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Add meshing for Cone
#11820
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Merged
Add meshing for Cone
#11820
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f33ab2d
Add meshing for `Cone`
Jondolf 978b128
Use variable instead of calling `.len()` several times
Jondolf 302fa5d
Fix vertex and index count
Jondolf 1665b2f
Fix normals and add more comments
Jondolf e9c367e
Fix slope and add test
Jondolf 8986195
Add a couple of comments to test
Jondolf 72fae50
Fix test name
Jondolf 5d0e9f8
Change block comments to normal comments
Jondolf 34b8617
Merge branch 'main' into cone-meshing
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Original file line number | Diff line number | Diff line change |
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use bevy_math::{primitives::Cone, Vec3}; | ||
use wgpu::PrimitiveTopology; | ||
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use crate::{ | ||
mesh::{Indices, Mesh, Meshable}, | ||
render_asset::RenderAssetUsages, | ||
}; | ||
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/// A builder used for creating a [`Mesh`] with a [`Cone`] shape. | ||
#[derive(Clone, Copy, Debug)] | ||
pub struct ConeMeshBuilder { | ||
/// The [`Cone`] shape. | ||
pub cone: Cone, | ||
/// The number of vertices used for the base of the cone. | ||
/// | ||
/// The default is `32`. | ||
pub resolution: u32, | ||
} | ||
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impl Default for ConeMeshBuilder { | ||
fn default() -> Self { | ||
Self { | ||
cone: Cone::default(), | ||
resolution: 32, | ||
} | ||
} | ||
} | ||
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impl ConeMeshBuilder { | ||
/// Creates a new [`ConeMeshBuilder`] from a given radius, height, | ||
/// and number of vertices used for the base of the cone. | ||
#[inline] | ||
pub const fn new(radius: f32, height: f32, resolution: u32) -> Self { | ||
Self { | ||
cone: Cone { radius, height }, | ||
resolution, | ||
} | ||
} | ||
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/// Sets the number of vertices used for the base of the cone. | ||
#[inline] | ||
pub const fn resolution(mut self, resolution: u32) -> Self { | ||
self.resolution = resolution; | ||
self | ||
} | ||
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/// Builds a [`Mesh`] based on the configuration in `self`. | ||
pub fn build(&self) -> Mesh { | ||
let half_height = self.cone.height / 2.0; | ||
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// `resolution` vertices for the base, `resolution` vertices for the bottom of the lateral surface, | ||
// and one vertex for the tip. | ||
let num_vertices = self.resolution as usize * 2 + 1; | ||
let num_indices = self.resolution as usize * 6 - 6; | ||
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let mut positions = Vec::with_capacity(num_vertices); | ||
let mut normals = Vec::with_capacity(num_vertices); | ||
let mut uvs = Vec::with_capacity(num_vertices); | ||
let mut indices = Vec::with_capacity(num_indices); | ||
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// Tip | ||
positions.push([0.0, half_height, 0.0]); | ||
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// The tip doesn't have a singular normal that works correctly. | ||
// We use an invalid normal here so that it becomes NaN in the fragment shader | ||
// and doesn't affect the overall shading. This might seem hacky, but it's one of | ||
// the only ways to get perfectly smooth cones without creases or other shading artefacts. | ||
// | ||
// Note that this requires that normals are not normalized in the vertex shader, | ||
// as that would make the entire triangle invalid and make the cone appear as black. | ||
normals.push([0.0, 0.0, 0.0]); | ||
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// The UVs of the cone are in polar coordinates, so it's like projecting a circle texture from above. | ||
// The center of the texture is at the center of the lateral surface, at the tip of the cone. | ||
uvs.push([0.5, 0.5]); | ||
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// Now we build the lateral surface, the side of the cone. | ||
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// The vertex normals will be perpendicular to the surface. | ||
// | ||
// Here we get the slope of a normal and use it for computing | ||
// the multiplicative inverse of the length of a vector in the direction | ||
// of the normal. This allows us to normalize vertex normals efficiently. | ||
let normal_slope = self.cone.radius / self.cone.height; | ||
// Equivalent to Vec2::new(1.0, slope).length().recip() | ||
let normalization_factor = (1.0 + normal_slope * normal_slope).sqrt().recip(); | ||
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// How much the angle changes at each step | ||
let step_theta = std::f32::consts::TAU / self.resolution as f32; | ||
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// Add vertices for the bottom of the lateral surface. | ||
for segment in 0..self.resolution { | ||
let theta = segment as f32 * step_theta; | ||
let (sin, cos) = theta.sin_cos(); | ||
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// The vertex normal perpendicular to the side | ||
let normal = Vec3::new(cos, normal_slope, sin) * normalization_factor; | ||
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positions.push([self.cone.radius * cos, -half_height, self.cone.radius * sin]); | ||
normals.push(normal.to_array()); | ||
uvs.push([0.5 + cos * 0.5, 0.5 + sin * 0.5]); | ||
} | ||
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// Add indices for the lateral surface. Each triangle is formed by the tip | ||
// and two vertices at the base. | ||
for j in 1..self.resolution { | ||
indices.extend_from_slice(&[0, j + 1, j]); | ||
} | ||
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// Close the surface with a triangle between the tip, first base vertex, and last base vertex. | ||
indices.extend_from_slice(&[0, 1, self.resolution]); | ||
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// Now we build the actual base of the cone. | ||
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let index_offset = positions.len() as u32; | ||
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// Add base vertices. | ||
for i in 0..self.resolution { | ||
let theta = i as f32 * step_theta; | ||
let (sin, cos) = theta.sin_cos(); | ||
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positions.push([cos * self.cone.radius, -half_height, sin * self.cone.radius]); | ||
normals.push([0.0, -1.0, 0.0]); | ||
uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); | ||
} | ||
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// Add base indices. | ||
for i in 1..(self.resolution - 1) { | ||
indices.extend_from_slice(&[index_offset, index_offset + i, index_offset + i + 1]); | ||
} | ||
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Mesh::new( | ||
PrimitiveTopology::TriangleList, | ||
RenderAssetUsages::default(), | ||
) | ||
.with_inserted_indices(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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impl Meshable for Cone { | ||
type Output = ConeMeshBuilder; | ||
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fn mesh(&self) -> Self::Output { | ||
ConeMeshBuilder { | ||
cone: *self, | ||
..Default::default() | ||
} | ||
} | ||
} | ||
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impl From<Cone> for Mesh { | ||
fn from(cone: Cone) -> Self { | ||
cone.mesh().build() | ||
} | ||
} | ||
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impl From<ConeMeshBuilder> for Mesh { | ||
fn from(cone: ConeMeshBuilder) -> Self { | ||
cone.build() | ||
} | ||
} | ||
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#[cfg(test)] | ||
mod tests { | ||
use bevy_math::{primitives::Cone, Vec2}; | ||
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use crate::mesh::{Mesh, Meshable, VertexAttributeValues}; | ||
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/// Rounds floats to handle floating point error in tests. | ||
fn round_floats<const N: usize>(points: &mut [[f32; N]]) { | ||
for point in points.iter_mut() { | ||
for coord in point.iter_mut() { | ||
let round = (*coord * 100.0).round() / 100.0; | ||
if (*coord - round).abs() < 0.00001 { | ||
*coord = round; | ||
} | ||
} | ||
} | ||
} | ||
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#[test] | ||
fn cone_mesh() { | ||
let mut mesh = Cone { | ||
radius: 0.5, | ||
height: 1.0, | ||
} | ||
.mesh() | ||
.resolution(4) | ||
.build(); | ||
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let Some(VertexAttributeValues::Float32x3(mut positions)) = | ||
mesh.remove_attribute(Mesh::ATTRIBUTE_POSITION) | ||
else { | ||
panic!("Expected positions f32x3"); | ||
}; | ||
let Some(VertexAttributeValues::Float32x3(mut normals)) = | ||
mesh.remove_attribute(Mesh::ATTRIBUTE_NORMAL) | ||
else { | ||
panic!("Expected normals f32x3"); | ||
}; | ||
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round_floats(&mut positions); | ||
round_floats(&mut normals); | ||
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// Vertex positions | ||
assert_eq!( | ||
[ | ||
// Tip | ||
[0.0, 0.5, 0.0], | ||
// Lateral surface | ||
[0.5, -0.5, 0.0], | ||
[0.0, -0.5, 0.5], | ||
[-0.5, -0.5, 0.0], | ||
[0.0, -0.5, -0.5], | ||
// Base | ||
[0.5, -0.5, 0.0], | ||
[0.0, -0.5, 0.5], | ||
[-0.5, -0.5, 0.0], | ||
[0.0, -0.5, -0.5], | ||
], | ||
&positions[..] | ||
); | ||
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// Vertex normals | ||
let [x, y] = Vec2::new(0.5, -1.0).perp().normalize().to_array(); | ||
assert_eq!( | ||
&[ | ||
// Tip | ||
[0.0, 0.0, 0.0], | ||
// Lateral surface | ||
[x, y, 0.0], | ||
[0.0, y, x], | ||
[-x, y, 0.0], | ||
[0.0, y, -x], | ||
// Base | ||
[0.0, -1.0, 0.0], | ||
[0.0, -1.0, 0.0], | ||
[0.0, -1.0, 0.0], | ||
[0.0, -1.0, 0.0], | ||
], | ||
&normals[..] | ||
); | ||
} | ||
} |
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Diagrams for positions, normals, and UVs would make the math easier to follow.
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For now I just added better comments explaining the math and logic. I can maybe try making some simple diagrams too if I can make clean ones, but personally I think text is probably enough here.