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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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import { math } from '../../core/math/math.js'; import { calculateTangents } from './geometry-utils.js'; import { Geometry } from './geometry.js'; /** * A procedural torus-shaped geometry. * * Typically, you would: * * 1. Create a TorusGeometry instance. * 2. Generate a {@link Mesh} from the geometry. * 3. Create a {@link MeshInstance} referencing the mesh. * 4. Create an {@link Entity} with a {@link RenderComponent} and assign the {@link MeshInstance} to it. * 5. Add the entity to the {@link Scene}. * * ```javascript * // Create a mesh instance * const geometry = new pc.TorusGeometry(); * const mesh = pc.Mesh.fromGeometry(app.graphicsDevice, geometry); * const material = new pc.StandardMaterial(); * const meshInstance = new pc.MeshInstance(mesh, material); * * // Create an entity * const entity = new pc.Entity(); * entity.addComponent('render', { * meshInstances: [meshInstance] * }); * * // Add the entity to the scene hierarchy * app.scene.root.addChild(entity); * ``` * * @category Graphics */ class TorusGeometry extends Geometry { /** * Create a new TorusGeometry instance. * * By default, the constructor creates a torus in the XZ-plane with a tube radius of 0.2, a ring * radius of 0.3, 30 segments and 20 sides. The torus is created with UVs in the range of 0 to 1. * * @param {object} [opts] - Options object. * @param {number} [opts.tubeRadius] - The radius of the tube forming the body of the torus. * Defaults to 0.2. * @param {number} [opts.ringRadius] - The radius from the centre of the torus to the centre of the * tube. Defaults to 0.3. * @param {number} [opts.sectorAngle] - The sector angle in degrees of the ring of the torus. * Defaults to 2 * Math.PI. * @param {number} [opts.segments] - The number of radial divisions forming cross-sections of the * torus ring. Defaults to 20. * @param {number} [opts.sides] - The number of divisions around the tubular body of the torus ring. * Defaults to 30. * @param {boolean} [opts.calculateTangents] - Generate tangent information. Defaults to false. * @example * const geometry = new pc.TorusGeometry({ * tubeRadius: 1, * ringRadius: 2, * sectorAngle: 360, * segments: 30, * sides: 20 * }); */ constructor(opts = {}){ super(); // Check the supplied options and provide defaults for unspecified ones const rc = opts.tubeRadius ?? 0.2; const rt = opts.ringRadius ?? 0.3; const sectorAngle = (opts.sectorAngle ?? 360) * math.DEG_TO_RAD; const segments = opts.segments ?? 30; const sides = opts.sides ?? 20; // Variable declarations const positions = []; const normals = []; const uvs = []; const indices = []; for(let i = 0; i <= sides; i++){ for(let j = 0; j <= segments; j++){ const x = Math.cos(sectorAngle * j / segments) * (rt + rc * Math.cos(2 * Math.PI * i / sides)); const y = Math.sin(2 * Math.PI * i / sides) * rc; const z = Math.sin(sectorAngle * j / segments) * (rt + rc * Math.cos(2 * Math.PI * i / sides)); const nx = Math.cos(sectorAngle * j / segments) * Math.cos(2 * Math.PI * i / sides); const ny = Math.sin(2 * Math.PI * i / sides); const nz = Math.sin(sectorAngle * j / segments) * Math.cos(2 * Math.PI * i / sides); const u = i / sides; const v = 1 - j / segments; positions.push(x, y, z); normals.push(nx, ny, nz); uvs.push(u, 1.0 - v); if (i < sides && j < segments) { const first = i * (segments + 1) + j; const second = (i + 1) * (segments + 1) + j; const third = i * (segments + 1) + (j + 1); const fourth = (i + 1) * (segments + 1) + (j + 1); indices.push(first, second, third); indices.push(second, fourth, third); } } } this.positions = positions; this.normals = normals; this.uvs = uvs; this.uvs1 = uvs; // UV1 = UV0 for sphere this.indices = indices; if (opts.calculateTangents) { this.tangents = calculateTangents(positions, normals, uvs, indices); } } } export { TorusGeometry };