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[Merged by Bors] - Add cylinder shape #6809

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125 changes: 125 additions & 0 deletions crates/bevy_render/src/mesh/shape/cylinder.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,125 @@
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.
pub segments: u32,
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}

impl Default for Cylinder {
fn default() -> Self {
Self {
radius: 0.5,
height: 1.0,
resolution: 16,
segments: 4,
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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);

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;

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 / c.resolution as f32;
let step_y = c.height / c.segments as f32;

// rings

for ring in 0..num_rings {
let y = -c.height / 2.0 + ring as f32 * step_y;

for segment in 0..=c.resolution {
let theta = segment as f32 * step_theta;
let (sin, cos) = theta.sin_cos();

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,
]);
}
}

// barrel skin

for i in 0..c.segments {
let ring = i * (c.resolution + 1);
let next_ring = (i + 1) * (c.resolution + 1);

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

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))
};

for i in 0..c.resolution {
let theta = i as f32 * step_theta;
let (sin, cos) = theta.sin_cos();

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)]);
}

for i in 1..(c.resolution as u32 - 1) {
indices.extend_from_slice(&[
offset,
offset + i + winding.0,
offset + i + winding.1,
]);
}
};

// top

build_cap(true);
build_cap(false);

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
}
}
2 changes: 2 additions & 0 deletions crates/bevy_render/src/mesh/shape/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -221,12 +221,14 @@ impl From<Plane> for Mesh {
}

mod capsule;
mod cylinder;
mod icosphere;
mod regular_polygon;
mod torus;
mod uvsphere;

pub use capsule::{Capsule, CapsuleUvProfile};
pub use cylinder::Cylinder;
pub use icosphere::Icosphere;
pub use regular_polygon::{Circle, RegularPolygon};
pub use torus::Torus;
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3 changes: 2 additions & 1 deletion examples/3d/3d_shapes.rs
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ fn main() {
#[derive(Component)]
struct Shape;

const X_EXTENT: f32 = 14.;
const X_EXTENT: f32 = 14.5;

fn setup(
mut commands: Commands,
Expand All @@ -38,6 +38,7 @@ fn setup(
meshes.add(shape::Box::default().into()),
meshes.add(shape::Capsule::default().into()),
meshes.add(shape::Torus::default().into()),
meshes.add(shape::Cylinder::default().into()),
meshes.add(shape::Icosphere::default().try_into().unwrap()),
meshes.add(shape::UVSphere::default().into()),
];
Expand Down