UNPKG

@babylonjs/core

Version:

Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

119 lines 6.02 kB
import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.js"; import { Mesh } from "../mesh.js"; import { VertexData } from "../mesh.vertexData.js"; import { useOpenGLOrientationForUV } from "../../Compat/compatibilityOptions.js"; /** * Creates the VertexData for a torus * @param options an object used to set the following optional parameters for the box, required but can be empty * * diameter the diameter of the torus, optional default 1 * * thickness the diameter of the tube forming the torus, optional default 0.5 * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24 * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1) * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1) * @param options.diameter * @param options.thickness * @param options.tessellation * @param options.sideOrientation * @param options.frontUVs * @param options.backUVs * @returns the VertexData of the torus */ export function CreateTorusVertexData(options) { const indices = []; const positions = []; const normals = []; const uvs = []; const diameter = options.diameter || 1; const thickness = options.thickness || 0.5; const tessellation = (options.tessellation || 16) | 0; const sideOrientation = options.sideOrientation === 0 ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE; const stride = tessellation + 1; for (let i = 0; i <= tessellation; i++) { const u = i / tessellation; const outerAngle = (i * Math.PI * 2.0) / tessellation - Math.PI / 2.0; const transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle)); for (let j = 0; j <= tessellation; j++) { const v = 1 - j / tessellation; const innerAngle = (j * Math.PI * 2.0) / tessellation + Math.PI; const dx = Math.cos(innerAngle); const dy = Math.sin(innerAngle); // Create a vertex. let normal = new Vector3(dx, dy, 0); let position = normal.scale(thickness / 2); const textureCoordinate = new Vector2(u, v); position = Vector3.TransformCoordinates(position, transform); normal = Vector3.TransformNormal(normal, transform); positions.push(position.x, position.y, position.z); normals.push(normal.x, normal.y, normal.z); uvs.push(textureCoordinate.x, useOpenGLOrientationForUV ? 1.0 - textureCoordinate.y : textureCoordinate.y); // And create indices for two triangles. const nextI = (i + 1) % stride; const nextJ = (j + 1) % stride; indices.push(i * stride + j); indices.push(i * stride + nextJ); indices.push(nextI * stride + j); indices.push(i * stride + nextJ); indices.push(nextI * stride + nextJ); indices.push(nextI * stride + j); } } // Sides VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs); // Result const vertexData = new VertexData(); vertexData.indices = indices; vertexData.positions = positions; vertexData.normals = normals; vertexData.uvs = uvs; return vertexData; } /** * Creates a torus mesh * * The parameter `diameter` sets the diameter size (float) of the torus (default 1) * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5) * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16) * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created. * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param options.diameter * @param options.thickness * @param options.tessellation * @param options.updatable * @param options.sideOrientation * @param options.frontUVs * @param options.backUVs * @param scene defines the hosting scene * @returns the torus mesh * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#torus */ export function CreateTorus(name, options = {}, scene) { const torus = new Mesh(name, scene); options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation); torus._originalBuilderSideOrientation = options.sideOrientation; const vertexData = CreateTorusVertexData(options); vertexData.applyToMesh(torus, options.updatable); return torus; } /** * Class containing static functions to help procedurally build meshes * @deprecated use CreateTorus instead */ export const TorusBuilder = { // eslint-disable-next-line @typescript-eslint/naming-convention CreateTorus, }; VertexData.CreateTorus = CreateTorusVertexData; Mesh.CreateTorus = (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) => { const options = { diameter, thickness, tessellation, sideOrientation, updatable, }; return CreateTorus(name, options, scene); }; //# sourceMappingURL=torusBuilder.js.map