UNPKG

playcanvas

Version:

Open-source WebGL/WebGPU 3D engine for the web

106 lines (103 loc) 3.91 kB
import { Vec2 } from '../../core/math/vec2.js'; import { calculateTangents } from './geometry-utils.js'; import { Geometry } from './geometry.js'; /** * A procedural plane-shaped geometry. * * Typically, you would: * * 1. Create a PlaneGeometry 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.PlaneGeometry(); * 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 */ class PlaneGeometry extends Geometry { /** * Create a new PlaneGeometry instance. * * By default, the constructor creates a plane centered on the object space origin with a width * and length of 1 and 5 segments in either axis (50 triangles). The normal vector of the plane is * aligned along the positive Y axis. The plane is created with UVs in the range of 0 to 1. * * @param {object} [opts] - Options object. * @param {Vec2} [opts.halfExtents] - The half dimensions of the plane in the X and Z axes. * Defaults to [0.5, 0.5]. * @param {number} [opts.widthSegments] - The number of divisions along the X axis of the plane. * Defaults to 5. * @param {number} [opts.lengthSegments] - The number of divisions along the Z axis of the plane. * Defaults to 5. * @param {boolean} [opts.calculateTangents] - Generate tangent information. Defaults to false. * @example * const geometry = new pc.PlaneGeometry({ * halfExtents: new pc.Vec2(1, 1), * widthSegments: 10, * lengthSegments: 10 * }); */ constructor(opts = {}){ super(); // Check the supplied options and provide defaults for unspecified ones const he = opts.halfExtents ?? new Vec2(0.5, 0.5); const ws = opts.widthSegments ?? 5; const ls = opts.lengthSegments ?? 5; // Variable declarations const positions = []; const normals = []; const uvs = []; const indices = []; // Generate plane as follows (assigned UVs denoted at corners): // (0,1)x---------x(1,1) // | | // | | // | O--X |length // | | | // | Z | // (0,0)x---------x(1,0) // width let vcounter = 0; for(let i = 0; i <= ws; i++){ for(let j = 0; j <= ls; j++){ const x = -he.x + 2 * he.x * i / ws; const y = 0.0; const z = -(-he.y + 2 * he.y * j / ls); const u = i / ws; const v = j / ls; positions.push(x, y, z); normals.push(0, 1, 0); uvs.push(u, 1 - v); if (i < ws && j < ls) { indices.push(vcounter + ls + 1, vcounter + 1, vcounter); indices.push(vcounter + ls + 1, vcounter + ls + 2, vcounter + 1); } vcounter++; } } this.positions = positions; this.normals = normals; this.uvs = uvs; this.uvs1 = uvs; // UV1 = UV0 for plane this.indices = indices; if (opts.calculateTangents) { this.tangents = calculateTangents(positions, normals, uvs, indices); } } } export { PlaneGeometry };