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site/game/node_modules/three/src/helpers/PolarGridHelper.js
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96
site/game/node_modules/three/src/helpers/PolarGridHelper.js
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import { LineSegments } from '../objects/LineSegments.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Color } from '../math/Color.js';
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class PolarGridHelper extends LineSegments {
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constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
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color1 = new Color( color1 );
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color2 = new Color( color2 );
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const vertices = [];
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const colors = [];
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// create the sectors
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if ( sectors > 1 ) {
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for ( let i = 0; i < sectors; i ++ ) {
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const v = ( i / sectors ) * ( Math.PI * 2 );
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const x = Math.sin( v ) * radius;
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const z = Math.cos( v ) * radius;
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vertices.push( 0, 0, 0 );
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vertices.push( x, 0, z );
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const color = ( i & 1 ) ? color1 : color2;
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colors.push( color.r, color.g, color.b );
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colors.push( color.r, color.g, color.b );
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}
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}
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// create the rings
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for ( let i = 0; i < rings; i ++ ) {
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const color = ( i & 1 ) ? color1 : color2;
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const r = radius - ( radius / rings * i );
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for ( let j = 0; j < divisions; j ++ ) {
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// first vertex
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let v = ( j / divisions ) * ( Math.PI * 2 );
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let x = Math.sin( v ) * r;
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let z = Math.cos( v ) * r;
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vertices.push( x, 0, z );
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colors.push( color.r, color.g, color.b );
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// second vertex
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v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
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x = Math.sin( v ) * r;
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z = Math.cos( v ) * r;
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vertices.push( x, 0, z );
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colors.push( color.r, color.g, color.b );
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}
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}
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const geometry = new BufferGeometry();
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geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
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const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
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super( geometry, material );
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this.type = 'PolarGridHelper';
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}
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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}
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export { PolarGridHelper };
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