bevy_mesh/primitives/dim3/
conical_frustum.rs1use crate::{Indices, Mesh, MeshBuilder, Meshable};
2use bevy_asset::RenderAssetUsages;
3use bevy_math::{ops, primitives::ConicalFrustum, Vec3};
4use wgpu::PrimitiveTopology;
5
6#[derive(Clone, Copy, Debug)]
8pub struct ConicalFrustumMeshBuilder {
9 pub frustum: ConicalFrustum,
11 pub resolution: u32,
15 pub segments: u32,
19}
20
21impl Default for ConicalFrustumMeshBuilder {
22 fn default() -> Self {
23 Self {
24 frustum: ConicalFrustum::default(),
25 resolution: 32,
26 segments: 1,
27 }
28 }
29}
30
31impl ConicalFrustumMeshBuilder {
32 #[inline]
35 pub const fn new(radius_top: f32, radius_bottom: f32, height: f32, resolution: u32) -> Self {
36 Self {
37 frustum: ConicalFrustum {
38 radius_top,
39 radius_bottom,
40 height,
41 },
42 resolution,
43 segments: 1,
44 }
45 }
46
47 #[inline]
49 pub const fn resolution(mut self, resolution: u32) -> Self {
50 self.resolution = resolution;
51 self
52 }
53
54 #[inline]
56 pub const fn segments(mut self, segments: u32) -> Self {
57 self.segments = segments;
58 self
59 }
60}
61
62impl MeshBuilder for ConicalFrustumMeshBuilder {
63 fn build(&self) -> Mesh {
64 debug_assert!(self.resolution > 2);
65 debug_assert!(self.segments > 0);
66
67 let ConicalFrustum {
68 radius_top,
69 radius_bottom,
70 height,
71 } = self.frustum;
72 let half_height = height / 2.0;
73
74 let num_rings = self.segments + 1;
75 let num_vertices = (self.resolution * 2 + num_rings * (self.resolution + 1)) as usize;
76 let num_faces = self.resolution * (num_rings - 2);
77 let num_indices = ((2 * num_faces + 2 * (self.resolution - 1) * 2) * 3) as usize;
78
79 let mut positions = Vec::with_capacity(num_vertices);
80 let mut normals = Vec::with_capacity(num_vertices);
81 let mut uvs = Vec::with_capacity(num_vertices);
82 let mut indices = Vec::with_capacity(num_indices);
83
84 let step_theta = core::f32::consts::TAU / self.resolution as f32;
85 let step_y = height / self.segments as f32;
86 let step_radius = (radius_top - radius_bottom) / self.segments as f32;
87
88 for ring in 0..num_rings {
90 let y = -half_height + ring as f32 * step_y;
91 let radius = radius_bottom + ring as f32 * step_radius;
92
93 for segment in 0..=self.resolution {
94 let theta = segment as f32 * step_theta;
95 let (sin, cos) = ops::sin_cos(theta);
96
97 positions.push([radius * cos, y, radius * sin]);
98 normals.push(
99 Vec3::new(cos, (radius_bottom - radius_top) / height, sin)
100 .normalize()
101 .to_array(),
102 );
103 uvs.push([
104 segment as f32 / self.resolution as f32,
105 ring as f32 / self.segments as f32,
106 ]);
107 }
108 }
109
110 for i in 0..self.segments {
112 let ring = i * (self.resolution + 1);
113 let next_ring = (i + 1) * (self.resolution + 1);
114
115 for j in 0..self.resolution {
116 indices.extend_from_slice(&[
117 ring + j,
118 next_ring + j,
119 ring + j + 1,
120 next_ring + j,
121 next_ring + j + 1,
122 ring + j + 1,
123 ]);
124 }
125 }
126
127 let mut build_cap = |top: bool, radius: f32| {
129 let offset = positions.len() as u32;
130 let (y, normal_y, winding) = if top {
131 (half_height, 1.0, (1, 0))
132 } else {
133 (-half_height, -1.0, (0, 1))
134 };
135
136 for i in 0..self.resolution {
137 let theta = i as f32 * step_theta;
138 let (sin, cos) = ops::sin_cos(theta);
139
140 positions.push([cos * radius, y, sin * radius]);
141 normals.push([0.0, normal_y, 0.0]);
142 uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]);
143 }
144
145 for i in 1..(self.resolution - 1) {
146 indices.extend_from_slice(&[
147 offset,
148 offset + i + winding.0,
149 offset + i + winding.1,
150 ]);
151 }
152 };
153
154 build_cap(true, radius_top);
155 build_cap(false, radius_bottom);
156
157 Mesh::new(
158 PrimitiveTopology::TriangleList,
159 RenderAssetUsages::default(),
160 )
161 .with_inserted_indices(Indices::U32(indices))
162 .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
163 .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
164 .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
165 }
166}
167
168impl Meshable for ConicalFrustum {
169 type Output = ConicalFrustumMeshBuilder;
170
171 fn mesh(&self) -> Self::Output {
172 ConicalFrustumMeshBuilder {
173 frustum: *self,
174 ..Default::default()
175 }
176 }
177}
178
179impl From<ConicalFrustum> for Mesh {
180 fn from(frustum: ConicalFrustum) -> Self {
181 frustum.mesh().build()
182 }
183}