A class for generating sphere geometries.
const geometry = new v3d.SphereGeometry(15, 32, 16);
const material = new v3d.MeshBasicMaterial({ color: 0xffff00 });
const sphere = new v3d.Mesh(geometry, material);
app.scene.add(sphere);
1.3, and the default is 32.2, and the default is 16.0.2*Math.PI).0.Math.PI).Procedural geometry is fun. However, in real life applications this feature is rarely needed. It would be more efficient do design spheres in the preferred modelling suite and export/load to Verge3D via glTF.
The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to 'sphere slices') can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
See the base BufferGeometry class for common properties.
An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
See the base BufferGeometry class for common methods.
The create object puzzle can be used to create spheres in a code-less manner.
For more info on how to obtain the source code of this module see this page.