#http://www.mathcurve.com/surfaces/tore/tore.shtml
vertices = D1:100 D2:100
u = from 0 to (PI*2) D1
v = from 0 to (PI*2) D2
a = rand2(1, 10)
b = rand2(0.5, a)

t = sqrt(a*a - b*b)
e = rand2(-2,2)

x = t*sin(v)*cos(u) - e*(b + a*cos(v))*sin(u)
z = t*sin(v)*sin(u) + e*(b + a*cos(v))*cos(u)
y = b*sin(v)
