV = options.invertUV || false;
let i = 0;
let p = 0;
const step = (pi2 / tessellation) * arc;
let rotated;
let path;
for (i = 0; i <= tessellation - clip; i++) {
path = [];
if (cap == Mesh.CAP_START || cap == Mesh.CAP_ALL) {
path.push(new Vector3(0, shape[0].y, 0));
path.push(new Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
}
for (p = 0; p < shape.length; p++) {
rotated = new Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
path.push(rotated);
}
if (cap == Mesh.CAP_END || cap == Mesh.CAP_ALL) {
path.push(new Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));
path.push(new Vector3(0, shape[shape.length - 1].y, 0));
}
paths.push(path);
}
// lathe ribbon
const lathe = CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
return lathe;
}
/**
* Class containing static functions to help procedurally build meshes
* @deprecated use the function direction from the module
*/
export const LatheBuilder = {
// eslint-disable-next-line @typescript-eslint/naming-convention
CreateLathe,
};
Mesh.CreateLathe = (name, shape, radius, tessellation, scene, updatable, sideOrientation) => {
const options = {
shape: shape,
radius: radius,
tessellation: tessellation,
sideOrientation: sideOrientation,
updatable: updatable,
};
return CreateLathe(name, options, scene);
};
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