Tutorial: Away3D TypeScript: Primitives – Torus

This is a quick overview tutorial of the Torus primitive in the Away3D TypeScript library.

We will be recreating the scene as seen above.

To use a Torus primitive, we’ll need to:

  • Declare, instantiate, and initialize a new Torus object.
  • Declare, instantiate, and initialize a new Mesh object.
  • Assign the Torus object to the Mesh object.
  • Add the Mesh object to the scene.

This tutorial builds off of the Away3D TypeScript: Template. All the new or changed code will be highlighted in the full code block below.

TorusPrimitive.ts

Line 15 declares a variable named _objectMesh of type Mesh().

Line 53 instantiates a new Mesh() object referenced by the variable _objectMesh. Then _objectMesh was initialized by calling the getNewObject method on a new PrimitiveTorusPrefab object that was cast-typed to type Mesh. We’ll discuss the values passed to the prefab later.

Line 54 adds the Mesh object containing the defined prefab geometry to the scene.

Lines 67-68 adds a spin to our Mesh object on every frame of animation.

That’s it, our object is in the scene.

However, we glazed over the initialization process, let’s take a closer look at the object’s constructor.

Constructor

The constructor looks as follows:

The Constructor’s Parameters:

  • radius:Number (default = 50) — The radius of the torus.
  • tubeRadius:Number (default = 50) — The radius of the inner tube of the torus. (Lower number makes a thin ring. Higher number makes a thick doughnut.
  • segmentsR:uint (default = 16) — Defines the number of horizontal segments that make up the torus.
  • segmentsT:uint (default = 8) — Defines the number of vertical segments that make up the torus.
  • yUp:Boolean (default = true) — Defines whether the torus poles should lay on the Y-axis (true) or on the Z-axis (false).

So in our initialization we stated:

Which created a Torus:

  • With a radius of 250 units.
  • With a tubeRadius of 50 units.
  • 16 segments along the horizontal axis.
  • 8 segments along the vertical axis.
  • We said true to that the plane’s normal vector should point along the Y axis.

In Closing

Adding a basic primitive is relatively easy. Just understanding the constructor and what the parameters are, is the hardest part. You can look at the official documentation here.

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