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TubeBufferGeometry.js
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180 lines (112 loc) · 3.78 KB
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import { BufferGeometry } from '../core/BufferGeometry';
import { Float32Attribute, Uint16Attribute, Uint32Attribute } from '../core/BufferAttribute';
import { Vector2 } from '../math/Vector2';
import { Vector3 } from '../math/Vector3';
/**
* @author Mugen87 / https://github.com/Mugen87
*
* Creates a tube which extrudes along a 3d spline.
*
*/
function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
BufferGeometry.call( this );
this.type = 'TubeBufferGeometry';
this.parameters = {
path: path,
tubularSegments: tubularSegments,
radius: radius,
radialSegments: radialSegments,
closed: closed
};
tubularSegments = tubularSegments || 64;
radius = radius || 1;
radialSegments = radialSegments || 8;
closed = closed || false;
var frames = path.computeFrenetFrames( tubularSegments, closed );
// expose internals
this.tangents = frames.tangents;
this.normals = frames.normals;
this.binormals = frames.binormals;
// helper variables
var vertex = new Vector3();
var normal = new Vector3();
var uv = new Vector2();
var i, j;
// buffer
var vertices = [];
var normals = [];
var uvs = [];
var indices = [];
// create buffer data
generateBufferData();
// build geometry
this.setIndex( ( indices.length > 65535 ? Uint32Attribute : Uint16Attribute )( indices, 1 ) );
this.addAttribute( 'position', Float32Attribute( vertices, 3 ) );
this.addAttribute( 'normal', Float32Attribute( normals, 3 ) );
this.addAttribute( 'uv', Float32Attribute( uvs, 2 ) );
// functions
function generateBufferData() {
for ( i = 0; i < tubularSegments; i ++ ) {
generateSegment( i );
}
// if the geometry is not closed, generate the last row of vertices and normals
// at the regular position on the given path
//
// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
generateSegment( ( closed === false ) ? tubularSegments : 0 );
// uvs are generated in a separate function.
// this makes it easy compute correct values for closed geometries
generateUVs();
// finally create faces
generateIndices();
}
function generateSegment( i ) {
// we use getPointAt to sample evenly distributed points from the given path
var P = path.getPointAt( i / tubularSegments );
// retrieve corresponding normal and binormal
var N = frames.normals[ i ];
var B = frames.binormals[ i ];
// generate normals and vertices for the current segment
for ( j = 0; j <= radialSegments; j ++ ) {
var v = j / radialSegments * Math.PI * 2;
var sin = Math.sin( v );
var cos = - Math.cos( v );
// normal
normal.x = ( cos * N.x + sin * B.x );
normal.y = ( cos * N.y + sin * B.y );
normal.z = ( cos * N.z + sin * B.z );
normal.normalize();
normals.push( normal.x, normal.y, normal.z );
// vertex
vertex.x = P.x + radius * normal.x;
vertex.y = P.y + radius * normal.y;
vertex.z = P.z + radius * normal.z;
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
function generateIndices() {
for ( j = 1; j <= tubularSegments; j ++ ) {
for ( i = 1; i <= radialSegments; i ++ ) {
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
var b = ( radialSegments + 1 ) * j + ( i - 1 );
var c = ( radialSegments + 1 ) * j + i;
var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
}
}
}
function generateUVs() {
for ( i = 0; i <= tubularSegments; i ++ ) {
for ( j = 0; j <= radialSegments; j ++ ) {
uv.x = i / tubularSegments;
uv.y = j / radialSegments;
uvs.push( uv.x, uv.y );
}
}
}
}
TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
export { TubeBufferGeometry };