three
Version:
JavaScript 3D library
116 lines (72 loc) • 2.55 kB
JavaScript
( function () {
/**
* Parametric Surfaces Geometry
* based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
*/
class ParametricGeometry extends THREE.BufferGeometry {
constructor( func = ( u, v, target ) => target.set( u, v, Math.cos( u ) * Math.sin( v ) ), slices = 8, stacks = 8 ) {
super();
this.type = 'ParametricGeometry';
this.parameters = {
func: func,
slices: slices,
stacks: stacks
}; // buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
const EPS = 0.00001;
const normal = new THREE.Vector3();
const p0 = new THREE.Vector3(),
p1 = new THREE.Vector3();
const pu = new THREE.Vector3(),
pv = new THREE.Vector3();
if ( func.length < 3 ) {
console.error( 'THREE.ParametricGeometry: Function must now modify a THREE.Vector3 as third parameter.' );
} // generate vertices, normals and uvs
const sliceCount = slices + 1;
for ( let i = 0; i <= stacks; i ++ ) {
const v = i / stacks;
for ( let j = 0; j <= slices; j ++ ) {
const u = j / slices; // vertex
func( u, v, p0 );
vertices.push( p0.x, p0.y, p0.z ); // normal
// approximate tangent vectors via finite differences
if ( u - EPS >= 0 ) {
func( u - EPS, v, p1 );
pu.subVectors( p0, p1 );
} else {
func( u + EPS, v, p1 );
pu.subVectors( p1, p0 );
}
if ( v - EPS >= 0 ) {
func( u, v - EPS, p1 );
pv.subVectors( p0, p1 );
} else {
func( u, v + EPS, p1 );
pv.subVectors( p1, p0 );
} // cross product of tangent vectors returns surface normal
normal.crossVectors( pu, pv ).normalize();
normals.push( normal.x, normal.y, normal.z ); // uv
uvs.push( u, v );
}
} // generate indices
for ( let i = 0; i < stacks; i ++ ) {
for ( let j = 0; j < slices; j ++ ) {
const a = i * sliceCount + j;
const b = i * sliceCount + j + 1;
const c = ( i + 1 ) * sliceCount + j + 1;
const d = ( i + 1 ) * sliceCount + j; // faces one and two
indices.push( a, b, d );
indices.push( b, c, d );
}
} // build geometry
this.setIndex( indices );
this.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
}
}
THREE.ParametricGeometry = ParametricGeometry;
} )();