playcanvas
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Open-source WebGL/WebGPU 3D engine for the web
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JavaScript
import { math } from "../../core/math/math.js";
import { calculateTangents } from "./geometry-utils.js";
import { Geometry } from "./geometry.js";
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();
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;
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 - 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;
this.indices = indices;
if (opts.calculateTangents) {
this.tangents = calculateTangents(positions, normals, uvs, indices);
}
}
}
export {
TorusGeometry
};