playcanvas
Version:
PlayCanvas WebGL game engine
55 lines (52 loc) • 1.92 kB
JavaScript
import { calculateTangents } from './geometry-utils.js';
import { Geometry } from './geometry.js';
class SphereGeometry extends Geometry {
constructor(opts = {}){
super();
var _opts_radius;
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;
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++){
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;
this.indices = indices;
if (opts.calculateTangents) {
this.tangents = calculateTangents(positions, normals, uvs, indices);
}
}
}
export { SphereGeometry };