playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
52 lines (51 loc) • 1.82 kB
JavaScript
import { math } from "../../core/math/math.js";
import { calculateTangents } from "./geometry-utils.js";
import { Geometry } from "./geometry.js";
class TorusGeometry extends Geometry {
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
};