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@@ -0,0 +1,120 @@
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+/**
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+ * @author Mugen87 / https://github.com/Mugen87
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+ */
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+
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+THREE.RingBufferGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
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+
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+ THREE.BufferGeometry.call( this );
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+
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+ this.type = 'RingBufferGeometry';
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+
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+ this.parameters = {
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+ innerRadius: innerRadius,
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+ outerRadius: outerRadius,
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+ thetaSegments: thetaSegments,
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+ phiSegments: phiSegments,
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+ thetaStart: thetaStart,
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+ thetaLength: thetaLength
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+ };
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+
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+ innerRadius = innerRadius || 0;
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+ outerRadius = outerRadius || 50;
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+
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+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
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+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
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+
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+ thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
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+ phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
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+
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+ // these are used to calculate buffer length
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+ var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 );
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+ var indexCount = thetaSegments * phiSegments * 2 * 3;
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+
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+ // buffers
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+ var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
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+ var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
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+ var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
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+ var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );
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+
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+ // some helper variables
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+ var index = 0, indexOffset = 0, segment;
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+ var radius = innerRadius;
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+ var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
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+ var vertex = new THREE.Vector3();
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+ var uv = new THREE.Vector2();
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+ var j, i;
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+
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+ // generate vertices, normals and uvs
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+
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+ // values are generate from the inside of the ring to the outside
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+
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+ for ( j = 0; j <= phiSegments; j ++ ) {
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+
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+ for ( i = 0; i <= thetaSegments; i ++ ) {
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+
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+ segment = thetaStart + i / thetaSegments * thetaLength;
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+
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+ // vertex
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+ vertex.x = radius * Math.cos( segment );
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+ vertex.y = radius * Math.sin( segment );
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+ vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );
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+
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+ // normal
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+ normals.setXYZ( index, 0, 0, 1 );
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+
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+ // uv
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+ uv.x = ( vertex.x / outerRadius + 1 ) / 2;
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+ uv.y = ( vertex.y / outerRadius + 1 ) / 2;
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+ uvs.setXY( index, uv.x, uv.y );
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+
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+ // increase index
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+ index++;
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+
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+ }
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+
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+ // increase the radius for next row of vertices
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+ radius += radiusStep;
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+
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+ }
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+
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+ // generate indices
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+
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+ for ( j = 0; j < phiSegments; j ++ ) {
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+
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+ var thetaSegmentLevel = j * ( thetaSegments + 1 );
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+
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+ for ( i = 0; i < thetaSegments; i ++ ) {
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+
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+ segment = i + thetaSegmentLevel;
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+
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+ // indices
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+ var a = segment;
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+ var b = segment + thetaSegments + 1;
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+ var c = segment + thetaSegments + 2;
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+ var d = segment + 1;
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+
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+ // face one
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+ indices.setX( indexOffset, a ); indexOffset++;
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+ indices.setX( indexOffset, b ); indexOffset++;
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+ indices.setX( indexOffset, c ); indexOffset++;
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+
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+ // face two
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+ indices.setX( indexOffset, a ); indexOffset++;
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+ indices.setX( indexOffset, c ); indexOffset++;
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+ indices.setX( indexOffset, d ); indexOffset++;
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+
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+ }
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+
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+ }
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+
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+ // build geometry
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+
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+ this.setIndex( indices );
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+ this.addAttribute( 'position', vertices );
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+ this.addAttribute( 'normal', normals );
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+ this.addAttribute( 'uv', uvs );
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+
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+};
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+
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+THREE.RingBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
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+THREE.RingBufferGeometry.prototype.constructor = THREE.RingBufferGeometry;
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