bevy_render/mesh/primitives/dim3/cone.rs
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use bevy_math::{primitives::Cone, Vec3};
use wgpu::PrimitiveTopology;
use crate::{
mesh::{Indices, Mesh, MeshBuilder, Meshable},
render_asset::RenderAssetUsages,
};
/// Anchoring options for [`ConeMeshBuilder`]
#[derive(Debug, Copy, Clone, Default)]
pub enum ConeAnchor {
#[default]
/// Midpoint between the tip of the cone and the center of its base.
MidPoint,
/// The Tip of the triangle
Tip,
/// The center of the base circle
Base,
}
/// 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,
/// The anchor point for the cone mesh, defaults to the midpoint between
/// the tip of the cone and the center of its base
pub anchor: ConeAnchor,
}
impl Default for ConeMeshBuilder {
fn default() -> Self {
Self {
cone: Cone::default(),
resolution: 32,
anchor: ConeAnchor::default(),
}
}
}
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,
anchor: ConeAnchor::MidPoint,
}
}
/// 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
}
/// Sets a custom anchor point for the mesh
#[inline]
pub const fn anchor(mut self, anchor: ConeAnchor) -> Self {
self.anchor = anchor;
self
}
}
impl MeshBuilder for ConeMeshBuilder {
fn build(&self) -> Mesh {
let half_height = self.cone.height / 2.0;
// `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;
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);
// Tip
positions.push([0.0, half_height, 0.0]);
// 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]);
// 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]);
// Now we build the lateral surface, the side of the cone.
// 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();
// How much the angle changes at each step
let step_theta = std::f32::consts::TAU / self.resolution as f32;
// 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();
// The vertex normal perpendicular to the side
let normal = Vec3::new(cos, normal_slope, sin) * normalization_factor;
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]);
}
// 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]);
}
// Close the surface with a triangle between the tip, first base vertex, and last base vertex.
indices.extend_from_slice(&[0, 1, self.resolution]);
// Now we build the actual base of the cone.
let index_offset = positions.len() as u32;
// Add base vertices.
for i in 0..self.resolution {
let theta = i as f32 * step_theta;
let (sin, cos) = theta.sin_cos();
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)]);
}
// Add base indices.
for i in 1..(self.resolution - 1) {
indices.extend_from_slice(&[index_offset, index_offset + i, index_offset + i + 1]);
}
// Offset the vertex positions Y axis to match the anchor
match self.anchor {
ConeAnchor::Tip => positions.iter_mut().for_each(|p| p[1] -= half_height),
ConeAnchor::Base => positions.iter_mut().for_each(|p| p[1] += half_height),
ConeAnchor::MidPoint => (),
};
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)
}
}
impl Meshable for Cone {
type Output = ConeMeshBuilder;
fn mesh(&self) -> Self::Output {
ConeMeshBuilder {
cone: *self,
..Default::default()
}
}
}
impl From<Cone> for Mesh {
fn from(cone: Cone) -> Self {
cone.mesh().build()
}
}
#[cfg(test)]
mod tests {
use bevy_math::{primitives::Cone, Vec2};
use crate::mesh::{primitives::MeshBuilder, Mesh, Meshable, VertexAttributeValues};
/// 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;
}
}
}
}
#[test]
fn cone_mesh() {
let mut mesh = Cone {
radius: 0.5,
height: 1.0,
}
.mesh()
.resolution(4)
.build();
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");
};
round_floats(&mut positions);
round_floats(&mut normals);
// 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[..]
);
// 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[..]
);
}
}