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playcanvas

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PlayCanvas WebGL game engine

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import { calculateTangents } from './geometry-utils.js'; import { Geometry } from './geometry.js'; /** * A procedural sphere-shaped geometry. * * The size and tesselation properties of the sphere can be controlled via constructor parameters. By * default, the function will create a sphere centered on the object space origin with a radius of * 0.5 and 16 segments in both longitude and latitude. * * Note that the sphere is created with UVs in the range of 0 to 1. * * @category Graphics */ class SphereGeometry extends Geometry { /** * Create a new SphereGeometry instance. * * @param {object} [opts] - An object that specifies optional inputs for the function as follows: * @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). */ constructor(opts = {}){ super(); var _opts_radius; // Check the supplied options and provide defaults for unspecified ones var radius = (_opts_radius = opts.radius) != null ? _opts_radius : 0.5; 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; // Variable declarations var positions = []; var normals = []; var uvs = []; var indices = []; for(var lat = 0; lat <= latitudeBands; lat++){ var theta = lat * Math.PI / latitudeBands; var sinTheta = Math.sin(theta); var cosTheta = Math.cos(theta); for(var lon = 0; lon <= longitudeBands; lon++){ // Sweep the sphere from the positive Z axis to match a 3DS Max sphere var phi = lon * 2 * Math.PI / longitudeBands - Math.PI / 2; var sinPhi = Math.sin(phi); var cosPhi = Math.cos(phi); var x = cosPhi * sinTheta; var y = cosTheta; var z = sinPhi * sinTheta; var u = 1 - lon / longitudeBands; var v = 1 - lat / latitudeBands; positions.push(x * radius, y * radius, z * radius); normals.push(x, y, z); uvs.push(u, 1 - v); } } for(var lat1 = 0; lat1 < latitudeBands; ++lat1){ for(var lon1 = 0; lon1 < longitudeBands; ++lon1){ var first = lat1 * (longitudeBands + 1) + lon1; var 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; // UV1 = UV0 for sphere this.indices = indices; if (opts.calculateTangents) { this.tangents = calculateTangents(positions, normals, uvs, indices); } } } export { SphereGeometry };