bevy_render/mesh/primitives/dim3/
conical_frustum.rs1use crate::{
2 mesh::{Indices, Mesh, MeshBuilder, Meshable},
3 render_asset::RenderAssetUsages,
4};
5use bevy_math::{primitives::ConicalFrustum, Vec3};
6use wgpu::PrimitiveTopology;
7
8#[derive(Clone, Copy, Debug)]
10pub struct ConicalFrustumMeshBuilder {
11 pub frustum: ConicalFrustum,
13 pub resolution: u32,
17 pub segments: u32,
21}
22
23impl Default for ConicalFrustumMeshBuilder {
24 fn default() -> Self {
25 Self {
26 frustum: ConicalFrustum::default(),
27 resolution: 32,
28 segments: 1,
29 }
30 }
31}
32
33impl ConicalFrustumMeshBuilder {
34 #[inline]
37 pub const fn new(radius_top: f32, radius_bottom: f32, height: f32, resolution: u32) -> Self {
38 Self {
39 frustum: ConicalFrustum {
40 radius_top,
41 radius_bottom,
42 height,
43 },
44 resolution,
45 segments: 1,
46 }
47 }
48
49 #[inline]
51 pub const fn resolution(mut self, resolution: u32) -> Self {
52 self.resolution = resolution;
53 self
54 }
55
56 #[inline]
58 pub const fn segments(mut self, segments: u32) -> Self {
59 self.segments = segments;
60 self
61 }
62}
63
64impl MeshBuilder for ConicalFrustumMeshBuilder {
65 fn build(&self) -> Mesh {
66 debug_assert!(self.resolution > 2);
67 debug_assert!(self.segments > 0);
68
69 let ConicalFrustum {
70 radius_top,
71 radius_bottom,
72 height,
73 } = self.frustum;
74 let half_height = height / 2.0;
75
76 let num_rings = self.segments + 1;
77 let num_vertices = (self.resolution * 2 + num_rings * (self.resolution + 1)) as usize;
78 let num_faces = self.resolution * (num_rings - 2);
79 let num_indices = ((2 * num_faces + 2 * (self.resolution - 1) * 2) * 3) as usize;
80
81 let mut positions = Vec::with_capacity(num_vertices);
82 let mut normals = Vec::with_capacity(num_vertices);
83 let mut uvs = Vec::with_capacity(num_vertices);
84 let mut indices = Vec::with_capacity(num_indices);
85
86 let step_theta = std::f32::consts::TAU / self.resolution as f32;
87 let step_y = height / self.segments as f32;
88 let step_radius = (radius_top - radius_bottom) / self.segments as f32;
89
90 for ring in 0..num_rings {
92 let y = -half_height + ring as f32 * step_y;
93 let radius = radius_bottom + ring as f32 * step_radius;
94
95 for segment in 0..=self.resolution {
96 let theta = segment as f32 * step_theta;
97 let (sin, cos) = theta.sin_cos();
98
99 positions.push([radius * cos, y, radius * sin]);
100 normals.push(
101 Vec3::new(cos, (radius_bottom - radius_top) / height, sin)
102 .normalize()
103 .to_array(),
104 );
105 uvs.push([
106 segment as f32 / self.resolution as f32,
107 ring as f32 / self.segments as f32,
108 ]);
109 }
110 }
111
112 for i in 0..self.segments {
114 let ring = i * (self.resolution + 1);
115 let next_ring = (i + 1) * (self.resolution + 1);
116
117 for j in 0..self.resolution {
118 indices.extend_from_slice(&[
119 ring + j,
120 next_ring + j,
121 ring + j + 1,
122 next_ring + j,
123 next_ring + j + 1,
124 ring + j + 1,
125 ]);
126 }
127 }
128
129 let mut build_cap = |top: bool, radius: f32| {
131 let offset = positions.len() as u32;
132 let (y, normal_y, winding) = if top {
133 (half_height, 1.0, (1, 0))
134 } else {
135 (-half_height, -1.0, (0, 1))
136 };
137
138 for i in 0..self.resolution {
139 let theta = i as f32 * step_theta;
140 let (sin, cos) = theta.sin_cos();
141
142 positions.push([cos * radius, y, sin * radius]);
143 normals.push([0.0, normal_y, 0.0]);
144 uvs.push([0.5 * (cos + 1.0), 1.0 - 0.5 * (sin + 1.0)]);
145 }
146
147 for i in 1..(self.resolution - 1) {
148 indices.extend_from_slice(&[
149 offset,
150 offset + i + winding.0,
151 offset + i + winding.1,
152 ]);
153 }
154 };
155
156 build_cap(true, radius_top);
157 build_cap(false, radius_bottom);
158
159 Mesh::new(
160 PrimitiveTopology::TriangleList,
161 RenderAssetUsages::default(),
162 )
163 .with_inserted_indices(Indices::U32(indices))
164 .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
165 .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
166 .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
167 }
168}
169
170impl Meshable for ConicalFrustum {
171 type Output = ConicalFrustumMeshBuilder;
172
173 fn mesh(&self) -> Self::Output {
174 ConicalFrustumMeshBuilder {
175 frustum: *self,
176 ..Default::default()
177 }
178 }
179}
180
181impl From<ConicalFrustum> for Mesh {
182 fn from(frustum: ConicalFrustum) -> Self {
183 frustum.mesh().build()
184 }
185}