Torus with wrapped texture coordinates
In your harnessMesh algorithmMIT
Build a ring torus around the Y axis with unit normals and a texture grid that wraps in both directions. Use it for rings, donuts, tyres and as a genus-one test surface.

What it takes and gives
- Entry points
- torus, main
- Parameters
- major_radius, minor_radius, segments, sides
- Complexity
- O(segments * sides)
- Axes
- +Y up, metres
Limits. The texture seam duplicates one row and one column, so the mesh is closed only after welding. Self-intersecting (horn and spindle) tori, with the minor radius at or above the major radius, are not handled specially. The polygon volume is below the smooth torus's.
Details
- Kind
- Mesh algorithm
- Engine
- Python 3.10 or later
- Files
- 10 files, 239.2 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
- Checks
- generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
- Techniques
- Torus parameterization ((R + r cos v) cos u, r sin v, -(R + r cos v) sin u), Polygonal surface of revolution
- Tags
- primitive, torus, ring, genus one, texture coordinates, donut
- Identity
library.supply.creative_originals.b86bfc7bbf524b00e1ecf57d.70d0b2b1de51b8cc- Version
70d0b2b1de51b8cc5e6bc4d09dc730707c60e67498d6b66e82eb2eccd0f647f0
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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