three
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JavaScript 3D library
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JavaScript
import { LineSegments } from '../objects/LineSegments.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Color } from '../math/Color.js';
/**
* This helper is an object to define polar grids. Grids are
* two-dimensional arrays of lines.
*
* ```js
* const radius = 10;
* const sectors = 16;
* const rings = 8;
* const divisions = 64;
*
* const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
* scene.add( helper );
* ```
*
* @augments LineSegments
*/
class PolarGridHelper extends LineSegments {
/**
* Constructs a new polar grid helper.
*
* @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
* @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
* @param {number} [rings=16] - The number of rings. This can be any positive integer.
* @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
* @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
* @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
*/
constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
color1 = new Color( color1 );
color2 = new Color( color2 );
const vertices = [];
const colors = [];
// create the sectors
if ( sectors > 1 ) {
for ( let i = 0; i < sectors; i ++ ) {
const v = ( i / sectors ) * ( Math.PI * 2 );
const x = Math.sin( v ) * radius;
const z = Math.cos( v ) * radius;
vertices.push( 0, 0, 0 );
vertices.push( x, 0, z );
const color = ( i & 1 ) ? color1 : color2;
colors.push( color.r, color.g, color.b );
colors.push( color.r, color.g, color.b );
}
}
// create the rings
for ( let i = 0; i < rings; i ++ ) {
const color = ( i & 1 ) ? color1 : color2;
const r = radius - ( radius / rings * i );
for ( let j = 0; j < divisions; j ++ ) {
// first vertex
let v = ( j / divisions ) * ( Math.PI * 2 );
let x = Math.sin( v ) * r;
let z = Math.cos( v ) * r;
vertices.push( x, 0, z );
colors.push( color.r, color.g, color.b );
// second vertex
v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
x = Math.sin( v ) * r;
z = Math.cos( v ) * r;
vertices.push( x, 0, z );
colors.push( color.r, color.g, color.b );
}
}
const geometry = new BufferGeometry();
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
super( geometry, material );
this.type = 'PolarGridHelper';
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*/
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
export { PolarGridHelper };