RingGeometry constructor
RingGeometry([
- dynamic innerRadius = 0.5,
- dynamic outerRadius = 1,
- dynamic thetaSegments = 8,
- dynamic phiSegments = 1,
- dynamic thetaStart = 0,
- dynamic thetaLength = Math.pi * 2,
Implementation
RingGeometry([
innerRadius = 0.5,
outerRadius = 1,
thetaSegments = 8,
phiSegments = 1,
thetaStart = 0,
thetaLength = Math.pi * 2,
]) : super() {
type = 'RingGeometry';
parameters = {
"innerRadius": innerRadius,
"outerRadius": outerRadius,
"thetaSegments": thetaSegments,
"phiSegments": phiSegments,
"thetaStart": thetaStart,
"thetaLength": thetaLength,
};
thetaSegments = Math.max<num>(3, thetaSegments);
phiSegments = Math.max<num>(1, phiSegments);
// buffers
List<num> indices = [];
List<double> vertices = [];
List<double> normals = [];
List<double> uvs = [];
// some helper variables
var radius = innerRadius;
var radiusStep = ((outerRadius - innerRadius) / phiSegments);
var vertex = Vector3();
var uv = Vector2();
// generate vertices, normals and uvs
for (var j = 0; j <= phiSegments; j++) {
for (var i = 0; i <= thetaSegments; i++) {
// values are generate from the inside of the ring to the outside
var segment = thetaStart + i / thetaSegments * thetaLength;
// vertex
vertex.x = radius * Math.cos(segment);
vertex.y = radius * Math.sin(segment);
vertices.addAll([vertex.x.toDouble(), vertex.y.toDouble(), vertex.z.toDouble()]);
// normal
normals.addAll([0, 0, 1]);
// uv
uv.x = (vertex.x / outerRadius + 1) / 2;
uv.y = (vertex.y / outerRadius + 1) / 2;
uvs.addAll([uv.x.toDouble(), uv.y.toDouble()]);
}
// increase the radius for next row of vertices
radius += radiusStep;
}
// indices
for (var j = 0; j < phiSegments; j++) {
var thetaSegmentLevel = j * (thetaSegments + 1);
for (var i = 0; i < thetaSegments; i++) {
var segment = i + thetaSegmentLevel;
var a = segment;
var b = segment + thetaSegments + 1;
var c = segment + thetaSegments + 2;
var d = segment + 1;
// faces
indices.addAll([a, b, d]);
indices.addAll([b, c, d]);
}
}
// build geometry
setIndex(indices);
setAttribute('position', Float32BufferAttribute(Float32Array.from(vertices), 3));
setAttribute('normal', Float32BufferAttribute(Float32Array.from(normals), 3));
setAttribute('uv', Float32BufferAttribute(Float32Array.from(uvs), 2));
}