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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package geometry
- import (
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/math32"
- "math"
- )
- // Circle represents the geometry of a filled circle (i.e. a disk)
- // The center of the circle is at the origin, and theta runs counter-clockwise
- // on the XY plane, starting at (x,y,z)=(1,0,0).
- type Circle struct {
- Geometry
- Radius float64
- Segments int // >= 3
- ThetaStart float64
- ThetaLength float64
- }
- // NewCircle creates a new circle geometry with the specified radius
- // and number of radial segments/triangles (minimum 3).
- func NewCircle(radius float64, segments int) *Circle {
- return NewCircleSector(radius, segments, 0, 2*math.Pi)
- }
- // NewCircleSector creates a new circle or circular sector geometry with the specified radius,
- // number of radial segments/triangles (minimum 3), sector start angle in radians (thetaStart),
- // and sector size angle in radians (thetaLength). This is the Circle constructor with most tunable parameters.
- func NewCircleSector(radius float64, segments int, thetaStart, thetaLength float64) *Circle {
- circ := new(Circle)
- circ.Geometry.Init()
- // Validate arguments
- if segments < 3 {
- panic("Invalid argument: segments. The number of segments needs to be greater or equal to 3.")
- }
- circ.Radius = radius
- circ.Segments = segments
- circ.ThetaStart = thetaStart
- circ.ThetaLength = thetaLength
- // Create buffers
- positions := math32.NewArrayF32(0, 16)
- normals := math32.NewArrayF32(0, 16)
- uvs := math32.NewArrayF32(0, 16)
- indices := math32.NewArrayU32(0, 16)
- // Append circle center position
- center := math32.NewVector3(0, 0, 0)
- positions.AppendVector3(center)
- // Append circle center normal
- var normal math32.Vector3
- normal.Z = 1
- normals.AppendVector3(&normal)
- // Append circle center uv coordinate
- centerUV := math32.NewVector2(0.5, 0.5)
- uvs.AppendVector2(centerUV)
- // Generate the segments
- for i := 0; i <= segments; i++ {
- segment := thetaStart + float64(i)/float64(segments)*thetaLength
- vx := float32(radius * math.Cos(segment))
- vy := float32(radius * math.Sin(segment))
- // Appends vertex position, normal and uv coordinates
- positions.Append(vx, vy, 0)
- normals.AppendVector3(&normal)
- uvs.Append((vx/float32(radius)+1)/2, (vy/float32(radius)+1)/2)
- }
- for i := 1; i <= segments; i++ {
- indices.Append(uint32(i), uint32(i)+1, 0)
- }
- circ.SetIndices(indices)
- circ.AddVBO(gls.NewVBO(positions).AddAttrib(gls.VertexPosition, 3))
- circ.AddVBO(gls.NewVBO(normals).AddAttrib(gls.VertexNormal, 3))
- circ.AddVBO(gls.NewVBO(uvs).AddAttrib(gls.VertexTexcoord, 2))
- // Update volume
- circ.volume = 0
- circ.volumeValid = true
- return circ
- }
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