bevy/crates/bevy_render/src/mesh/shape/icosphere.rs
2ne1ugly db0d7698e2 Change From<Icosphere> to TryFrom<Icosphere> (#6484)
# Objective

- Fixes  #6476

## Solution

- Return error instead of panic through `TryFrom`
- ~~Add `.except()` in examples~~ 
- Add `.unwrap()` in examples
2022-11-14 22:34:27 +00:00

114 lines
3.5 KiB
Rust

use crate::mesh::{Indices, Mesh};
use hexasphere::shapes::IcoSphere;
use thiserror::Error;
use wgpu::PrimitiveTopology;
/// A sphere made from a subdivided Icosahedron.
#[derive(Debug, Clone, Copy)]
pub struct Icosphere {
/// The radius of the sphere.
pub radius: f32,
/// The number of subdivisions applied.
pub subdivisions: usize,
}
impl Default for Icosphere {
fn default() -> Self {
Self {
radius: 1.0,
subdivisions: 5,
}
}
}
#[derive(Debug, Clone, Error)]
pub enum FromIcosphereError {
#[error("Cannot create an icosphere of {subdivisions} subdivisions due to there being too many vertices being generated: {number_of_resulting_points}. (Limited to 65535 vertices or 79 subdivisions)")]
TooManyVertices {
subdivisions: usize,
number_of_resulting_points: usize,
},
}
impl TryFrom<Icosphere> for Mesh {
type Error = FromIcosphereError;
fn try_from(sphere: Icosphere) -> Result<Self, Self::Error> {
if sphere.subdivisions >= 80 {
/*
Number of triangles:
N = 20
Number of edges:
E = 30
Number of vertices:
V = 12
Number of points within a triangle (triangular numbers):
inner(s) = (s^2 + s) / 2
Number of points on an edge:
edges(s) = s
Add up all vertices on the surface:
vertices(s) = edges(s) * E + inner(s - 1) * N + V
Expand and simplify. Notice that the triangular number formula has roots at -1, and 0, so translating it one to the right fixes it.
subdivisions(s) = 30s + 20((s^2 - 2s + 1 + s - 1) / 2) + 12
subdivisions(s) = 30s + 10s^2 - 10s + 12
subdivisions(s) = 10(s^2 + 2s) + 12
Factor an (s + 1) term to simplify in terms of calculation
subdivisions(s) = 10(s + 1)^2 + 12 - 10
resulting_vertices(s) = 10(s + 1)^2 + 2
*/
let temp = sphere.subdivisions + 1;
let number_of_resulting_points = temp * temp * 10 + 2;
return Err(FromIcosphereError::TooManyVertices {
subdivisions: sphere.subdivisions,
number_of_resulting_points,
});
}
let generated = IcoSphere::new(sphere.subdivisions, |point| {
let inclination = point.y.acos();
let azimuth = point.z.atan2(point.x);
let norm_inclination = inclination / std::f32::consts::PI;
let norm_azimuth = 0.5 - (azimuth / std::f32::consts::TAU);
[norm_azimuth, norm_inclination]
});
let raw_points = generated.raw_points();
let points = raw_points
.iter()
.map(|&p| (p * sphere.radius).into())
.collect::<Vec<[f32; 3]>>();
let normals = raw_points
.iter()
.copied()
.map(Into::into)
.collect::<Vec<[f32; 3]>>();
let uvs = generated.raw_data().to_owned();
let mut indices = Vec::with_capacity(generated.indices_per_main_triangle() * 20);
for i in 0..20 {
generated.get_indices(i, &mut indices);
}
let indices = Indices::U32(indices);
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.set_indices(Some(indices));
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, points);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
Ok(mesh)
}
}