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CircleBufferGeometry: Clean up.

Mr.doob 10 years ago
parent
commit
699ad0b3de
1 changed files with 11 additions and 14 deletions
  1. 11 14
      src/extras/geometries/CircleBufferGeometry.js

+ 11 - 14
src/extras/geometries/CircleBufferGeometry.js

@@ -21,38 +21,34 @@ THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLengt
 	thetaStart = thetaStart !== undefined ? thetaStart : 0;
 	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
 
-	var i;
 	var vertices = segments + 2;
 
-	var positions = new Float32Array( 3 * vertices );
-	this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
-	var normals = new Float32Array( 3 * vertices );
-	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
-	var uvs = new Float32Array( 2 * vertices );
-	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+	var positions = new Float32Array( vertices * 3 );
+	var normals = new Float32Array( vertices * 3 );
+	var uvs = new Float32Array( vertices * 2 );
 
 	// center data is already zero, but need to set a few extras
 	normals[3] = 1.0;
 	uvs[0] = 0.5;
 	uvs[1] = 0.5;
 
-	for ( s = 0, i = 3, ii = 2 ; s < vertices; s++, i += 3, ii += 2 ) {
+	for ( var s = 0, i = 3, ii = 2 ; s < vertices; s++, i += 3, ii += 2 ) {
 
 		var segment = thetaStart + s / segments * thetaLength;
 
-		positions[i] = radius * Math.cos( segment ); 
+		positions[i] = radius * Math.cos( segment );
 		positions[i + 1] = radius * Math.sin( segment );
 
 		normals[i + 2] = 1; // normal z
 
-		uvs[ii] = ( positions[i] / radius + 1 ) / 2; 
-		uvs[ii + 1] = ( positions[i + 1] / radius + 1 ) / 2; 
+		uvs[ii] = ( positions[i] / radius + 1 ) / 2;
+		uvs[ii + 1] = ( positions[i + 1] / radius + 1 ) / 2;
 
 	}
 
 	var indices = [];
 
-	for ( i = 1; i <= segments; i ++ ) {
+	for ( var i = 1; i <= segments; i ++ ) {
 
 		indices.push( i );
 		indices.push( i + 1 );
@@ -61,8 +57,9 @@ THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLengt
 	}
 
 	this.addAttribute( 'index', new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) );
-
-	this.computeFaceNormals();
+	this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
 
 	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );