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three.fbo-helper

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FrameBuffer Object inspector for three.js

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import { BufferGeometry } from '../core/BufferGeometry'; import { Vector2 } from '../math/Vector2'; import { Vector3 } from '../math/Vector3'; import { BufferAttribute } from '../core/BufferAttribute'; /** * @author Mugen87 / https://github.com/Mugen87 */ function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { BufferGeometry.call( this ); this.type = 'RingBufferGeometry'; this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength }; innerRadius = innerRadius || 20; outerRadius = outerRadius || 50; thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; // these are used to calculate buffer length var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); var indexCount = thetaSegments * phiSegments * 2 * 3; // buffers var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); // some helper variables var index = 0, indexOffset = 0, segment; var radius = innerRadius; var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); var vertex = new Vector3(); var uv = new Vector2(); var j, i; // generate vertices, normals and uvs // values are generate from the inside of the ring to the outside for ( j = 0; j <= phiSegments; j ++ ) { for ( i = 0; i <= thetaSegments; i ++ ) { segment = thetaStart + i / thetaSegments * thetaLength; // vertex vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment ); vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); // normal normals.setXYZ( index, 0, 0, 1 ); // uv uv.x = ( vertex.x / outerRadius + 1 ) / 2; uv.y = ( vertex.y / outerRadius + 1 ) / 2; uvs.setXY( index, uv.x, uv.y ); // increase index index++; } // increase the radius for next row of vertices radius += radiusStep; } // generate indices for ( j = 0; j < phiSegments; j ++ ) { var thetaSegmentLevel = j * ( thetaSegments + 1 ); for ( i = 0; i < thetaSegments; i ++ ) { segment = i + thetaSegmentLevel; // indices var a = segment; var b = segment + thetaSegments + 1; var c = segment + thetaSegments + 2; var d = segment + 1; // face one indices.setX( indexOffset, a ); indexOffset++; indices.setX( indexOffset, b ); indexOffset++; indices.setX( indexOffset, c ); indexOffset++; // face two indices.setX( indexOffset, a ); indexOffset++; indices.setX( indexOffset, c ); indexOffset++; indices.setX( indexOffset, d ); indexOffset++; } } // build geometry this.setIndex( indices ); this.addAttribute( 'position', vertices ); this.addAttribute( 'normal', normals ); this.addAttribute( 'uv', uvs ); } RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); RingBufferGeometry.prototype.constructor = RingBufferGeometry; export { RingBufferGeometry };