/** * @author oosmoxiecode * uvs are messed up in this one, and commented away for now. There is an ugly "seam" by the shared vertices * when it "wraps" around, that needs to be fixed. Itīs because they share the first and the last vertices * so it draws the entire texture on the seam-faces, I think... */ THREE.IcosahedronGeometry = function ( subdivisions ) { var scope = this; var tempScope = new THREE.Geometry(); var tempFaces; this.subdivisions = subdivisions || 0; //var temp_uv = []; THREE.Geometry.call(this); // create 12 vertices of a Icosahedron var t = (1 + Math.sqrt(5)) / 2; v(-1, t, 0); v( 1, t, 0); v(-1, -t, 0); v( 1, -t, 0); v( 0, -1, t); v( 0, 1, t); v( 0, -1, -t); v( 0, 1, -t); v( t, 0, -1); v( t, 0, 1); v(-t, 0, -1); v(-t, 0, 1); // 5 faces around point 0 f3(0, 11, 5, tempScope); f3(0, 5, 1, tempScope); f3(0, 1, 7, tempScope); f3(0, 7, 10, tempScope); f3(0, 10, 11, tempScope); // 5 adjacent faces f3(1, 5, 9, tempScope); f3(5, 11, 4, tempScope); f3(11, 10, 2, tempScope); f3(10, 7, 6, tempScope); f3(7, 1, 8, tempScope); // 5 faces around point 3 f3(3, 9, 4, tempScope); f3(3, 4, 2, tempScope); f3(3, 2, 6, tempScope); f3(3, 6, 8, tempScope); f3(3, 8, 9, tempScope); // 5 adjacent faces f3(4, 9, 5, tempScope); f3(2, 4, 11, tempScope); f3(6, 2, 10, tempScope); f3(8, 6, 7, tempScope); f3(9, 8, 1, tempScope); // subdivide faces to refine the triangles for (var i=0; i < this.subdivisions; i++) { tempFaces = new THREE.Geometry(); for (var tri in tempScope.faces) { // replace each triangle by 4 triangles var a = getMiddlePoint(tempScope.faces[tri].a, tempScope.faces[tri].b); var b = getMiddlePoint(tempScope.faces[tri].b, tempScope.faces[tri].c); var c = getMiddlePoint(tempScope.faces[tri].c, tempScope.faces[tri].a); f3(tempScope.faces[tri].a, a, c, tempFaces); f3(tempScope.faces[tri].b, b, a, tempFaces); f3(tempScope.faces[tri].c, c, b, tempFaces); f3(a, b, c, tempFaces); } tempScope.faces = tempFaces.faces; tempScope.faceVertexUvs[ 0 ] = tempFaces.faceVertexUvs[ 0 ]; } scope.faces = tempScope.faces; scope.faceVertexUvs[ 0 ] = tempScope.faceVertexUvs[ 0 ]; this.computeCentroids(); this.computeFaceNormals(); function v( x, y, z ) { var length = Math.sqrt(x * x + y * y + z * z); var i = scope.vertices.push( new THREE.Vertex( new THREE.Vector3( x/length, y/length, z/length ) ) ); return i-1; } function f3( a, b, c, inscope ) { var v1 = scope.vertices[ a ].position; var v2 = scope.vertices[ b ].position; var v3 = scope.vertices[ c ].position; var face = new THREE.Face3( a, b, c ); face.vertexNormals.push( v1.clone().normalize(), v2.clone().normalize(), v3.clone().normalize() ); inscope.faces.push( face ); inscope.faceVertexUvs[ 0 ].push( [ new THREE.UV( 1 - ( ( ( Math.atan2( v1.z, v1.x ) + Math.PI ) % Math.PI ) / Math.PI * 0.5 ), 0.5 - v1.y / 2 ), new THREE.UV( 1 - ( ( ( Math.atan2( v2.z, v2.x ) + Math.PI ) % Math.PI ) / Math.PI * 0.5 ), 0.5 - v2.y / 2 ), new THREE.UV( 1 - ( ( ( Math.atan2( v3.z, v3.x ) + Math.PI ) % Math.PI ) / Math.PI * 0.5 ), 0.5 - v3.y / 2 ) ] ); } function getMiddlePoint(p1,p2) { var pos1 = scope.vertices[p1].position; var pos2 = scope.vertices[p2].position; var x = (pos1.x + pos2.x) / 2; var y = (pos1.y + pos2.y) / 2; var z = (pos1.z + pos2.z) / 2; var i = v(x, y, z); return i; } } THREE.IcosahedronGeometry.prototype = new THREE.Geometry(); THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;