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# Objective The `Cone` primitive should support meshing. ## Solution Implement meshing for the `Cone` primitive. The default cone has a height of 1 and a base radius of 0.5, and is centered at the origin. An issue with cone meshes is that the tip does not really have a normal that works, even with duplicated vertices. This PR uses only a single vertex for the tip, with a normal of zero; this results in an "invalid" normal that gets ignored by the fragment shader. This seems to be the only approach we have for perfectly smooth cones. For discussion on the topic, see #10298 and #5891. Another thing to note is that the cone uses polar coordinates for the UVs: <img src="https://github.com/bevyengine/bevy/assets/57632562/e101ded9-110a-4ac4-a98d-f1e4d740a24a" alt="cone" width="400" /> This way, textures are applied as if looking at the cone from above: <img src="https://github.com/bevyengine/bevy/assets/57632562/8dea00f1-a283-4bc4-9676-91e8d4adb07a" alt="texture" width="200" /> <img src="https://github.com/bevyengine/bevy/assets/57632562/d9d1b5e6-a8ba-4690-b599-904dd85777a1" alt="cone" width="200" />
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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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