bevy_render/mesh/primitives/dim3/
triangle3d.rsuse bevy_math::{primitives::Triangle3d, Vec3};
use wgpu::PrimitiveTopology;
use crate::{
mesh::{Indices, Mesh, MeshBuilder, Meshable},
render_asset::RenderAssetUsages,
};
pub struct Triangle3dMeshBuilder {
triangle: Triangle3d,
}
impl MeshBuilder for Triangle3dMeshBuilder {
fn build(&self) -> Mesh {
let positions: Vec<_> = self.triangle.vertices.into();
let uvs: Vec<_> = uv_coords(&self.triangle).into();
let normal: Vec3 = normal_vec(&self.triangle);
let normals = vec![normal; 3];
let indices = Indices::U32(vec![0, 1, 2]);
Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(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 Triangle3d {
type Output = Triangle3dMeshBuilder;
fn mesh(&self) -> Self::Output {
Triangle3dMeshBuilder { triangle: *self }
}
}
#[inline]
pub(crate) fn normal_vec(triangle: &Triangle3d) -> Vec3 {
triangle.normal().map_or(Vec3::ZERO, |n| n.into())
}
#[inline]
pub(crate) fn uv_coords(triangle: &Triangle3d) -> [[f32; 2]; 3] {
let [a, b, c] = triangle.vertices;
let main_length = a.distance(b);
let Some(x) = (b - a).try_normalize() else {
return [[0., 0.], [1., 0.], [0., 1.]];
};
let y = c - a;
let y_proj = y.project_onto_normalized(x);
let offset = y_proj.dot(x) / main_length;
if offset < 0. {
let total_length = 1. - offset;
let a_uv = [offset.abs() / total_length, 0.];
let b_uv = [1., 0.];
let c_uv = [0., 1.];
[a_uv, b_uv, c_uv]
}
else if offset > 1. {
let a_uv = [0., 0.];
let b_uv = [1. / offset, 0.];
let c_uv = [1., 1.];
[a_uv, b_uv, c_uv]
}
else {
let a_uv = [0., 0.];
let b_uv = [1., 0.];
let c_uv = [offset, 1.];
[a_uv, b_uv, c_uv]
}
}
impl From<Triangle3d> for Mesh {
fn from(triangle: Triangle3d) -> Self {
triangle.mesh().build()
}
}
#[cfg(test)]
mod tests {
use super::uv_coords;
use bevy_math::primitives::Triangle3d;
#[test]
fn uv_test() {
use bevy_math::vec3;
let mut triangle = Triangle3d::new(vec3(0., 0., 0.), vec3(2., 0., 0.), vec3(-1., 1., 0.));
let [a_uv, b_uv, c_uv] = uv_coords(&triangle);
assert_eq!(a_uv, [1. / 3., 0.]);
assert_eq!(b_uv, [1., 0.]);
assert_eq!(c_uv, [0., 1.]);
triangle.vertices[2] = vec3(3., 1., 0.);
let [a_uv, b_uv, c_uv] = uv_coords(&triangle);
assert_eq!(a_uv, [0., 0.]);
assert_eq!(b_uv, [2. / 3., 0.]);
assert_eq!(c_uv, [1., 1.]);
triangle.vertices[2] = vec3(2., 1., 0.);
let [a_uv, b_uv, c_uv] = uv_coords(&triangle);
assert_eq!(a_uv, [0., 0.]);
assert_eq!(b_uv, [1., 0.]);
assert_eq!(c_uv, [1., 1.]);
}
}