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playcanvas

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PlayCanvas WebGL game engine

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/** * A procedural dome-shaped geometry. * * Typically, you would: * * 1. Create a DomeGeometry instance. * 2. Generate a {@link Mesh} from the geometry. * 3. Create a {@link MeshInstance} referencing the mesh. * 4. Create an {@link Entity} with a {@link RenderComponent} and assign the {@link MeshInstance} to it. * 5. Add the entity to the {@link Scene}. * * ```javascript * // Create a mesh instance * const geometry = new pc.DomeGeometry(); * const mesh = pc.Mesh.fromGeometry(app.graphicsDevice, geometry); * const material = new pc.StandardMaterial(); * const meshInstance = new pc.MeshInstance(mesh, material); * * // Create an entity * const entity = new pc.Entity(); * entity.addComponent('render', { * meshInstances: [meshInstance] * }); * * // Add the entity to the scene hierarchy * app.scene.root.addChild(entity); * ``` * * @category Graphics */ export class DomeGeometry extends SphereGeometry { /** * Create a new DomeGeometry instance. * * By default, the constructor creates a dome with a radius of 0.5, 16 latitude bands and 16 * longitude bands. The dome is created with UVs in the range of 0 to 1. * * @param {object} [opts] - Options object. * @param {number} [opts.latitudeBands] - The number of divisions along the latitudinal axis of * the sphere. Defaults to 16. * @param {number} [opts.longitudeBands] - The number of divisions along the longitudinal axis of * the sphere. Defaults to 16. * @example * const geometry = new pc.DomeGeometry({ * latitudeBands: 32, * longitudeBands: 32 * }); */ constructor(opts?: { latitudeBands?: number; longitudeBands?: number; }); } import { SphereGeometry } from './sphere-geometry.js';