Files
armorpaint/base/Sources/GeomUVSphere.ts
T
luboslenco ee67b50c0f Use ts
2024-01-17 18:53:31 +01:00

81 lines
2.4 KiB
TypeScript

class GeomUVSphere {
posa: Int16Array = null;
nora: Int16Array = null;
texa: Int16Array = null;
inda: Uint32Array = null;
scalePos = 1.0;
scaleTex = 1.0;
name = "";
hasNext = false;
constructor(radius = 1.0, widthSegments = 32, heightSegments = 16, stretchUV = true, uvScale = 1.0) {
// Pack positions to (-1, 1) range
this.scalePos = radius;
this.scaleTex = uvScale;
let inv = (1 / this.scalePos) * 32767;
let pi2 = Math.PI * 2;
let widthVerts = widthSegments + 1;
let heightVerts = heightSegments + 1;
this.posa = new Int16Array(widthVerts * heightVerts * 4);
this.nora = new Int16Array(widthVerts * heightVerts * 2);
this.texa = new Int16Array(widthVerts * heightVerts * 2);
this.inda = new Uint32Array(widthSegments * heightSegments * 6 - widthSegments * 6);
let nor = new Vec4();
let pos = 0;
for (let y = 0; y < heightVerts; ++y) {
let v = y / heightSegments;
let vFlip = 1.0 - v;
if (!stretchUV) vFlip /= 2;
let uOff = y == 0 ? 0.5 / widthSegments : y == heightSegments ? -0.5 / widthSegments : 0.0;
for (let x = 0; x < widthVerts; ++x) {
let u = x / widthSegments;
let uPI2 = u * pi2;
let vPI = v * Math.PI;
let vPIsin = Math.sin(vPI);
let vx = -radius * Math.cos(uPI2) * vPIsin;
let vy = radius * Math.sin(uPI2) * vPIsin;
let vz = -radius * Math.cos(vPI);
let i4 = pos * 4;
let i2 = pos * 2;
this.posa[i4 ] = Math.floor(vx * inv);
this.posa[i4 + 1] = Math.floor(vy * inv);
this.posa[i4 + 2] = Math.floor(vz * inv);
nor.set(vx, vy, vz).normalize();
this.posa[i4 + 3] = Math.floor(nor.z * 32767);
this.nora[i2 ] = Math.floor(nor.x * 32767);
this.nora[i2 + 1] = Math.floor(nor.y * 32767);
this.texa[i2 ] = (Math.floor((u + uOff) * 32767) - 1) % 32767;
this.texa[i2 + 1] = (Math.floor(vFlip * 32767) - 1) % 32767;
pos++;
}
}
pos = 0;
let heightSegments1 = heightSegments - 1;
for (let y = 0; y < heightSegments; ++y) {
for (let x = 0; x < widthSegments; ++x) {
let x1 = x + 1;
let y1 = y + 1;
let a = y * widthVerts + x1;
let b = y * widthVerts + x;
let c = y1 * widthVerts + x;
let d = y1 * widthVerts + x1;
if (y > 0) {
this.inda[pos++] = a;
this.inda[pos++] = b;
this.inda[pos++] = d;
}
if (y < heightSegments1) {
this.inda[pos++] = b;
this.inda[pos++] = c;
this.inda[pos++] = d;
}
}
}
}
}