playcanvas
Version:
PlayCanvas WebGL game engine
60 lines (57 loc) • 2.38 kB
JavaScript
import { SphereGeometry } from './sphere-geometry.js';
/**
* A procedural dome-shaped geometry.
*
* The size and tesselation properties of the dome can be controlled via constructor parameters.
* Radius is fixed to 0.5.
*
* Note that the dome is created with UVs in the range of 0 to 1.
*
* @category Graphics
*/ class DomeGeometry extends SphereGeometry {
/**
* Create a new CylinderGeometry instance.
*
* @param {object} [opts] - An object that specifies optional inputs for the function as follows:
* @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).
*/ constructor(opts = {}){
// create a sphere geometry
var radius = 0.5; // the math and constants are based on a unit sphere
var _opts_latitudeBands;
var latitudeBands = (_opts_latitudeBands = opts.latitudeBands) != null ? _opts_latitudeBands : 16;
var _opts_longitudeBands;
var longitudeBands = (_opts_longitudeBands = opts.longitudeBands) != null ? _opts_longitudeBands : 16;
super({
radius,
latitudeBands,
longitudeBands
});
// post-process the geometry to flatten the bottom hemisphere
var bottomLimit = 0.1; // flatten bottom y-coordinate
var curvatureRadius = 0.95; // normalized distance from the center that is completely flat
var curvatureRadiusSq = curvatureRadius * curvatureRadius; // derived values
var positions = this.positions;
for(var i = 0; i < positions.length; i += 3){
var x = positions[i] / radius;
var y = positions[i + 1] / radius;
var z = positions[i + 2] / radius;
// flatten the lower hemisphere
if (y < 0) {
// scale vertices on the bottom
y *= 0.3;
// flatten the center
if (x * x + z * z < curvatureRadiusSq) {
y = -0.1;
}
}
// adjust y to have the center at the flat bottom
y += bottomLimit;
y *= radius;
positions[i + 1] = y;
}
}
}
export { DomeGeometry };