File: //var/www/aspa/three/addons/geometries/ParametricGeometry.js
/**
 * Parametric Surfaces Geometry
 * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
 */
import {
	BufferGeometry,
	Float32BufferAttribute,
	Vector3
} from 'three';
class ParametricGeometry extends 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 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;
	}
}
export { ParametricGeometry };