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playcanvas

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

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import { Vec2 } from "../../core/math/vec2.js"; import { calculateTangents } from "./geometry-utils.js"; import { Geometry } from "./geometry.js"; 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(); const he = opts.halfExtents ?? new Vec2(0.5, 0.5); const ws = opts.widthSegments ?? 5; const ls = opts.lengthSegments ?? 5; const positions = []; const normals = []; const uvs = []; const indices = []; 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; 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; this.indices = indices; if (opts.calculateTangents) { this.tangents = calculateTangents(positions, normals, uvs, indices); } } } export { PlaneGeometry };