three
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JavaScript 3D library
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JavaScript
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
/**
* A geometry class for representing a capsule.
*
* ```js
* const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
* const capsule = new THREE.Mesh( geometry, material );
* scene.add( capsule );
* ```
*
* @augments BufferGeometry
*/
class CapsuleGeometry extends BufferGeometry {
/**
* Constructs a new capsule geometry.
*
* @param {number} [radius=1] - Radius of the capsule.
* @param {number} [height=1] - Height of the middle section.
* @param {number} [capSegments=4] - Number of curve segments used to build each cap.
* @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
* @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
*/
constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
super();
this.type = 'CapsuleGeometry';
/**
* 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 = {
radius: radius,
height: height,
capSegments: capSegments,
radialSegments: radialSegments,
heightSegments: heightSegments,
};
height = Math.max( 0, height );
capSegments = Math.max( 1, Math.floor( capSegments ) );
radialSegments = Math.max( 3, Math.floor( radialSegments ) );
heightSegments = Math.max( 1, Math.floor( heightSegments ) );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
const halfHeight = height / 2;
const capArcLength = ( Math.PI / 2 ) * radius;
const cylinderPartLength = height;
const totalArcLength = 2 * capArcLength + cylinderPartLength;
const numVerticalSegments = capSegments * 2 + heightSegments;
const verticesPerRow = radialSegments + 1;
const normal = new Vector3();
const vertex = new Vector3();
// generate vertices, normals, and uvs
for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
let currentArcLength = 0;
let profileY = 0;
let profileRadius = 0;
let normalYComponent = 0;
if ( iy <= capSegments ) {
// bottom cap
const segmentProgress = iy / capSegments;
const angle = ( segmentProgress * Math.PI ) / 2;
profileY = - halfHeight - radius * Math.cos( angle );
profileRadius = radius * Math.sin( angle );
normalYComponent = - radius * Math.cos( angle );
currentArcLength = segmentProgress * capArcLength;
} else if ( iy <= capSegments + heightSegments ) {
// middle section
const segmentProgress = ( iy - capSegments ) / heightSegments;
profileY = - halfHeight + segmentProgress * height;
profileRadius = radius;
normalYComponent = 0;
currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
} else {
// top cap
const segmentProgress =
( iy - capSegments - heightSegments ) / capSegments;
const angle = ( segmentProgress * Math.PI ) / 2;
profileY = halfHeight + radius * Math.sin( angle );
profileRadius = radius * Math.cos( angle );
normalYComponent = radius * Math.sin( angle );
currentArcLength =
capArcLength + cylinderPartLength + segmentProgress * capArcLength;
}
const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
// special case for the poles
let uOffset = 0;
if ( iy === 0 ) {
uOffset = 0.5 / radialSegments;
} else if ( iy === numVerticalSegments ) {
uOffset = - 0.5 / radialSegments;
}
for ( let ix = 0; ix <= radialSegments; ix ++ ) {
const u = ix / radialSegments;
const theta = u * Math.PI * 2;
const sinTheta = Math.sin( theta );
const cosTheta = Math.cos( theta );
// vertex
vertex.x = - profileRadius * cosTheta;
vertex.y = profileY;
vertex.z = profileRadius * sinTheta;
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.set(
- profileRadius * cosTheta,
normalYComponent,
profileRadius * sinTheta
);
normal.normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u + uOffset, v );
}
if ( iy > 0 ) {
const prevIndexRow = ( iy - 1 ) * verticesPerRow;
for ( let ix = 0; ix < radialSegments; ix ++ ) {
const i1 = prevIndexRow + ix;
const i2 = prevIndexRow + ix + 1;
const i3 = iy * verticesPerRow + ix;
const i4 = iy * verticesPerRow + ix + 1;
indices.push( i1, i2, i3 );
indices.push( i2, i4, i3 );
}
}
}
// 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 {CapsuleGeometry} A new instance.
*/
static fromJSON( data ) {
return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
}
}
export { CapsuleGeometry };