playcanvas
Version:
PlayCanvas WebGL game engine
52 lines (49 loc) • 1.73 kB
JavaScript
import { calculateTangents } from './geometry-utils.js';
import { Geometry } from './geometry.js';
class SphereGeometry extends Geometry {
constructor(opts = {}){
super();
const radius = opts.radius ?? 0.5;
const latitudeBands = opts.latitudeBands ?? 16;
const longitudeBands = opts.longitudeBands ?? 16;
const positions = [];
const normals = [];
const uvs = [];
const indices = [];
for(let lat = 0; lat <= latitudeBands; lat++){
const theta = lat * Math.PI / latitudeBands;
const sinTheta = Math.sin(theta);
const cosTheta = Math.cos(theta);
for(let lon = 0; lon <= longitudeBands; lon++){
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;
const u = 1 - lon / longitudeBands;
const v = 1 - lat / latitudeBands;
positions.push(x * radius, y * radius, z * radius);
normals.push(x, y, z);
uvs.push(u, 1 - v);
}
}
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(first + 1, second, first);
indices.push(first + 1, second + 1, second);
}
}
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 { SphereGeometry };