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Add meshing for ConicalFrustum (#11819)
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# Objective

The `ConicalFrustum` primitive should support meshing.

## Solution

Implement meshing for the `ConicalFrustum` primitive. The implementation
is nearly identical to `Cylinder` meshing, but supports two radii.

The default conical frustum is equivalent to a cone with a height of 1
and a radius of 0.5, truncated at half-height.


![kuva](https://github.com/bevyengine/bevy/assets/57632562/b4cab136-ff55-4056-b818-1218e4f38845)
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Jondolf authored May 25, 2024
1 parent 3561467 commit 383314e
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Showing 5 changed files with 205 additions and 3 deletions.
11 changes: 11 additions & 0 deletions crates/bevy_math/src/primitives/dim3.rs
Original file line number Diff line number Diff line change
Expand Up @@ -599,6 +599,17 @@ pub struct ConicalFrustum {
}
impl Primitive3d for ConicalFrustum {}

impl Default for ConicalFrustum {
/// Returns the default [`ConicalFrustum`] with a top radius of `0.25`, bottom radius of `0.5`, and a height of `0.5`.
fn default() -> Self {
Self {
radius_top: 0.25,
radius_bottom: 0.5,
height: 0.5,
}
}
}

/// The type of torus determined by the minor and major radii
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum TorusKind {
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190 changes: 190 additions & 0 deletions crates/bevy_render/src/mesh/primitives/dim3/conical_frustum.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,190 @@
use crate::{
mesh::{Indices, Mesh, Meshable},
render_asset::RenderAssetUsages,
};
use bevy_math::{primitives::ConicalFrustum, Vec3};
use wgpu::PrimitiveTopology;

/// A builder used for creating a [`Mesh`] with a [`ConicalFrustum`] shape.
#[derive(Clone, Copy, Debug)]
pub struct ConicalFrustumMeshBuilder {
/// The [`ConicalFrustum`] shape.
pub frustum: ConicalFrustum,
/// The number of vertices used for the top and bottom of the conical frustum.
///
/// The default is `32`.
pub resolution: u32,
/// The number of horizontal lines subdividing the lateral surface of the conical frustum.
///
/// The default is `1`.
pub segments: u32,
}

impl Default for ConicalFrustumMeshBuilder {
fn default() -> Self {
Self {
frustum: ConicalFrustum::default(),
resolution: 32,
segments: 1,
}
}
}

impl ConicalFrustumMeshBuilder {
/// Creates a new [`ConicalFrustumMeshBuilder`] from the given top and bottom radii, a height,
/// and a resolution used for the top and bottom.
#[inline]
pub const fn new(radius_top: f32, radius_bottom: f32, height: f32, resolution: u32) -> Self {
Self {
frustum: ConicalFrustum {
radius_top,
radius_bottom,
height,
},
resolution,
segments: 1,
}
}

/// Sets the number of vertices used for the top and bottom of the conical frustum.
#[inline]
pub const fn resolution(mut self, resolution: u32) -> Self {
self.resolution = resolution;
self
}

/// Sets the number of horizontal lines subdividing the lateral surface of the conical frustum.
#[inline]
pub const fn segments(mut self, segments: u32) -> Self {
self.segments = segments;
self
}

/// Builds a [`Mesh`] based on the configuration in `self`.
pub fn build(&self) -> Mesh {
debug_assert!(self.resolution > 2);
debug_assert!(self.segments > 0);

let ConicalFrustum {
radius_top,
radius_bottom,
height,
} = self.frustum;
let half_height = height / 2.0;

let num_rings = self.segments + 1;
let num_vertices = (self.resolution * 2 + num_rings * (self.resolution + 1)) as usize;
let num_faces = self.resolution * (num_rings - 2);
let num_indices = ((2 * num_faces + 2 * (self.resolution - 1) * 2) * 3) as usize;

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);

let step_theta = std::f32::consts::TAU / self.resolution as f32;
let step_y = height / self.segments as f32;
let step_radius = (radius_top - radius_bottom) / self.segments as f32;

// Rings
for ring in 0..num_rings {
let y = -half_height + ring as f32 * step_y;
let radius = radius_bottom + ring as f32 * step_radius;

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

positions.push([radius * cos, y, radius * sin]);
normals.push(
Vec3::new(cos, (radius_bottom - radius_top) / height, sin)
.normalize()
.to_array(),
);
uvs.push([
segment as f32 / self.resolution as f32,
ring as f32 / self.segments as f32,
]);
}
}

// Lateral surface
for i in 0..self.segments {
let ring = i * (self.resolution + 1);
let next_ring = (i + 1) * (self.resolution + 1);

for j in 0..self.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, radius: f32| {
let offset = positions.len() as u32;
let (y, normal_y, winding) = if top {
(half_height, 1.0, (1, 0))
} else {
(-half_height, -1.0, (0, 1))
};

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

positions.push([cos * radius, y, sin * 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..(self.resolution - 1) {
indices.extend_from_slice(&[
offset,
offset + i + winding.0,
offset + i + winding.1,
]);
}
};

build_cap(true, radius_top);
build_cap(false, radius_bottom);

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 ConicalFrustum {
type Output = ConicalFrustumMeshBuilder;

fn mesh(&self) -> Self::Output {
ConicalFrustumMeshBuilder {
frustum: *self,
..Default::default()
}
}
}

impl From<ConicalFrustum> for Mesh {
fn from(frustum: ConicalFrustum) -> Self {
frustum.mesh().build()
}
}

impl From<ConicalFrustumMeshBuilder> for Mesh {
fn from(frustum: ConicalFrustumMeshBuilder) -> Self {
frustum.build()
}
}
2 changes: 0 additions & 2 deletions crates/bevy_render/src/mesh/primitives/dim3/cylinder.rs
Original file line number Diff line number Diff line change
Expand Up @@ -145,8 +145,6 @@ impl MeshBuilder for CylinderMeshBuilder {
}
};

// top

build_cap(true);
build_cap(false);

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2 changes: 2 additions & 0 deletions crates/bevy_render/src/mesh/primitives/dim3/mod.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
mod capsule;
mod cone;
mod conical_frustum;
mod cuboid;
mod cylinder;
mod plane;
Expand All @@ -10,6 +11,7 @@ pub(crate) mod triangle3d;

pub use capsule::*;
pub use cone::*;
pub use conical_frustum::*;
pub use cylinder::*;
pub use plane::*;
pub use sphere::*;
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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 @@ -24,7 +24,7 @@ fn main() {
#[derive(Component)]
struct Shape;

const X_EXTENT: f32 = 12.0;
const X_EXTENT: f32 = 14.0;

fn setup(
mut commands: Commands,
Expand All @@ -44,6 +44,7 @@ fn setup(
meshes.add(Torus::default()),
meshes.add(Cylinder::default()),
meshes.add(Cone::default()),
meshes.add(ConicalFrustum::default()),
meshes.add(Sphere::default().mesh().ico(5).unwrap()),
meshes.add(Sphere::default().mesh().uv(32, 18)),
];
Expand Down

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