File: //var/www/aspa/three/geometries/RingGeometry.js
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
class RingGeometry extends BufferGeometry {
	constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
		super();
		this.type = 'RingGeometry';
		this.parameters = {
			innerRadius: innerRadius,
			outerRadius: outerRadius,
			thetaSegments: thetaSegments,
			phiSegments: phiSegments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};
		thetaSegments = Math.max( 3, thetaSegments );
		phiSegments = Math.max( 1, phiSegments );
		// buffers
		const indices = [];
		const vertices = [];
		const normals = [];
		const uvs = [];
		// some helper variables
		let radius = innerRadius;
		const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
		const vertex = new Vector3();
		const uv = new Vector2();
		// generate vertices, normals and uvs
		for ( let j = 0; j <= phiSegments; j ++ ) {
			for ( let i = 0; i <= thetaSegments; i ++ ) {
				// values are generate from the inside of the ring to the outside
				const segment = thetaStart + i / thetaSegments * thetaLength;
				// vertex
				vertex.x = radius * Math.cos( segment );
				vertex.y = radius * Math.sin( segment );
				vertices.push( vertex.x, vertex.y, vertex.z );
				// normal
				normals.push( 0, 0, 1 );
				// uv
				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
				uv.y = ( vertex.y / outerRadius + 1 ) / 2;
				uvs.push( uv.x, uv.y );
			}
			// increase the radius for next row of vertices
			radius += radiusStep;
		}
		// indices
		for ( let j = 0; j < phiSegments; j ++ ) {
			const thetaSegmentLevel = j * ( thetaSegments + 1 );
			for ( let i = 0; i < thetaSegments; i ++ ) {
				const segment = i + thetaSegmentLevel;
				const a = segment;
				const b = segment + thetaSegments + 1;
				const c = segment + thetaSegments + 2;
				const d = segment + 1;
				// faces
				indices.push( a, b, d );
				indices.push( b, c, d );
			}
		}
		// build geometry
		this.setIndex( indices );
		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
	}
	copy( source ) {
		super.copy( source );
		this.parameters = Object.assign( {}, source.parameters );
		return this;
	}
	static fromJSON( data ) {
		return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
	}
}
export { RingGeometry };