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@@ -22,36 +22,31 @@ THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLengt
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thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
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var i;
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-
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- var stride = ( 3 + 3 + 2 );
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- var vertexData = new Float32Array( ( segments + 2 ) * stride );
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- var vertexBuffer = new THREE.InterleavedBuffer( vertexData, stride );
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-
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- var positions = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 0 );
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- this.addAttribute( 'position', positions );
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- var normals = new THREE.InterleavedBufferAttribute( vertexBuffer, 3, 3 );
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- this.addAttribute( 'normal', normals );
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- var uvs = new THREE.InterleavedBufferAttribute( vertexBuffer, 2, 6 );
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- this.addAttribute( 'uv', uvs );
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+ var vertices = segments + 2;
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+
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+ var positions = new Float32Array( 3 * vertices );
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+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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+ var normals = new Float32Array( 3 * vertices );
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+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
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+ var uvs = new Float32Array( 2 * vertices );
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+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
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// center data is already zero, but need to set a few extras
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- // center normal z
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- vertexData[5] = 1.0;
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- // center uv
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- vertexData[6] = 0.5;
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- vertexData[7] = 0.5;
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+ normals[3] = 1.0;
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+ uvs[0] = 0.5;
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+ uvs[1] = 0.5;
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- for ( i = stride, s = 0, ul = ( segments + 2 ) * stride; i < ul; i += stride, s++ ) {
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+ for ( s = 0, i = 3, ii = 2 ; s < vertices; s++, i += 3, ii += 2 ) {
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var segment = thetaStart + s / segments * thetaLength;
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- vertexData[i] = radius * Math.cos( segment ); // x
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- vertexData[i + 1] = radius * Math.sin( segment ); // y
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+ positions[i] = radius * Math.cos( segment );
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+ positions[i + 1] = radius * Math.sin( segment );
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- vertexData[i + 5] = 1; // normal z
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+ normals[i + 2] = 1; // normal z
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- vertexData[i + 6] = ( vertexData[i] / radius + 1 ) / 2; // u
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- vertexData[i + 7] = ( vertexData[i + 1] / radius + 1 ) / 2; // v
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+ uvs[ii] = ( positions[i] / radius + 1 ) / 2;
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+ uvs[ii + 1] = ( positions[i + 1] / radius + 1 ) / 2;
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}
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