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- /**
- * @author zz85 / https://github.com/zz85
- * @author Mugen87 / https://github.com/Mugen87
- *
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- */
- import { Geometry } from '../core/Geometry.js';
- import { BufferGeometry } from '../core/BufferGeometry.js';
- import { Float32BufferAttribute } from '../core/BufferAttribute.js';
- import { Vector3 } from '../math/Vector3.js';
- // ParametricGeometry
- function ParametricGeometry( func, slices, stacks ) {
- Geometry.call( this );
- this.type = 'ParametricGeometry';
- this.parameters = {
- func: func,
- slices: slices,
- stacks: stacks
- };
- this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
- this.mergeVertices();
- }
- ParametricGeometry.prototype = Object.create( Geometry.prototype );
- ParametricGeometry.prototype.constructor = ParametricGeometry;
- // ParametricBufferGeometry
- function ParametricBufferGeometry( func, slices, stacks ) {
- BufferGeometry.call( this );
- this.type = 'ParametricBufferGeometry';
- this.parameters = {
- func: func,
- slices: slices,
- stacks: stacks
- };
- // buffers
- var indices = [];
- var vertices = [];
- var normals = [];
- var uvs = [];
- var EPS = 0.00001;
- var normal = new Vector3();
- var p0 = new Vector3(), p1 = new Vector3();
- var pu = new Vector3(), pv = new Vector3();
- var i, j;
- // generate vertices, normals and uvs
- var sliceCount = slices + 1;
- for ( i = 0; i <= stacks; i ++ ) {
- var v = i / stacks;
- for ( j = 0; j <= slices; j ++ ) {
- var u = j / slices;
- // vertex
- p0 = func( u, v, p0 );
- vertices.push( p0.x, p0.y, p0.z );
- // normal
- // approximate tangent vectors via finite differences
- if ( u - EPS >= 0 ) {
- p1 = func( u - EPS, v, p1 );
- pu.subVectors( p0, p1 );
- } else {
- p1 = func( u + EPS, v, p1 );
- pu.subVectors( p1, p0 );
- }
- if ( v - EPS >= 0 ) {
- p1 = func( u, v - EPS, p1 );
- pv.subVectors( p0, p1 );
- } else {
- p1 = 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 ( i = 0; i < stacks; i ++ ) {
- for ( j = 0; j < slices; j ++ ) {
- var a = i * sliceCount + j;
- var b = i * sliceCount + j + 1;
- var c = ( i + 1 ) * sliceCount + j + 1;
- var 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- }
- ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
- ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
- export { ParametricGeometry, ParametricBufferGeometry };
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