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

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import { calculateTangents } from "./geometry-utils.js"; import { Geometry } from "./geometry.js"; class SphereGeometry extends Geometry { /** * Create a new SphereGeometry instance. * * By default, the constructor creates a sphere centered on the object space origin with a radius * of 0.5 and 16 segments in both longitude and latitude. The sphere is created with UVs in the * range of 0 to 1. * * @param {object} [opts] - Options object. * @param {number} [opts.radius] - The radius of the sphere. Defaults to 0.5. * @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. * @param {boolean} [opts.calculateTangents] - Generate tangent information. Defaults to false. * @example * const geometry = new pc.SphereGeometry({ * radius: 1, * latitudeBands: 32, * longitudeBands: 32 * }); */ 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 };