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three

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JavaScript 3D library

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import { BufferGeometry } from '../core/BufferGeometry.js'; import { Float32BufferAttribute } from '../core/BufferAttribute.js'; import { Vector2 } from '../math/Vector2.js'; import { Vector3 } from '../math/Vector3.js'; /** * A class for generating a two-dimensional ring geometry. * * ```js * const geometry = new THREE.RingGeometry( 1, 5, 32 ); * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); * const mesh = new THREE.Mesh( geometry, material ); * scene.add( mesh ); * ``` * * @augments BufferGeometry */ class RingGeometry extends BufferGeometry { /** * Constructs a new ring geometry. * * @param {number} [innerRadius=0.5] - The inner radius of the ring. * @param {number} [outerRadius=1] - The outer radius of the ring. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`. * @param {number} [thetaStart=0] - Starting angle in radians. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians. */ constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { super(); this.type = 'RingGeometry'; /** * Holds the constructor parameters that have been * used to generate the geometry. Any modification * after instantiation does not change the geometry. * * @type {Object} */ this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength }; thetaSegments = Math.max( 3, thetaSegments ); phiSegments = Math.max( 1, phiSegments ); // buffers const indices = []; const vertices = []; const normals = []; const uvs = []; // some helper variables let radius = innerRadius; const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); const vertex = new Vector3(); const uv = new Vector2(); // generate vertices, normals and uvs for ( let j = 0; j <= phiSegments; j ++ ) { for ( let i = 0; i <= thetaSegments; i ++ ) { // values are generate from the inside of the ring to the outside const segment = thetaStart + i / thetaSegments * thetaLength; // vertex vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal normals.push( 0, 0, 1 ); // uv uv.x = ( vertex.x / outerRadius + 1 ) / 2; uv.y = ( vertex.y / outerRadius + 1 ) / 2; uvs.push( uv.x, uv.y ); } // increase the radius for next row of vertices radius += radiusStep; } // indices for ( let j = 0; j < phiSegments; j ++ ) { const thetaSegmentLevel = j * ( thetaSegments + 1 ); for ( let i = 0; i < thetaSegments; i ++ ) { const segment = i + thetaSegmentLevel; const a = segment; const b = segment + thetaSegments + 1; const c = segment + thetaSegments + 2; const d = segment + 1; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); } copy( source ) { super.copy( source ); this.parameters = Object.assign( {}, source.parameters ); return this; } /** * Factory method for creating an instance of this class from the given * JSON object. * * @param {Object} data - A JSON object representing the serialized geometry. * @return {RingGeometry} A new instance. */ static fromJSON( data ) { return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); } } export { RingGeometry };