bevy/crates/bevy_render/src/mesh/primitives/dim3/cylinder.rs
Lynn 4c86ad6aed
Mesh insert indices (#11745)
# Objective

- Fixes #11740 

## Solution

- Turned `Mesh::set_indices` into `Mesh::insert_indices` and added
related methods for completeness.

---

## Changelog

- Replaced `Mesh::set_indices(indices: Option<Indices>)` with
`Mesh::insert_indices(indices: Indices)`
- Replaced `Mesh::with_indices(indices: Option<Indices>)` with
`Mesh::with_inserted_indices(indices: Indices)` and
`Mesh::with_removed_indices()` mirroring the API for inserting /
removing attributes.
- Updated the examples and internal uses of the APIs described above.

## Migration Guide

- Use `Mesh::insert_indices` or `Mesh::with_inserted_indices` instead of
`Mesh::set_indices` / `Mesh::with_indices`.
- If you have passed `None` to `Mesh::set_indices` or
`Mesh::with_indices` you should use `Mesh::remove_indices` or
`Mesh::with_removed_indices` instead.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-06 23:31:48 +00:00

185 lines
5.4 KiB
Rust

use bevy_math::primitives::Cylinder;
use wgpu::PrimitiveTopology;
use crate::{
mesh::{Indices, Mesh, Meshable},
render_asset::RenderAssetUsages,
};
/// A builder used for creating a [`Mesh`] with a [`Cylinder`] shape.
#[derive(Clone, Copy, Debug)]
pub struct CylinderMeshBuilder {
/// The [`Cylinder`] shape.
pub cylinder: Cylinder,
/// The number of vertices used for the top and bottom of the cylinder.
///
/// The default is `32`.
pub resolution: u32,
/// The number of segments along the height of the cylinder.
/// Must be greater than `0` for geometry to be generated.
///
/// The default is `1`.
pub segments: u32,
}
impl Default for CylinderMeshBuilder {
fn default() -> Self {
Self {
cylinder: Cylinder::default(),
resolution: 32,
segments: 1,
}
}
}
impl CylinderMeshBuilder {
/// Creates a new [`CylinderMeshBuilder`] from the given radius, a height,
/// and a resolution used for the top and bottom.
#[inline]
pub fn new(radius: f32, height: f32, resolution: u32) -> Self {
Self {
cylinder: Cylinder::new(radius, height),
resolution,
..Default::default()
}
}
/// Sets the number of vertices used for the top and bottom of the cylinder.
#[inline]
pub const fn resolution(mut self, resolution: u32) -> Self {
self.resolution = resolution;
self
}
/// Sets the number of segments along the height of the cylinder.
/// Must be greater than `0` for geometry to be generated.
#[inline]
pub const fn segments(mut self, segments: u32) -> Self {
self.segments = segments;
self
}
/// Builds a [`Mesh`] based on the configuration in `self`.
pub fn build(&self) -> Mesh {
let resolution = self.resolution;
let segments = self.segments;
debug_assert!(resolution > 2);
debug_assert!(segments > 0);
let num_rings = segments + 1;
let num_vertices = resolution * 2 + num_rings * (resolution + 1);
let num_faces = resolution * (num_rings - 2);
let num_indices = (2 * num_faces + 2 * (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 / resolution as f32;
let step_y = 2.0 * self.cylinder.half_height / segments as f32;
// rings
for ring in 0..num_rings {
let y = -self.cylinder.half_height + ring as f32 * step_y;
for segment in 0..=resolution {
let theta = segment as f32 * step_theta;
let (sin, cos) = theta.sin_cos();
positions.push([self.cylinder.radius * cos, y, self.cylinder.radius * sin]);
normals.push([cos, 0., sin]);
uvs.push([
segment as f32 / resolution as f32,
ring as f32 / segments as f32,
]);
}
}
// barrel skin
for i in 0..segments {
let ring = i * (resolution + 1);
let next_ring = (i + 1) * (resolution + 1);
for j in 0..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 {
(self.cylinder.half_height, 1., (1, 0))
} else {
(-self.cylinder.half_height, -1., (0, 1))
};
for i in 0..self.resolution {
let theta = i as f32 * step_theta;
let (sin, cos) = theta.sin_cos();
positions.push([cos * self.cylinder.radius, y, sin * self.cylinder.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..(self.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,
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)
}
}
impl Meshable for Cylinder {
type Output = CylinderMeshBuilder;
fn mesh(&self) -> Self::Output {
CylinderMeshBuilder {
cylinder: *self,
..Default::default()
}
}
}
impl From<Cylinder> for Mesh {
fn from(cylinder: Cylinder) -> Self {
cylinder.mesh().build()
}
}
impl From<CylinderMeshBuilder> for Mesh {
fn from(cylinder: CylinderMeshBuilder) -> Self {
cylinder.build()
}
}