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Add meshing for
ConicalFrustum
(#11819)
# 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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crates/bevy_render/src/mesh/primitives/dim3/conical_frustum.rs
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use crate::{ | ||
mesh::{Indices, Mesh, Meshable}, | ||
render_asset::RenderAssetUsages, | ||
}; | ||
use bevy_math::{primitives::ConicalFrustum, Vec3}; | ||
use wgpu::PrimitiveTopology; | ||
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/// 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, | ||
} | ||
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impl Default for ConicalFrustumMeshBuilder { | ||
fn default() -> Self { | ||
Self { | ||
frustum: ConicalFrustum::default(), | ||
resolution: 32, | ||
segments: 1, | ||
} | ||
} | ||
} | ||
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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, | ||
} | ||
} | ||
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/// 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 | ||
} | ||
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/// 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 | ||
} | ||
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/// Builds a [`Mesh`] based on the configuration in `self`. | ||
pub fn build(&self) -> Mesh { | ||
debug_assert!(self.resolution > 2); | ||
debug_assert!(self.segments > 0); | ||
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let ConicalFrustum { | ||
radius_top, | ||
radius_bottom, | ||
height, | ||
} = self.frustum; | ||
let half_height = height / 2.0; | ||
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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; | ||
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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); | ||
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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; | ||
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// 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; | ||
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for segment in 0..=self.resolution { | ||
let theta = segment as f32 * step_theta; | ||
let (sin, cos) = theta.sin_cos(); | ||
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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, | ||
]); | ||
} | ||
} | ||
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// Lateral surface | ||
for i in 0..self.segments { | ||
let ring = i * (self.resolution + 1); | ||
let next_ring = (i + 1) * (self.resolution + 1); | ||
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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, | ||
]); | ||
} | ||
} | ||
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// 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)) | ||
}; | ||
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for i in 0..self.resolution { | ||
let theta = i as f32 * step_theta; | ||
let (sin, cos) = theta.sin_cos(); | ||
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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)]); | ||
} | ||
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for i in 1..(self.resolution - 1) { | ||
indices.extend_from_slice(&[ | ||
offset, | ||
offset + i + winding.0, | ||
offset + i + winding.1, | ||
]); | ||
} | ||
}; | ||
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build_cap(true, radius_top); | ||
build_cap(false, radius_bottom); | ||
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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) | ||
} | ||
} | ||
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impl Meshable for ConicalFrustum { | ||
type Output = ConicalFrustumMeshBuilder; | ||
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fn mesh(&self) -> Self::Output { | ||
ConicalFrustumMeshBuilder { | ||
frustum: *self, | ||
..Default::default() | ||
} | ||
} | ||
} | ||
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impl From<ConicalFrustum> for Mesh { | ||
fn from(frustum: ConicalFrustum) -> Self { | ||
frustum.mesh().build() | ||
} | ||
} | ||
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impl From<ConicalFrustumMeshBuilder> for Mesh { | ||
fn from(frustum: ConicalFrustumMeshBuilder) -> Self { | ||
frustum.build() | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -145,8 +145,6 @@ impl MeshBuilder for CylinderMeshBuilder { | |
} | ||
}; | ||
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// top | ||
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build_cap(true); | ||
build_cap(false); | ||
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