three
Version:
JavaScript 3D library
173 lines (117 loc) • 3.82 kB
JavaScript
import {
BufferGeometry,
Float32BufferAttribute,
Vector3
} from 'three';
/**
* This class can be used to generate a geometry based on a parametric surface.
*
* Reference: [Mesh Generation with Python]{@link https://prideout.net/blog/old/blog/index.html@p=44.html}
*
* ```js
* const geometry = new THREE.ParametricGeometry( klein, 25, 25 );
* const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
* const klein = new THREE.Mesh( geometry, material );
* scene.add( klein );
* ```
*
* @augments BufferGeometry
* @three_import import { ParametricGeometry } from 'three/addons/geometries/ParametricGeometry.js';
*/
class ParametricGeometry extends BufferGeometry {
/**
* Constructs a new parametric geometry.
*
* @param {ParametricGeometry~Func} func - The parametric function. Default is a function that generates a curved plane surface.
* @param {number} [slices=8] - The number of slices to use for the parametric function.
* @param {number} [stacks=8] - The stacks of slices to use for the parametric function.
*/
constructor( func = ( u, v, target ) => target.set( u, v, Math.cos( u ) * Math.sin( v ) ), slices = 8, stacks = 8 ) {
super();
this.type = 'ParametricGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
func: func,
slices: slices,
stacks: stacks
};
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
const EPS = 0.00001;
const normal = new Vector3();
const p0 = new Vector3(), p1 = new Vector3();
const pu = new Vector3(), pv = new Vector3();
// 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 Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}
/**
* Parametric function definition of `ParametricGeometry`.
*
* @callback ParametricGeometry~Func
* @param {number} u - The `u` coordinate on the surface in the range `[0,1]`.
* @param {number} v - The `v` coordinate on the surface in the range `[0,1]`.
* @param {Vector3} target - The target vector that is used to store the method's result.
*/
export { ParametricGeometry };