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- ( 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;
- } )();
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