| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115 | 
							- ( 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;
 
- } )();
 
 
  |