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playcanvas

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PlayCanvas WebGL game engine

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import { Vec3 } from '../../core/math/vec3.js'; import { Geometry } from './geometry.js'; const primitiveUv1Padding = 4.0 / 64; const primitiveUv1PaddingScale = 1.0 - primitiveUv1Padding * 2; /** * Shared superclass of {@link CapsuleGeometry}, {@link ConeGeometry} and {@link CylinderGeometry}. * Use those classes instead of this one. */ class ConeBaseGeometry extends Geometry { constructor(baseRadius, peakRadius, height, heightSegments, capSegments, roundedCaps){ super(); // Variable declarations const pos = new Vec3(); const bottomToTop = new Vec3(); const norm = new Vec3(); const top = new Vec3(); const bottom = new Vec3(); const tangent = new Vec3(); const positions = []; const normals = []; const uvs = []; const uvs1 = []; const indices = []; let offset; // Define the body of the cone/cylinder if (height > 0) { for(let i = 0; i <= heightSegments; i++){ for(let j = 0; j <= capSegments; j++){ // Sweep the cone body from the positive Y axis to match a 3DS Max cone/cylinder const theta = j / capSegments * 2 * Math.PI - Math.PI; const sinTheta = Math.sin(theta); const cosTheta = Math.cos(theta); bottom.set(sinTheta * baseRadius, -height / 2, cosTheta * baseRadius); top.set(sinTheta * peakRadius, height / 2, cosTheta * peakRadius); pos.lerp(bottom, top, i / heightSegments); bottomToTop.sub2(top, bottom).normalize(); tangent.set(cosTheta, 0, -sinTheta); norm.cross(tangent, bottomToTop).normalize(); positions.push(pos.x, pos.y, pos.z); normals.push(norm.x, norm.y, norm.z); let u = j / capSegments; let v = i / heightSegments; uvs.push(u, 1 - v); // Pack UV1 to 1st third const _v = v; v = u; u = _v; u = u * primitiveUv1PaddingScale + primitiveUv1Padding; v = v * primitiveUv1PaddingScale + primitiveUv1Padding; u /= 3; uvs1.push(u, 1 - v); if (i < heightSegments && j < capSegments) { const first = i * (capSegments + 1) + j; const second = i * (capSegments + 1) + (j + 1); const third = (i + 1) * (capSegments + 1) + j; const fourth = (i + 1) * (capSegments + 1) + (j + 1); indices.push(first, second, third); indices.push(second, fourth, third); } } } } if (roundedCaps) { const latitudeBands = Math.floor(capSegments / 2); const longitudeBands = capSegments; const capOffset = height / 2; // Generate top cap for(let lat = 0; lat <= latitudeBands; lat++){ const theta = lat * Math.PI * 0.5 / latitudeBands; const sinTheta = Math.sin(theta); const cosTheta = Math.cos(theta); for(let lon = 0; lon <= longitudeBands; lon++){ // Sweep the sphere from the positive Z axis to match a 3DS Max sphere const phi = lon * 2 * Math.PI / longitudeBands - Math.PI / 2; const sinPhi = Math.sin(phi); const cosPhi = Math.cos(phi); const x = cosPhi * sinTheta; const y = cosTheta; const z = sinPhi * sinTheta; let u = 1 - lon / longitudeBands; let v = 1 - lat / latitudeBands; positions.push(x * peakRadius, y * peakRadius + capOffset, z * peakRadius); normals.push(x, y, z); uvs.push(u, 1 - v); // Pack UV1 to 2nd third u = u * primitiveUv1PaddingScale + primitiveUv1Padding; v = v * primitiveUv1PaddingScale + primitiveUv1Padding; u /= 3; v /= 3; u += 1.0 / 3; uvs1.push(u, 1 - v); } } offset = (heightSegments + 1) * (capSegments + 1); for(let lat = 0; lat < latitudeBands; ++lat){ for(let lon = 0; lon < longitudeBands; ++lon){ const first = lat * (longitudeBands + 1) + lon; const second = first + longitudeBands + 1; indices.push(offset + first + 1, offset + second, offset + first); indices.push(offset + first + 1, offset + second + 1, offset + second); } } // Generate bottom cap for(let lat = 0; lat <= latitudeBands; lat++){ const theta = Math.PI * 0.5 + lat * Math.PI * 0.5 / latitudeBands; const sinTheta = Math.sin(theta); const cosTheta = Math.cos(theta); for(let lon = 0; lon <= longitudeBands; lon++){ // Sweep the sphere from the positive Z axis to match a 3DS Max sphere const phi = lon * 2 * Math.PI / longitudeBands - Math.PI / 2; const sinPhi = Math.sin(phi); const cosPhi = Math.cos(phi); const x = cosPhi * sinTheta; const y = cosTheta; const z = sinPhi * sinTheta; let u = 1 - lon / longitudeBands; let v = 1 - lat / latitudeBands; positions.push(x * peakRadius, y * peakRadius - capOffset, z * peakRadius); normals.push(x, y, z); uvs.push(u, 1 - v); // Pack UV1 to 3rd third u = u * primitiveUv1PaddingScale + primitiveUv1Padding; v = v * primitiveUv1PaddingScale + primitiveUv1Padding; u /= 3; v /= 3; u += 2.0 / 3; uvs1.push(u, 1 - v); } } offset = (heightSegments + 1) * (capSegments + 1) + (longitudeBands + 1) * (latitudeBands + 1); for(let lat = 0; lat < latitudeBands; ++lat){ for(let lon = 0; lon < longitudeBands; ++lon){ const first = lat * (longitudeBands + 1) + lon; const second = first + longitudeBands + 1; indices.push(offset + first + 1, offset + second, offset + first); indices.push(offset + first + 1, offset + second + 1, offset + second); } } } else { // Generate bottom cap offset = (heightSegments + 1) * (capSegments + 1); if (baseRadius > 0) { for(let i = 0; i < capSegments; i++){ const theta = i / capSegments * 2 * Math.PI; const x = Math.sin(theta); const y = -height / 2; const z = Math.cos(theta); let u = 1 - (x + 1) / 2; let v = (z + 1) / 2; positions.push(x * baseRadius, y, z * baseRadius); normals.push(0, -1, 0); uvs.push(u, 1 - v); // Pack UV1 to 2nd third u = u * primitiveUv1PaddingScale + primitiveUv1Padding; v = v * primitiveUv1PaddingScale + primitiveUv1Padding; u /= 3; v /= 3; u += 1 / 3; uvs1.push(u, 1 - v); if (i > 1) { indices.push(offset, offset + i, offset + i - 1); } } } // Generate top cap offset += capSegments; if (peakRadius > 0) { for(let i = 0; i < capSegments; i++){ const theta = i / capSegments * 2 * Math.PI; const x = Math.sin(theta); const y = height / 2; const z = Math.cos(theta); let u = 1 - (x + 1) / 2; let v = (z + 1) / 2; positions.push(x * peakRadius, y, z * peakRadius); normals.push(0, 1, 0); uvs.push(u, 1 - v); // Pack UV1 to 3rd third u = u * primitiveUv1PaddingScale + primitiveUv1Padding; v = v * primitiveUv1PaddingScale + primitiveUv1Padding; u /= 3; v /= 3; u += 2 / 3; uvs1.push(u, 1 - v); if (i > 1) { indices.push(offset, offset + i - 1, offset + i); } } } } this.positions = positions; this.normals = normals; this.uvs = uvs; this.uvs1 = uvs1; this.indices = indices; } } export { ConeBaseGeometry };