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@@ -1,55 +1,74 @@
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/**
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* @author astrodud / http://astrodud.isgreat.org/
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* @author zz85 / https://github.com/zz85
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+ * @author bhouston / http://exocortex.com
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*/
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-THREE.LatheGeometry = function ( points, steps, angle ) {
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+// points - to create a closed torus, one must use a set of points
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+// like so: [ a, b, c, d, a ], see first is the same as last.
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+// segments - the number of circumference segments to create
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+// phiStart - the starting radian
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+// phiLength - the radian (0 to 2*PI) range of the lathed section
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+// 2*pi is a closed lathe, less than 2PI is a portion.
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+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
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THREE.Geometry.call( this );
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- var _steps = steps || 12;
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- var _angle = angle || 2 * Math.PI;
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+ segments = segments || 12;
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+ phiStart = phiStart || 0;
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+ phiLength = phiLength || 2 * Math.PI;
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- var _newV = [];
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- var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
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+ var inversePointLength = 1.0 / points.length;
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+ var inverseSegments = 1.0 / segments;
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- for ( var j = 0; j < points.length; j ++ ) {
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+ for ( var i = 0, il = segments; i <= il; i ++ ) {
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- _newV[ j ] = points[ j ].clone();
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- this.vertices.push( _newV[ j ] );
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+ var phi = phiStart + i * inverseSegments * phiLength;
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- }
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+ var c = Math.cos( phi ),
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+ s = Math.sin( phi );
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+
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+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
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- var i, il = _steps + 1;
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+ var pt = points[ j ];
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- for ( i = 0; i < il; i ++ ) {
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+ var vertex = new THREE.Vector3();
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- for ( var j = 0; j < _newV.length; j ++ ) {
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+ vertex.x = c * pt.x - s * pt.y;
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+ vertex.y = s * pt.x + c * pt.y;
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+ vertex.z = pt.z;
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- _newV[ j ] = _newV[ j ].clone().applyMatrix4( _matrix );
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- this.vertices.push( _newV[ j ] );
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+ this.vertices.push( vertex );
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}
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}
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- for ( i = 0; i < _steps; i ++ ) {
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+ var np = points.length;
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- for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
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+ for ( var i = 0, il = segments; i < il; i ++ ) {
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- var a = i * kl + k;
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- var b = ( ( i + 1 ) % il ) * kl + k;
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- var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
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- var d = i * kl + ( k + 1 ) % kl;
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+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
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+
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+ var base = j + np * i;
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+ var a = base;
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+ var b = base + np;
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+ var c = base + 1 + np;
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+ var d = base + 1;
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this.faces.push( new THREE.Face4( a, b, c, d ) );
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+ var u0 = 1 - i * inverseSegments;
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+ var v0 = j * inversePointLength;
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+ var u1 = u0 - inverseSegments;
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+ var v1 = v0 + inversePointLength;
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+
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this.faceVertexUvs[ 0 ].push( [
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- new THREE.Vector2( 1 - i / _steps, k / kl ),
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- new THREE.Vector2( 1 - ( i + 1 ) / _steps, k / kl ),
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- new THREE.Vector2( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
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- new THREE.Vector2( 1 - i / _steps, ( k + 1 ) / kl )
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+ new THREE.Vector2( u0, v0 ),
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+ new THREE.Vector2( u1, v0 ),
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+ new THREE.Vector2( u1, v1 ),
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+ new THREE.Vector2( u0, v1 )
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] );
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