bevy_mesh/primitives/dim3/
conical_frustum.rs1use crate::{Indices, Mesh, MeshBuilder, Meshable, PrimitiveTopology};
2use bevy_asset::RenderAssetUsages;
3use bevy_math::{ops, primitives::ConicalFrustum, Vec3};
4use bevy_reflect::prelude::*;
5
6#[derive(Clone, Copy, Debug, Reflect)]
8#[reflect(Default, Debug, Clone)]
9pub struct ConicalFrustumMeshBuilder {
10 pub frustum: ConicalFrustum,
12 pub resolution: u32,
16 pub segments: u32,
20}
21
22impl Default for ConicalFrustumMeshBuilder {
23 fn default() -> Self {
24 Self {
25 frustum: ConicalFrustum::default(),
26 resolution: 32,
27 segments: 1,
28 }
29 }
30}
31
32impl ConicalFrustumMeshBuilder {
33 #[inline]
36 pub const fn new(radius_top: f32, radius_bottom: f32, height: f32, resolution: u32) -> Self {
37 Self {
38 frustum: ConicalFrustum {
39 radius_top,
40 radius_bottom,
41 height,
42 },
43 resolution,
44 segments: 1,
45 }
46 }
47
48 #[inline]
50 pub const fn resolution(mut self, resolution: u32) -> Self {
51 self.resolution = resolution;
52 self
53 }
54
55 #[inline]
57 pub const fn segments(mut self, segments: u32) -> Self {
58 self.segments = segments;
59 self
60 }
61}
62
63impl MeshBuilder for ConicalFrustumMeshBuilder {
64 fn build(&self) -> Mesh {
65 debug_assert!(self.resolution > 2);
66 debug_assert!(self.segments > 0);
67
68 let ConicalFrustum {
69 radius_top,
70 radius_bottom,
71 height,
72 } = self.frustum;
73 let half_height = height / 2.0;
74
75 let num_rings = self.segments + 1;
76 let num_vertices = (self.resolution * 2 + num_rings * (self.resolution + 1)) as usize;
77 let num_faces = self.resolution * (num_rings - 2);
78 let num_indices = ((2 * num_faces + 2 * (self.resolution - 1) * 2) * 3) as usize;
79
80 let mut positions = Vec::with_capacity(num_vertices);
81 let mut normals = Vec::with_capacity(num_vertices);
82 let mut uvs = Vec::with_capacity(num_vertices);
83 let mut indices = Vec::with_capacity(num_indices);
84
85 let step_theta = core::f32::consts::TAU / self.resolution as f32;
86 let step_y = height / self.segments as f32;
87 let step_radius = (radius_top - radius_bottom) / self.segments as f32;
88
89 for ring in 0..num_rings {
91 let y = -half_height + ring as f32 * step_y;
92 let radius = radius_bottom + ring as f32 * step_radius;
93
94 for segment in 0..=self.resolution {
95 let theta = segment as f32 * step_theta;
96 let (sin, cos) = ops::sin_cos(theta);
97
98 positions.push([radius * cos, y, radius * sin]);
99 normals.push(
100 Vec3::new(cos, (radius_bottom - radius_top) / height, sin)
101 .normalize()
102 .to_array(),
103 );
104 uvs.push([
105 segment as f32 / self.resolution as f32,
106 ring as f32 / self.segments as f32,
107 ]);
108 }
109 }
110
111 for i in 0..self.segments {
113 let ring = i * (self.resolution + 1);
114 let next_ring = (i + 1) * (self.resolution + 1);
115
116 for j in 0..self.resolution {
117 indices.extend_from_slice(&[
118 ring + j,
119 next_ring + j,
120 ring + j + 1,
121 next_ring + j,
122 next_ring + j + 1,
123 ring + j + 1,
124 ]);
125 }
126 }
127
128 let mut build_cap = |top: bool, radius: f32| {
130 let offset = positions.len() as u32;
131 let (y, normal_y, winding) = if top {
132 (half_height, 1.0, (1, 0))
133 } else {
134 (-half_height, -1.0, (0, 1))
135 };
136
137 for i in 0..self.resolution {
138 let theta = i as f32 * step_theta;
139 let (sin, cos) = ops::sin_cos(theta);
140
141 positions.push([cos * radius, y, sin * radius]);
142 normals.push([0.0, normal_y, 0.0]);
143 uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]);
144 }
145
146 for i in 1..(self.resolution - 1) {
147 indices.extend_from_slice(&[
148 offset,
149 offset + i + winding.0,
150 offset + i + winding.1,
151 ]);
152 }
153 };
154
155 build_cap(true, radius_top);
156 build_cap(false, radius_bottom);
157
158 Mesh::new(
159 PrimitiveTopology::TriangleList,
160 RenderAssetUsages::default(),
161 )
162 .with_inserted_indices(Indices::U32(indices))
163 .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
164 .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
165 .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
166 }
167}
168
169impl Meshable for ConicalFrustum {
170 type Output = ConicalFrustumMeshBuilder;
171
172 fn mesh(&self) -> Self::Output {
173 ConicalFrustumMeshBuilder {
174 frustum: *self,
175 ..Default::default()
176 }
177 }
178}
179
180impl From<ConicalFrustum> for Mesh {
181 fn from(frustum: ConicalFrustum) -> Self {
182 frustum.mesh().build()
183 }
184}