import { BufferGeometry } from '../core/BufferGeometry.js'; import { Float32BufferAttribute } from '../core/BufferAttribute.js'; import { Vector2 } from '../math/Vector2.js'; import { Vector3 } from '../math/Vector3.js'; class RingGeometry extends BufferGeometry { constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { super(); this.type = 'RingGeometry'; this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength }; thetaSegments = Math.max( 3, thetaSegments ); phiSegments = Math.max( 1, phiSegments ); // buffers const indices = []; const vertices = []; const normals = []; const uvs = []; // some helper variables let radius = innerRadius; const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); const vertex = new Vector3(); const uv = new Vector2(); // generate vertices, normals and uvs for ( let j = 0; j <= phiSegments; j ++ ) { for ( let i = 0; i <= thetaSegments; i ++ ) { // values are generate from the inside of the ring to the outside const segment = thetaStart + i / thetaSegments * thetaLength; // vertex vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment ); vertices.push( vertex.x, vertex.y, vertex.z ); // normal normals.push( 0, 0, 1 ); // uv uv.x = ( vertex.x / outerRadius + 1 ) / 2; uv.y = ( vertex.y / outerRadius + 1 ) / 2; uvs.push( uv.x, uv.y ); } // increase the radius for next row of vertices radius += radiusStep; } // indices for ( let j = 0; j < phiSegments; j ++ ) { const thetaSegmentLevel = j * ( thetaSegments + 1 ); for ( let i = 0; i < thetaSegments; i ++ ) { const segment = i + thetaSegmentLevel; const a = segment; const b = segment + thetaSegments + 1; const c = segment + thetaSegments + 2; const d = segment + 1; // faces indices.push( a, b, d ); indices.push( b, c, d ); } } // build geometry this.setIndex( indices ); this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); } copy( source ) { super.copy( source ); this.parameters = Object.assign( {}, source.parameters ); return this; } static fromJSON( data ) { return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); } } export { RingGeometry };