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8d2fbaa
Add cone, make cylinder special case of a cone
de33c4d
Update crates/bevy_render/src/mesh/shape/cone.rs
torsteingrindvik 30e300b
Change cone default
d3888b6
Skip making cap if radius zero
3f1ef3f
Use higher geometry defaults for cone, add Y normal component
8ca6aef
Docs, diagram
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use crate::mesh::{Indices, Mesh}; | ||
use bevy_math::Vec3; | ||
use wgpu::PrimitiveTopology; | ||
|
||
/// A cone which stands on the XZ plane. | ||
/// | ||
/// If either radius is 0., the tip will be sharp. Otherwise, the cone will appear truncated, with flat surfaces on either end. | ||
/// | ||
/// # Diagram | ||
/// | ||
/// See an illustrative diagram [here](https://github.com/bevyengine/bevy/blob/main/assets/docs/Cone.png). | ||
/// The diagram illustrates the following properties: | ||
/// | ||
/// * The height of the cone is evenly split by the XZ plane, so half height above, half below. | ||
/// * A resolution of 8 means each horizontal (XZ) face has 8 vertices. | ||
/// * A top radius of 0.0 means a sharp tip. | ||
/// * 3 segments (divided by the dotted lines) means there are 3 segments of quads enveloping the cone. | ||
/// | ||
/// Note that the sharp tip still contains the same amount of vertices as the bottom. | ||
#[derive(Clone, Copy, Debug)] | ||
pub struct Cone { | ||
/// Radius in the XZ plane at the upper face. | ||
/// | ||
/// Can be zero for a sharp tip, but both top and bottom should not be zero at the same time. | ||
pub top_radius: f32, | ||
|
||
/// Radius in the XZ plane at the bottom face. | ||
/// | ||
/// Can be zero for a sharp tip, but both top and bottom should not be zero at the same time. | ||
pub bottom_radius: f32, | ||
|
||
/// Height of the cone in the Y axis. | ||
/// | ||
/// Should be greater than zero. | ||
pub height: f32, | ||
|
||
/// The number of vertices around each horizontal slice of the cone. If you are looking at the cone from | ||
/// above, this is the number of points you will see on the circle. | ||
/// A higher number will make it appear more circular. | ||
/// | ||
/// Should be above two. | ||
pub resolution: u32, | ||
|
||
/// The number of segments between the two ends. Setting this to 1 will have triangles spanning the full | ||
/// height of the cone. Setting it to 2 will have two sets of triangles with a horizontal slice in the middle of | ||
/// the cone. Greater numbers increase triangles/slices in the same way. | ||
/// | ||
/// Should be greater than zero. | ||
pub segments: u32, | ||
} | ||
|
||
impl Default for Cone { | ||
fn default() -> Self { | ||
Self { | ||
top_radius: 0.0, | ||
bottom_radius: 0.5, | ||
height: 1.0, | ||
resolution: 64, | ||
segments: 4, | ||
} | ||
} | ||
} | ||
|
||
impl From<Cone> for Mesh { | ||
fn from(c: Cone) -> Self { | ||
debug_assert!(c.top_radius >= 0.0); | ||
debug_assert!(c.bottom_radius >= 0.0); | ||
debug_assert!(!(c.bottom_radius == 0.0 && c.top_radius == 0.0)); | ||
debug_assert!(c.height > 0.0); | ||
debug_assert!(c.resolution > 2); | ||
debug_assert!(c.segments > 0); | ||
|
||
let num_rings = c.segments + 1; | ||
let num_vertices = c.resolution * 2 + num_rings * (c.resolution + 1); | ||
let num_faces = c.resolution * (num_rings - 2); | ||
let num_indices = (2 * num_faces + 2 * (c.resolution - 1) * 2) * 3; | ||
|
||
let mut positions = Vec::with_capacity(num_vertices as usize); | ||
let mut normals = Vec::with_capacity(num_vertices as usize); | ||
let mut uvs = Vec::with_capacity(num_vertices as usize); | ||
let mut indices = Vec::with_capacity(num_indices as usize); | ||
|
||
let step_theta = std::f32::consts::TAU / c.resolution as f32; | ||
let step_y = c.height / c.segments as f32; | ||
let step_radius = (c.top_radius - c.bottom_radius) / c.segments as f32; | ||
|
||
// rings | ||
|
||
for ring in 0..num_rings { | ||
let y = -c.height / 2.0 + ring as f32 * step_y; | ||
let radius = c.bottom_radius + ring as f32 * step_radius; | ||
|
||
for segment in 0..=c.resolution { | ||
let theta = segment as f32 * step_theta; | ||
let (sin, cos) = theta.sin_cos(); | ||
|
||
positions.push([radius * cos, y, radius * sin]); | ||
normals.push( | ||
Vec3::new(cos, (c.bottom_radius - c.top_radius) / c.height, sin) | ||
.normalize() | ||
.to_array(), | ||
); | ||
uvs.push([ | ||
segment as f32 / c.resolution as f32, | ||
ring as f32 / c.segments as f32, | ||
]); | ||
} | ||
} | ||
|
||
// barrel skin | ||
|
||
for i in 0..c.segments { | ||
let ring = i * (c.resolution + 1); | ||
let next_ring = (i + 1) * (c.resolution + 1); | ||
|
||
for j in 0..c.resolution { | ||
indices.extend_from_slice(&[ | ||
ring + j, | ||
next_ring + j, | ||
ring + j + 1, | ||
next_ring + j, | ||
next_ring + j + 1, | ||
ring + j + 1, | ||
]); | ||
} | ||
} | ||
|
||
// caps | ||
|
||
let mut build_cap = |top: bool| { | ||
let offset = positions.len() as u32; | ||
let (y, normal_y, winding) = if top { | ||
(c.height / 2., 1., (1, 0)) | ||
} else { | ||
(c.height / -2., -1., (0, 1)) | ||
}; | ||
|
||
let radius = if top { c.top_radius } else { c.bottom_radius }; | ||
|
||
if radius == 0.0 { | ||
return; | ||
} | ||
|
||
for i in 0..c.resolution { | ||
let theta = i as f32 * step_theta; | ||
let (sin, cos) = theta.sin_cos(); | ||
|
||
positions.push([cos * radius, y, sin * radius]); | ||
normals.push([0.0, normal_y, 0.0]); | ||
uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); | ||
} | ||
|
||
for i in 1..(c.resolution - 1) { | ||
indices.extend_from_slice(&[ | ||
offset, | ||
offset + i + winding.0, | ||
offset + i + winding.1, | ||
]); | ||
} | ||
}; | ||
|
||
// top | ||
|
||
build_cap(true); | ||
build_cap(false); | ||
|
||
Mesh::new(PrimitiveTopology::TriangleList) | ||
.with_indices(Some(Indices::U32(indices))) | ||
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions) | ||
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals) | ||
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs) | ||
} | ||
} |
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