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+import { VertexData } from "../mesh.vertexData";
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+import { Vector2, Vector3 } from "../../Maths/math.vector";
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+import { Mesh, _CreationDataStorage } from "../mesh";
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+
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+VertexData.CreateCapsule = function(options: {
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+ orientation: Vector3,
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+ subdivisions: number,
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+ tessellation: number,
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+ height: number,
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+ radius:number,
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+ capSubdivisions: number,
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+ radiusTop:number,
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+ radiusBottom: number,
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+ thetaStart:number,
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+ thetaLength:number,
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+ topCapSubdivisions:number,
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+ bottomCapSubdivisions:number
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+ }): VertexData {
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+ //let path = options.orientation || Vector3.Up()
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+ let subdivisions = Math.max(options.subdivisions?options.subdivisions:2, 1)
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+ let tessellation = Math.max(options.tessellation?options.tessellation:16, 3)
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+ let height = Math.max(options.height?options.height:2, 0.)
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+ let radius = Math.max(options.radius?options.radius:1, 0.)
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+ let capDetail = Math.max(options.capSubdivisions?options.capSubdivisions:6, 1)
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+
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+ let radialSegments = tessellation;
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+ let heightSegments = subdivisions;
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+
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+ let radiusTop = Math.max(options.radiusTop?options.radiusTop:radius, 0.)
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+ let radiusBottom = Math.max(options.radiusBottom?options.radiusBottom:radius, 0.)
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+
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+ let thetaStart = options.thetaStart || 0.0
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+ let thetaLength = options.thetaLength || (2.0 * Math.PI)
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+
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+ let capsTopSegments = Math.max(options.topCapSubdivisions?options.topCapSubdivisions:capDetail, 1)
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+ let capsBottomSegments = Math.max(options.bottomCapSubdivisions?options.bottomCapSubdivisions:capDetail, 1)
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+
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+ var alpha = Math.acos((radiusBottom-radiusTop)/height)
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+ //var eqRadii = (radiusTop-radiusBottom === 0)
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+
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+ var indices = []
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+ var vertices = []
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+ var normals = []
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+ var uvs = []
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+
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+ var index = 0,
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+ //indexOffset = 0,
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+ indexArray = [],
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+ halfHeight = height / 2;
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+
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+ var x, y;
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+ var normal = Vector3.Zero();
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+ var vertex = Vector3.Zero();
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+
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+ var cosAlpha = Math.cos(alpha);
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+ var sinAlpha = Math.sin(alpha);
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+
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+ var cone_length =
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+ new Vector2(
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+ radiusTop*sinAlpha,
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+ halfHeight+radiusTop*cosAlpha
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+ ).subtract(new Vector2(
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+ radiusBottom*sinAlpha,
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+ -halfHeight+radiusBottom*cosAlpha
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+ )
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+ ).length();
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+
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+ // Total length for v texture coord
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+ var vl = radiusTop*alpha
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+ + cone_length
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+ + radiusBottom*(Math.PI/2-alpha);
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+
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+ //var groupCount = 0;
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+
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+ // generate vertices, normals and uvs
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+
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+ var v = 0;
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+ for( y = 0; y <= capsTopSegments; y++ ) {
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+
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+ var indexRow = [];
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+
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+ var a = Math.PI/2 - alpha*(y / capsTopSegments);
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+
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+ v += radiusTop*alpha/capsTopSegments;
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+
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+ var cosA = Math.cos(a);
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+ var sinA = Math.sin(a);
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+
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+ // calculate the radius of the current row
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+ var _radius = cosA*radiusTop;
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+
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+ for ( x = 0; x <= radialSegments; x ++ ) {
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+
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+ var u = x / radialSegments;
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+
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+ var theta = u * thetaLength + thetaStart;
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+
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+ var sinTheta = Math.sin( theta );
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+ var cosTheta = Math.cos( theta );
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+
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+ // vertex
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+ vertex.x = _radius * sinTheta;
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+ vertex.y = halfHeight + sinA*radiusTop;
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+ vertex.z = _radius * cosTheta;
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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+
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+ // normal
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+ normal.set( cosA*sinTheta, sinA, cosA*cosTheta );
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+ normals.push( normal.x, normal.y, normal.z );
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+ // uv
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+ uvs.push( u, 1 - v/vl );
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+ // save index of vertex in respective row
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+ indexRow.push( index );
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+ // increase index
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+ index ++;
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+ }
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+
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+ // now save vertices of the row in our index array
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+ indexArray.push( indexRow );
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+
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+ }
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+
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+ var cone_height = height + cosAlpha*radiusTop - cosAlpha*radiusBottom;
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+ var slope = sinAlpha * ( radiusBottom - radiusTop ) / cone_height;
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+ for ( y = 1; y <= heightSegments; y++ ) {
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+
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+ var indexRow = [];
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+
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+ v += cone_length/heightSegments;
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+
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+ // calculate the radius of the current row
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+ var _radius = sinAlpha * ( y * ( radiusBottom - radiusTop ) / heightSegments + radiusTop);
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+
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+ for ( x = 0; x <= radialSegments; x ++ ) {
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+
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+ var u = x / radialSegments;
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+
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+ var theta = u * thetaLength + thetaStart;
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+
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+ var sinTheta = Math.sin( theta );
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+ var cosTheta = Math.cos( theta );
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+
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+ // vertex
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+ vertex.x = _radius * sinTheta;
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+ vertex.y = halfHeight + cosAlpha*radiusTop - y * cone_height / heightSegments;
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+ vertex.z = _radius * cosTheta;
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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+
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+ // normal
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+ normal.set( sinTheta, slope, cosTheta ).normalize();
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+ normals.push( normal.x, normal.y, normal.z );
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+
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+ // uv
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+ uvs.push( u, 1 - v/vl );
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+
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+ // save index of vertex in respective row
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+ indexRow.push( index );
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+
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+ // increase index
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+ index ++;
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+
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+ }
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+
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+ // now save vertices of the row in our index array
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+ indexArray.push( indexRow );
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+
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+ }
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+
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+ for( y = 1; y <= capsBottomSegments; y++ ) {
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+
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+ var indexRow = [];
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+
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+ var a = (Math.PI/2 - alpha) - (Math.PI - alpha)*( y / capsBottomSegments);
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+
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+ v += radiusBottom*alpha/capsBottomSegments;
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+
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+ var cosA = Math.cos(a);
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+ var sinA = Math.sin(a);
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+
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+ // calculate the radius of the current row
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+ var _radius = cosA*radiusBottom;
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+
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+ for ( x = 0; x <= radialSegments; x ++ ) {
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+
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+ var u = x / radialSegments;
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+
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+ var theta = u * thetaLength + thetaStart;
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+
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+ var sinTheta = Math.sin( theta );
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+ var cosTheta = Math.cos( theta );
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+
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+ // vertex
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+ vertex.x = _radius * sinTheta;
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+ vertex.y = -halfHeight + sinA*radiusBottom;;
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+ vertex.z = _radius * cosTheta;
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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+
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+ // normal
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+ normal.set( cosA*sinTheta, sinA, cosA*cosTheta );
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+ normals.push( normal.x, normal.y, normal.z );
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+
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+ // uv
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+ uvs.push( u, 1 - v/vl );
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+
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+ // save index of vertex in respective row
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+ indexRow.push( index );
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+ // increase index
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+ index ++;
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+ }
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+ // now save vertices of the row in our index array
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+ indexArray.push( indexRow );
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+ }
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+ // generate indices
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+ for ( x = 0; x < radialSegments; x ++ ) {
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+ for ( y = 0; y < capsTopSegments + heightSegments + capsBottomSegments; y ++ ) {
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+ // we use the index array to access the correct indices
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+ var i1 = indexArray[ y ][ x ];
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+ var i2 = indexArray[ y + 1 ][ x ];
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+ var i3 = indexArray[ y + 1 ][ x + 1 ];
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+ var i4 = indexArray[ y ][ x + 1 ];
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+ // face one
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+ indices.push( i1 );
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+ indices.push( i2 );
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+ indices.push( i4 );
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+ // face two
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+ indices.push( i2 );
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+ indices.push( i3 );
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+ indices.push( i4 );
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+ }
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+ }
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+ indices = indices.reverse()
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+
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+ let vDat = new VertexData()
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+ vDat.positions = vertices
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+ vDat.normals = normals
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+ vDat.uvs = uvs
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+ vDat.indices = indices
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+
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+ return vDat
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+}
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+
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+/**
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+ * Class containing static functions to help procedurally build meshes
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+ */
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+export class CapsuleBuilder {
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+ /**
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+ * Creates a capsule or a pill mesh
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+ */
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+ public static CreateCapsule(name: string, options:{
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+ orientation: Vector3,
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+ subdivisions: number,
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+ tessellation: number,
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+ height: number,
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+ radius:number,
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+ capSubdivisions: number,
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+ radiusTop:number,
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+ radiusBottom: number,
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+ thetaStart:number,
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+ thetaLength:number,
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+ topCapSubdivisions:number,
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+ bottomCapSubdivisions:number
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+ }, scene: any): Mesh {
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+
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+ var capsule = new Mesh(name, scene);
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+ var vertexData = VertexData.CreateCapsule(options);
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+ vertexData.applyToMesh(capsule);
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+ return capsule;
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+ }
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+}
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