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[Merged by Bors] - Add cylinder shape #6809
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,127 @@ | ||
| use crate::mesh::{Indices, Mesh}; | ||
| use wgpu::PrimitiveTopology; | ||
|
|
||
| /// A cylinder which stands on the XZ plane | ||
| pub struct Cylinder { | ||
| /// Radius in the XZ plane. | ||
| pub radius: f32, | ||
| /// Height of the cylinder in the Y axis. | ||
| pub height: f32, | ||
| /// The number of vertices around each horizontal slice of the cylinder. If you are looking at the cylinder from | ||
| /// above, this is the number of points you will see on the circle. | ||
| /// A higher number will make it appear more circular. | ||
| pub resolution: u32, | ||
| /// The number of segments between the two ends. Setting this to 1 will have triangles spanning the full | ||
| /// height of the cylinder. Setting it to 2 will have two sets of triangles with a horizontal slice in the middle of | ||
| /// cylinder. Greater numbers increase triangles/slices in the same way. | ||
| pub segments: u32, | ||
| } | ||
|
|
||
| impl Default for Cylinder { | ||
| fn default() -> Self { | ||
| Self { | ||
| radius: 0.5, | ||
| height: 1.0, | ||
| resolution: 16, | ||
| segments: 1, | ||
| } | ||
| } | ||
| } | ||
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| impl From<Cylinder> for Mesh { | ||
| fn from(c: Cylinder) -> Self { | ||
| debug_assert!(c.radius > 0.0); | ||
| debug_assert!(c.height > 0.0); | ||
| debug_assert!(c.resolution > 2); | ||
| debug_assert!(c.segments > 0); | ||
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| 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; | ||
|
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| 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); | ||
|
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| let step_theta = std::f32::consts::TAU / c.resolution as f32; | ||
| let step_y = c.height / c.segments as f32; | ||
|
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| // rings | ||
|
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| for ring in 0..num_rings { | ||
| let y = -c.height / 2.0 + ring as f32 * step_y; | ||
|
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| for segment in 0..=c.resolution { | ||
| let theta = segment as f32 * step_theta; | ||
| let (sin, cos) = theta.sin_cos(); | ||
|
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| positions.push([c.radius * cos, y, c.radius * sin]); | ||
| normals.push([cos, 0., sin]); | ||
| uvs.push([ | ||
| segment as f32 / c.resolution as f32, | ||
| ring as f32 / c.segments as f32, | ||
| ]); | ||
| } | ||
| } | ||
|
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||
| // barrel skin | ||
|
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| for i in 0..c.segments { | ||
| let ring = i * (c.resolution + 1); | ||
| let next_ring = (i + 1) * (c.resolution + 1); | ||
|
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||
| 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 | ||
|
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| 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)) | ||
| }; | ||
|
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| for i in 0..c.resolution { | ||
| let theta = i as f32 * step_theta; | ||
| let (sin, cos) = theta.sin_cos(); | ||
|
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||
| positions.push([cos * c.radius, y, sin * c.radius]); | ||
| normals.push([0.0, normal_y, 0.0]); | ||
| uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]); | ||
| } | ||
|
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||
| for i in 1..(c.resolution as u32 - 1) { | ||
| indices.extend_from_slice(&[ | ||
| offset, | ||
| offset + i + winding.0, | ||
| offset + i + winding.1, | ||
| ]); | ||
| } | ||
| }; | ||
|
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||
| // top | ||
|
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| build_cap(true); | ||
| build_cap(false); | ||
|
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| let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); | ||
| mesh.set_indices(Some(Indices::U32(indices))); | ||
| mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions); | ||
| mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals); | ||
| mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs); | ||
| mesh | ||
| } | ||
| } | ||
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