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three

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JavaScript 3D library

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/** * @author Mugen87 / https://github.com/Mugen87 */ THREE.TorusBufferGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { THREE.BufferGeometry.call( this ); this.type = 'TorusBufferGeometry'; this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc }; radius = radius || 100; tube = tube || 40; radialSegments = Math.floor( radialSegments ) || 8; tubularSegments = Math.floor( tubularSegments ) || 6; arc = arc || Math.PI * 2; // used to calculate buffer length var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); var indexCount = radialSegments * tubularSegments * 2 * 3; // buffers var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); var vertices = new Float32Array( vertexCount * 3 ); var normals = new Float32Array( vertexCount * 3 ); var uvs = new Float32Array( vertexCount * 2 ); // offset variables var vertexBufferOffset = 0; var uvBufferOffset = 0; var indexBufferOffset = 0; // helper variables var center = new THREE.Vector3(); var vertex = new THREE.Vector3(); var normal = new THREE.Vector3(); var j, i; // generate vertices, normals and uvs for ( j = 0; j <= radialSegments; j ++ ) { for ( i = 0; i <= tubularSegments; i ++ ) { var u = i / tubularSegments * arc; var v = j / radialSegments * Math.PI * 2; // vertex vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); vertex.z = tube * Math.sin( v ); vertices[ vertexBufferOffset ] = vertex.x; vertices[ vertexBufferOffset + 1 ] = vertex.y; vertices[ vertexBufferOffset + 2 ] = vertex.z; // this vector is used to calculate the normal center.x = radius * Math.cos( u ); center.y = radius * Math.sin( u ); // normal normal.subVectors( vertex, center ).normalize(); normals[ vertexBufferOffset ] = normal.x; normals[ vertexBufferOffset + 1 ] = normal.y; normals[ vertexBufferOffset + 2 ] = normal.z; // uv uvs[ uvBufferOffset ] = i / tubularSegments; uvs[ uvBufferOffset + 1 ] = j / radialSegments; // update offsets vertexBufferOffset += 3; uvBufferOffset += 2; } } // generate indices for ( j = 1; j <= radialSegments; j ++ ) { for ( i = 1; i <= tubularSegments; i ++ ) { // indices var a = ( tubularSegments + 1 ) * j + i - 1; var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; var d = ( tubularSegments + 1 ) * j + i; // face one indices[ indexBufferOffset ] = a; indices[ indexBufferOffset + 1 ] = b; indices[ indexBufferOffset + 2 ] = d; // face two indices[ indexBufferOffset + 3 ] = b; indices[ indexBufferOffset + 4 ] = c; indices[ indexBufferOffset + 5 ] = d; // update offset indexBufferOffset += 6; } } // build geometry this.setIndex( new THREE.BufferAttribute( indices, 1 ) ); this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); }; THREE.TorusBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); THREE.TorusBufferGeometry.prototype.constructor = THREE.TorusBufferGeometry;