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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'; 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 };