src/viewer/scene/geometry/builders/buildCylinderGeometry.js
import {utils} from '../../utils.js';
/**
* @desc Creates a cylinder-shaped {@link Geometry}.
*
* ## Usage
*
* Creating a {@link Mesh} with a cylinder-shaped {@link ReadableGeometry} :
*
* [[Run this example](/examples/index.html#geometry_builders_buildCylinderGeometry)]
*
* ````javascript
*
* import {Viewer, Mesh, buildCylinderGeometry, ReadableGeometry, PhongMaterial, Texture} from "xeokit-sdk.es.js";
*
* const viewer = new Viewer({
* canvasId: "myCanvas"
* });
*
* viewer.camera.eye = [0, 0, 5];
* viewer.camera.look = [0, 0, 0];
* viewer.camera.up = [0, 1, 0];
*
* new Mesh(viewer.scene, {
* geometry: new ReadableGeometry(viewer.scene, buildCylinderGeometry({
* center: [0,0,0],
* radiusTop: 2.0,
* radiusBottom: 2.0,
* height: 5.0,
* radialSegments: 20,
* heightSegments: 1,
* openEnded: false
* }),
* material: new PhongMaterial(viewer.scene, {
* diffuseMap: new Texture(viewer.scene, {
* src: "textures/diffuse/uvGrid2.jpg"
* })
* })
* });
* ````
*
* @function buildCylinderGeometry
* @param {*} [cfg] Configs
* @param {String} [cfg.id] Optional ID for the {@link Geometry}, unique among all components in the parent {@link Scene}, generated automatically when omitted.
* @param {Number[]} [cfg.center] 3D point indicating the center position.
* @param {Number} [cfg.radiusTop=1] Radius of top.
* @param {Number} [cfg.radiusBottom=1] Radius of bottom.
* @param {Number} [cfg.height=1] Height.
* @param {Number} [cfg.radialSegments=60] Number of horizontal segments.
* @param {Number} [cfg.heightSegments=1] Number of vertical segments.
* @param {Boolean} [cfg.openEnded=false] Whether or not the cylinder has solid caps on the ends.
* @returns {Object} Configuration for a {@link Geometry} subtype.
*/
function buildCylinderGeometry(cfg = {}) {
let radiusTop = cfg.radiusTop || 1;
if (radiusTop < 0) {
console.error("negative radiusTop not allowed - will invert");
radiusTop *= -1;
}
let radiusBottom = cfg.radiusBottom || 1;
if (radiusBottom < 0) {
console.error("negative radiusBottom not allowed - will invert");
radiusBottom *= -1;
}
let height = cfg.height || 1;
if (height < 0) {
console.error("negative height not allowed - will invert");
height *= -1;
}
let radialSegments = cfg.radialSegments || 32;
if (radialSegments < 0) {
console.error("negative radialSegments not allowed - will invert");
radialSegments *= -1;
}
if (radialSegments < 3) {
radialSegments = 3;
}
let heightSegments = cfg.heightSegments || 1;
if (heightSegments < 0) {
console.error("negative heightSegments not allowed - will invert");
heightSegments *= -1;
}
if (heightSegments < 1) {
heightSegments = 1;
}
const openEnded = !!cfg.openEnded;
let center = cfg.center;
const centerX = center ? center[0] : 0;
const centerY = center ? center[1] : 0;
const centerZ = center ? center[2] : 0;
const heightHalf = height / 2;
const heightLength = height / heightSegments;
const radialAngle = (2.0 * Math.PI / radialSegments);
const radialLength = 1.0 / radialSegments;
//var nextRadius = this._radiusBottom;
const radiusChange = (radiusTop - radiusBottom) / heightSegments;
const positions = [];
const normals = [];
const uvs = [];
const indices = [];
let h;
let i;
let x;
let z;
let currentRadius;
let currentHeight;
let first;
let second;
let startIndex;
let tu;
let tv;
// create vertices
const normalY = (90.0 - (Math.atan(height / (radiusBottom - radiusTop))) * 180 / Math.PI) / 90.0;
for (h = 0; h <= heightSegments; h++) {
currentRadius = radiusTop - h * radiusChange;
currentHeight = heightHalf - h * heightLength;
for (i = 0; i <= radialSegments; i++) {
x = Math.sin(i * radialAngle);
z = Math.cos(i * radialAngle);
normals.push(currentRadius * x);
normals.push(normalY); //todo
normals.push(currentRadius * z);
uvs.push((i * radialLength));
uvs.push(h * 1 / heightSegments);
positions.push((currentRadius * x) + centerX);
positions.push((currentHeight) + centerY);
positions.push((currentRadius * z) + centerZ);
}
}
// create faces
for (h = 0; h < heightSegments; h++) {
for (i = 0; i <= radialSegments; i++) {
first = h * (radialSegments + 1) + i;
second = first + radialSegments;
indices.push(first);
indices.push(second);
indices.push(second + 1);
indices.push(first);
indices.push(second + 1);
indices.push(first + 1);
}
}
// create top cap
if (!openEnded && radiusTop > 0) {
startIndex = (positions.length / 3);
// top center
normals.push(0.0);
normals.push(1.0);
normals.push(0.0);
uvs.push(0.5);
uvs.push(0.5);
positions.push(0 + centerX);
positions.push(heightHalf + centerY);
positions.push(0 + centerZ);
// top triangle fan
for (i = 0; i <= radialSegments; i++) {
x = Math.sin(i * radialAngle);
z = Math.cos(i * radialAngle);
tu = (0.5 * Math.sin(i * radialAngle)) + 0.5;
tv = (0.5 * Math.cos(i * radialAngle)) + 0.5;
normals.push(radiusTop * x);
normals.push(1.0);
normals.push(radiusTop * z);
uvs.push(tu);
uvs.push(tv);
positions.push((radiusTop * x) + centerX);
positions.push((heightHalf) + centerY);
positions.push((radiusTop * z) + centerZ);
}
for (i = 0; i < radialSegments; i++) {
center = startIndex;
first = startIndex + 1 + i;
indices.push(first);
indices.push(first + 1);
indices.push(center);
}
}
// create bottom cap
if (!openEnded && radiusBottom > 0) {
startIndex = (positions.length / 3);
// top center
normals.push(0.0);
normals.push(-1.0);
normals.push(0.0);
uvs.push(0.5);
uvs.push(0.5);
positions.push(0 + centerX);
positions.push(0 - heightHalf + centerY);
positions.push(0 + centerZ);
// top triangle fan
for (i = 0; i <= radialSegments; i++) {
x = Math.sin(i * radialAngle);
z = Math.cos(i * radialAngle);
tu = (0.5 * Math.sin(i * radialAngle)) + 0.5;
tv = (0.5 * Math.cos(i * radialAngle)) + 0.5;
normals.push(radiusBottom * x);
normals.push(-1.0);
normals.push(radiusBottom * z);
uvs.push(tu);
uvs.push(tv);
positions.push((radiusBottom * x) + centerX);
positions.push((0 - heightHalf) + centerY);
positions.push((radiusBottom * z) + centerZ);
}
for (i = 0; i < radialSegments; i++) {
center = startIndex;
first = startIndex + 1 + i;
indices.push(center);
indices.push(first + 1);
indices.push(first);
}
}
return utils.apply(cfg, {
positions: positions,
normals: normals,
uv: uvs,
indices: indices
});
}
export {buildCylinderGeometry};