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Add cylinder shape (bevyengine#6809)
# Objective Adds a cylinder shape. Fixes bevyengine#2282. ## Solution - I added a custom cylinder shape, taken from [here](https://github.com/rparrett/typey_birb/blob/main/src/cylinder.rs) with permission from @rparrett. - I also added the cylinder shape to the `3d_shapes` example scene. --- ## Changelog - Added cylinder shape Co-Authored-By: Rob Parrett <robparrett@gmail.com> Co-Authored-By: davidhof <7483215+davidhof@users.noreply.github.com>
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use crate::mesh::{Indices, Mesh}; | ||
use wgpu::PrimitiveTopology; | ||
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/// 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, | ||
} | ||
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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, | ||
]); | ||
} | ||
} | ||
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// 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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