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@@ -4,8 +4,6 @@
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THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
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- console.log( 'THREE.SphereGeometry: Consider using THREE.SphereBufferGeometry for lower memory footprint.' );
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-
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THREE.Geometry.call( this );
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this.type = 'SphereGeometry';
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@@ -20,94 +18,7 @@ THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStar
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thetaLength: thetaLength
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};
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- radius = radius || 50;
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-
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- widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
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- heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
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-
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- phiStart = phiStart !== undefined ? phiStart : 0;
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- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
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-
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- thetaStart = thetaStart !== undefined ? thetaStart : 0;
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- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
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-
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- var x, y, vertices = [], uvs = [];
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-
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- for ( y = 0; y <= heightSegments; y ++ ) {
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-
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- var verticesRow = [];
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- var uvsRow = [];
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-
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- for ( x = 0; x <= widthSegments; x ++ ) {
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-
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- var u = x / widthSegments;
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- var v = y / heightSegments;
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-
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- var vertex = new THREE.Vector3();
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- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
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- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
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- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
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-
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- this.vertices.push( vertex );
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-
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- verticesRow.push( this.vertices.length - 1 );
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- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
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-
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- }
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-
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- vertices.push( verticesRow );
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- uvs.push( uvsRow );
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-
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- }
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-
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- for ( y = 0; y < heightSegments; y ++ ) {
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-
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- for ( x = 0; x < widthSegments; x ++ ) {
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-
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- var v1 = vertices[ y ][ x + 1 ];
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- var v2 = vertices[ y ][ x ];
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- var v3 = vertices[ y + 1 ][ x ];
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- var v4 = vertices[ y + 1 ][ x + 1 ];
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-
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- var n1 = this.vertices[ v1 ].clone().normalize();
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- var n2 = this.vertices[ v2 ].clone().normalize();
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- var n3 = this.vertices[ v3 ].clone().normalize();
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- var n4 = this.vertices[ v4 ].clone().normalize();
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-
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- var uv1 = uvs[ y ][ x + 1 ].clone();
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- var uv2 = uvs[ y ][ x ].clone();
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- var uv3 = uvs[ y + 1 ][ x ].clone();
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- var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
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-
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- if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
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-
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- uv1.x = ( uv1.x + uv2.x ) / 2;
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- this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
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- this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
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-
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- } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
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-
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- uv3.x = ( uv3.x + uv4.x ) / 2;
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- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
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- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
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-
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- } else {
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-
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- this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
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- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
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-
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- this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
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- this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
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-
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- }
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-
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- }
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-
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- }
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-
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- this.computeFaceNormals();
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-
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- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
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+ this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
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};
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