import { LineSegments } from '../objects/LineSegments.js'; import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; import { Float32BufferAttribute } from '../core/BufferAttribute.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; import { Color } from '../math/Color.js'; class PolarGridHelper extends LineSegments { constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { color1 = new Color( color1 ); color2 = new Color( color2 ); const vertices = []; const colors = []; // create the sectors if ( sectors > 1 ) { for ( let i = 0; i < sectors; i ++ ) { const v = ( i / sectors ) * ( Math.PI * 2 ); const x = Math.sin( v ) * radius; const z = Math.cos( v ) * radius; vertices.push( 0, 0, 0 ); vertices.push( x, 0, z ); const color = ( i & 1 ) ? color1 : color2; colors.push( color.r, color.g, color.b ); colors.push( color.r, color.g, color.b ); } } // create the rings for ( let i = 0; i < rings; i ++ ) { const color = ( i & 1 ) ? color1 : color2; const r = radius - ( radius / rings * i ); for ( let j = 0; j < divisions; j ++ ) { // first vertex let v = ( j / divisions ) * ( Math.PI * 2 ); let x = Math.sin( v ) * r; let z = Math.cos( v ) * r; vertices.push( x, 0, z ); colors.push( color.r, color.g, color.b ); // second vertex v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); x = Math.sin( v ) * r; z = Math.cos( v ) * r; vertices.push( x, 0, z ); colors.push( color.r, color.g, color.b ); } } const geometry = new BufferGeometry(); geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); super( geometry, material ); this.type = 'PolarGridHelper'; } } export { PolarGridHelper };