Mesh generation to everybody
Add cylinder mesh generation Mesh generation can be used by everyone Mesh generation also gives vertex normals for convenience
This commit is contained in:
		| @@ -28,7 +28,8 @@ | ||||
| #include <bounce/common/math/mat44.h> | ||||
| #include <bounce/common/draw.h> | ||||
|  | ||||
| #include <testbed/framework/sphere_mesh.h> | ||||
| #include <bounce/meshgen/sphere_mesh.h> | ||||
| #include <bounce/meshgen/cylinder_mesh.h> | ||||
|  | ||||
| #define BUFFER_OFFSET(i) ((char*)NULL + (i)) | ||||
|  | ||||
| @@ -666,7 +667,7 @@ struct DrawSolidSphere | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW); | ||||
| @@ -691,96 +692,25 @@ struct DrawSolidSphere | ||||
|  | ||||
| struct DrawSolidCylinder | ||||
| { | ||||
| 	enum | ||||
| 	{ | ||||
| 		e_segments = 64, | ||||
| 		e_vertexCount = e_segments * 6, | ||||
| 	}; | ||||
|  | ||||
| 	DrawSolidCylinder() | ||||
| 	{ | ||||
| 		b3Vec3 vs[e_vertexCount]; | ||||
| 		b3Vec3 ns[e_vertexCount]; | ||||
| 		cymMesh mesh; | ||||
| 		cymCreateMesh(mesh, 20); | ||||
|  | ||||
| 		u32 vc = 0; | ||||
| 		for (u32 i = 0; i < e_segments; ++i) | ||||
| 		{ | ||||
| 			float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments); | ||||
| 			float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments); | ||||
|  | ||||
| 			float32 c0 = cos(t0); | ||||
| 			float32 s0 = sin(t0); | ||||
|  | ||||
| 			float32 c1 = cos(t1); | ||||
| 			float32 s1 = sin(t1); | ||||
|  | ||||
| 			b3Vec3 v1; | ||||
| 			v1.x = s0; | ||||
| 			v1.y = -0.5f; | ||||
| 			v1.z = c0; | ||||
| 			 | ||||
| 			b3Vec3 v2; | ||||
| 			v2.x = s1; | ||||
| 			v2.y = -0.5f; | ||||
| 			v2.z = c1; | ||||
| 			 | ||||
| 			b3Vec3 v3; | ||||
| 			v3.x = s1; | ||||
| 			v3.y = 0.5f; | ||||
| 			v3.z = c1; | ||||
| 			 | ||||
| 			b3Vec3 v4; | ||||
| 			v4.x = s0; | ||||
| 			v4.y = 0.5f; | ||||
| 			v4.z = c0; | ||||
| 			 | ||||
| 			b3Vec3 n = b3Cross(v2 - v1, v3 - v1); | ||||
| 			n.Normalize(); | ||||
|  | ||||
| 			vs[vc] = v1; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v2; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v3; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v1; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v3; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v4; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
| 		} | ||||
|  | ||||
| 		u32 is[e_vertexCount]; | ||||
|  | ||||
| 		u32 ic = vc; | ||||
| 		for (u32 i = 0; i < vc; ++i) | ||||
| 		{ | ||||
| 			is[i] = i; | ||||
| 		} | ||||
| 		m_vertexCount = mesh.vertexCount; | ||||
| 		m_indexCount = mesh.indexCount; | ||||
|  | ||||
| 		glGenBuffers(2, m_vboIds); | ||||
| 		glGenBuffers(1, &m_iboId); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		AssertGL(); | ||||
|  | ||||
| @@ -796,6 +726,8 @@ struct DrawSolidCylinder | ||||
|  | ||||
| 	GLuint m_vboIds[2]; | ||||
| 	GLuint m_iboId; | ||||
| 	u32 m_vertexCount; | ||||
| 	u32 m_indexCount; | ||||
| }; | ||||
|  | ||||
| struct DrawSolid | ||||
| @@ -875,7 +807,7 @@ struct DrawSolid | ||||
| 		glEnableVertexAttribArray(m_normalAttribute); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId); | ||||
| 		glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); | ||||
| 		glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); | ||||
|  | ||||
| 		glDisableVertexAttribArray(m_normalAttribute); | ||||
|  | ||||
|   | ||||
| @@ -28,7 +28,8 @@ | ||||
| #include <bounce/common/math/mat44.h> | ||||
| #include <bounce/common/draw.h> | ||||
|  | ||||
| #include <testbed/framework/sphere_mesh.h> | ||||
| #include <bounce/meshgen/sphere_mesh.h> | ||||
| #include <bounce/meshgen/cylinder_mesh.h> | ||||
|  | ||||
| #define BUFFER_OFFSET(i) ((char*)NULL + (i)) | ||||
|  | ||||
| @@ -706,96 +707,25 @@ struct DrawSolidSphere | ||||
|  | ||||
| struct DrawSolidCylinder | ||||
| { | ||||
| 	enum | ||||
| 	{ | ||||
| 		e_segments = 64, | ||||
| 		e_vertexCount = e_segments * 6, | ||||
| 	}; | ||||
|  | ||||
| 	DrawSolidCylinder() | ||||
| 	{ | ||||
| 		b3Vec3 vs[e_vertexCount]; | ||||
| 		b3Vec3 ns[e_vertexCount]; | ||||
| 		cymMesh mesh; | ||||
| 		cymCreateMesh(mesh, 20); | ||||
|  | ||||
| 		u32 vc = 0; | ||||
| 		for (u32 i = 0; i < e_segments; ++i) | ||||
| 		{ | ||||
| 			float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments); | ||||
| 			float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments); | ||||
|  | ||||
| 			float32 c0 = cos(t0); | ||||
| 			float32 s0 = sin(t0); | ||||
|  | ||||
| 			float32 c1 = cos(t1); | ||||
| 			float32 s1 = sin(t1); | ||||
|  | ||||
| 			b3Vec3 v1; | ||||
| 			v1.x = s0; | ||||
| 			v1.y = -0.5f; | ||||
| 			v1.z = c0; | ||||
| 			 | ||||
| 			b3Vec3 v2; | ||||
| 			v2.x = s1; | ||||
| 			v2.y = -0.5f; | ||||
| 			v2.z = c1; | ||||
| 			 | ||||
| 			b3Vec3 v3; | ||||
| 			v3.x = s1; | ||||
| 			v3.y = 0.5f; | ||||
| 			v3.z = c1; | ||||
| 			 | ||||
| 			b3Vec3 v4; | ||||
| 			v4.x = s0; | ||||
| 			v4.y = 0.5f; | ||||
| 			v4.z = c0; | ||||
| 			 | ||||
| 			b3Vec3 n = b3Cross(v2 - v1, v3 - v1); | ||||
| 			n.Normalize(); | ||||
|  | ||||
| 			vs[vc] = v1; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v2; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v3; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v1; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v3; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
|  | ||||
| 			vs[vc] = v4; | ||||
| 			ns[vc] = n; | ||||
| 			++vc; | ||||
| 		} | ||||
|  | ||||
| 		u32 is[e_vertexCount]; | ||||
|  | ||||
| 		u32 ic = vc; | ||||
| 		for (u32 i = 0; i < vc; ++i) | ||||
| 		{ | ||||
| 			is[i] = i; | ||||
| 		} | ||||
| 		m_vertexCount = mesh.vertexCount; | ||||
| 		m_indexCount = mesh.indexCount; | ||||
|  | ||||
| 		glGenBuffers(2, m_vboIds); | ||||
| 		glGenBuffers(1, &m_iboId); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW); | ||||
| 		glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW); | ||||
|  | ||||
| 		AssertGL(); | ||||
|  | ||||
| @@ -811,6 +741,8 @@ struct DrawSolidCylinder | ||||
|  | ||||
| 	GLuint m_vboIds[2]; | ||||
| 	GLuint m_iboId; | ||||
| 	u32 m_vertexCount; | ||||
| 	u32 m_indexCount; | ||||
| }; | ||||
|  | ||||
| struct DrawSolid | ||||
| @@ -891,7 +823,7 @@ struct DrawSolid | ||||
| 		glEnableVertexAttribArray(m_normalAttribute); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId); | ||||
| 		glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); | ||||
| 		glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); | ||||
|  | ||||
| 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, 0); | ||||
|   | ||||
| @@ -19,44 +19,46 @@ | ||||
| #ifndef SOFT_BODY_H | ||||
| #define SOFT_BODY_H | ||||
|  | ||||
| #include <testbed/framework/sphere_mesh.h> | ||||
| #include <bounce/meshgen/sphere_mesh.h> | ||||
|  | ||||
| struct b3SphereClothMesh : public b3ClothMesh | ||||
| struct b3QClothMesh : public b3ClothMesh | ||||
| { | ||||
| 	b3StackArray<b3Vec3, 256> sphereVertices; | ||||
| 	b3StackArray<b3ClothMeshTriangle, 256> sphereTriangles; | ||||
| 	b3ClothMeshMesh sphereMesh; | ||||
| 	b3ClothMeshMesh qMesh; | ||||
|  | ||||
| 	b3SphereClothMesh() | ||||
| 	~b3QClothMesh() | ||||
| 	{ | ||||
| 		free(vertices); | ||||
| 		free(triangles); | ||||
| 	} | ||||
|  | ||||
| 	b3QClothMesh() | ||||
| 	{ | ||||
| 		smMesh mesh; | ||||
| 		smCreateMesh(mesh, 2); | ||||
|  | ||||
| 		sphereVertices.Resize(mesh.vertexCount); | ||||
| 		vertexCount = mesh.vertexCount; | ||||
| 		vertices = (b3Vec3*) malloc(vertexCount * sizeof(b3Vec3)); | ||||
| 		for (u32 i = 0; i < mesh.vertexCount; ++i) | ||||
| 		{ | ||||
| 			sphereVertices[i] = mesh.vertices[i]; | ||||
| 			vertices[i] = mesh.vertices[i]; | ||||
| 		} | ||||
| 		 | ||||
| 		sphereTriangles.Resize(mesh.indexCount / 3); | ||||
| 		for (u32 i = 0; i < mesh.indexCount / 3; ++i) | ||||
| 		triangleCount = mesh.indexCount / 3; | ||||
| 		triangles = (b3ClothMeshTriangle*) malloc(triangleCount * sizeof(b3ClothMeshTriangle)); | ||||
| 		for (u32 i = 0; i < triangleCount; ++i) | ||||
| 		{ | ||||
| 			sphereTriangles[i].v1 = mesh.indices[3 * i + 0]; | ||||
| 			sphereTriangles[i].v2 = mesh.indices[3 * i + 1]; | ||||
| 			sphereTriangles[i].v3 = mesh.indices[3 * i + 2]; | ||||
| 			triangles[i].v1 = mesh.indices[3 * i + 0]; | ||||
| 			triangles[i].v2 = mesh.indices[3 * i + 1]; | ||||
| 			triangles[i].v3 = mesh.indices[3 * i + 2]; | ||||
| 		} | ||||
|  | ||||
| 		sphereMesh.startTriangle = 0; | ||||
| 		sphereMesh.triangleCount = sphereTriangles.Count(); | ||||
| 		sphereMesh.startVertex = 0; | ||||
| 		sphereMesh.vertexCount = sphereVertices.Count(); | ||||
| 		qMesh.startTriangle = 0; | ||||
| 		qMesh.triangleCount = triangleCount; | ||||
| 		qMesh.startVertex = 0; | ||||
| 		qMesh.vertexCount = vertexCount; | ||||
|  | ||||
| 		vertexCount = sphereVertices.Count(); | ||||
| 		vertices = sphereVertices.Begin(); | ||||
| 		triangleCount = sphereTriangles.Count(); | ||||
| 		triangles = sphereTriangles.Begin(); | ||||
| 		meshCount = 1; | ||||
| 		meshes = &sphereMesh; | ||||
| 		meshes = &qMesh; | ||||
| 		sewingLineCount = 0; | ||||
| 		sewingLines = nullptr; | ||||
| 	} | ||||
| @@ -270,7 +272,7 @@ public: | ||||
| 		return new SoftBody(); | ||||
| 	} | ||||
|  | ||||
| 	b3SphereClothMesh m_mesh; | ||||
| 	b3QClothMesh m_mesh; | ||||
| 	b3Cloth* m_cloth; | ||||
| 	b3ClothDragger* m_clothDragger; | ||||
| }; | ||||
|   | ||||
							
								
								
									
										54
									
								
								include/bounce/meshgen/cylinder_mesh.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										54
									
								
								include/bounce/meshgen/cylinder_mesh.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,54 @@ | ||||
| /* | ||||
| * Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io | ||||
| * | ||||
| * This software is provided 'as-is', without any express or implied | ||||
| * warranty.  In no event will the authors be held liable for any damages | ||||
| * arising from the use of this software. | ||||
| * Permission is granted to anyone to use this software for any purpose, | ||||
| * including commercial applications, and to alter it and redistribute it | ||||
| * freely, subject to the following restrictions: | ||||
| * 1. The origin of this software must not be misrepresented; you must not | ||||
| * claim that you wrote the original software. If you use this software | ||||
| * in a product, an acknowledgment in the product documentation would be | ||||
| * appreciated but is not required. | ||||
| * 2. Altered source versions must be plainly marked as such, and must not be | ||||
| * misrepresented as being the original software. | ||||
| * 3. This notice may not be removed or altered from any source distribution. | ||||
| */ | ||||
|  | ||||
| #ifndef CYM_MESH_H | ||||
| #define CYM_MESH_H | ||||
|  | ||||
| #include <bounce/common/math/vec3.h> | ||||
|  | ||||
| // This structure represents a triangle mesh. | ||||
| struct cymMesh | ||||
| { | ||||
| 	cymMesh() | ||||
| 	{ | ||||
| 		vertexCount = 0; | ||||
| 		vertices = nullptr; | ||||
| 		normals = nullptr; | ||||
| 		indexCount = 0; | ||||
| 		indices = nullptr; | ||||
| 	} | ||||
|  | ||||
| 	~cymMesh() | ||||
| 	{ | ||||
| 		b3Free(vertices); | ||||
| 		b3Free(normals); | ||||
| 		b3Free(indices); | ||||
| 	} | ||||
|  | ||||
| 	u32 vertexCount; // number of unique vertices | ||||
| 	b3Vec3* vertices; // list of unique vertices | ||||
| 	b3Vec3* normals; // list of vertex normals | ||||
| 	u32 indexCount; // number of triangle vertex indices | ||||
| 	u32* indices; // list of triangle vertex index | ||||
| }; | ||||
|  | ||||
| // Create a unit cylinder along the y-axis given the number of segments. | ||||
| // The number of segments must be greater than 2. | ||||
| void cymCreateMesh(cymMesh& output, u32 segments); | ||||
|  | ||||
| #endif | ||||
| @@ -16,8 +16,8 @@ | ||||
| * 3. This notice may not be removed or altered from any source distribution. | ||||
| */ | ||||
| 
 | ||||
| #ifndef SPHERE_MESH_H | ||||
| #define SPHERE_MESH_H | ||||
| #ifndef SM_MESH_H | ||||
| #define SM_MESH_H | ||||
| 
 | ||||
| #include <bounce/common/math/vec3.h> | ||||
| 
 | ||||
| @@ -28,18 +28,21 @@ struct smMesh | ||||
| 	{ | ||||
| 		vertexCount = 0; | ||||
| 		vertices = nullptr; | ||||
| 		normals = nullptr; | ||||
| 		indexCount = 0; | ||||
| 		indices = nullptr; | ||||
| 	} | ||||
| 
 | ||||
| 	~smMesh() | ||||
| 	{ | ||||
| 		free(vertices); | ||||
| 		free(indices); | ||||
| 		b3Free(vertices); | ||||
| 		b3Free(normals); | ||||
| 		b3Free(indices); | ||||
| 	} | ||||
| 
 | ||||
| 	u32 vertexCount; // number of unique vertices
 | ||||
| 	b3Vec3* vertices; // list of unique vertices
 | ||||
| 	b3Vec3* normals; // list of vertex normals
 | ||||
| 	u32 indexCount; // number of triangle vertex indices
 | ||||
| 	u32* indices; // list of triangle vertex index
 | ||||
| }; | ||||
| @@ -273,10 +273,6 @@ workspace(solution_name) | ||||
| 			 | ||||
| 			examples_src_dir .. "/testbed/framework/test.h",  | ||||
| 			 | ||||
| 			examples_src_dir .. "/testbed/framework/sphere_mesh.h",  | ||||
| 			 | ||||
| 			examples_src_dir .. "/testbed/framework/sphere_mesh.cpp",  | ||||
| 			 | ||||
| 			examples_src_dir .. "/testbed/framework/body_dragger.h",  | ||||
| 			examples_src_dir .. "/testbed/framework/cloth_dragger.h",  | ||||
| 			 | ||||
|   | ||||
| @@ -19,6 +19,9 @@ | ||||
| #include <bounce/collision/shapes/qhull.h> | ||||
| #include <bounce/quickhull/qh_hull.h> | ||||
|  | ||||
| #include <bounce/meshgen/sphere_mesh.h> | ||||
| #include <bounce/meshgen/cylinder_mesh.h> | ||||
|  | ||||
| template <class T> | ||||
| struct b3UniqueStackArray | ||||
| { | ||||
| @@ -348,35 +351,17 @@ void b3QHull::Set(u32 vtxStride, const void* vtxBase, u32 vtxCount, bool simplif | ||||
|  | ||||
| void b3QHull::SetAsSphere(float32 radius) | ||||
| { | ||||
| 	enum | ||||
| 	B3_ASSERT(radius > 0.0f); | ||||
| 	 | ||||
| 	smMesh mesh; | ||||
| 	smCreateMesh(mesh, 2); | ||||
| 	 | ||||
| 	for (u32 i = 0; i < mesh.vertexCount; ++i) | ||||
| 	{ | ||||
| 		e_rings = 8, | ||||
| 		e_sectors = 8, | ||||
| 		e_vertexCount = e_rings * e_sectors | ||||
| 	}; | ||||
|  | ||||
| 	float32 R = 1.0f / float32(e_rings - 1); | ||||
| 	float32 S = 1.0f / float32(e_sectors - 1); | ||||
|  | ||||
| 	b3Vec3 vs[e_vertexCount]; | ||||
|  | ||||
| 	u32 vc = 0; | ||||
| 	for (u32 r = 0; r < e_rings; r++) | ||||
| 	{ | ||||
| 		for (u32 s = 0; s < e_sectors; s++) | ||||
| 		{ | ||||
| 			float32 y = sin(-0.5f * B3_PI + B3_PI * r * R); | ||||
| 			float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R); | ||||
| 			float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R); | ||||
|  | ||||
| 			vs[vc].Set(x, y, z); | ||||
| 			vs[vc] *= radius; | ||||
| 			++vc; | ||||
| 		} | ||||
| 		mesh.vertices[i] *= radius; | ||||
| 	} | ||||
|  | ||||
| 	// Set | ||||
| 	Set(sizeof(b3Vec3), vs, e_vertexCount, false); | ||||
| 	Set(sizeof(b3Vec3), mesh.vertices, mesh.vertexCount, false); | ||||
| } | ||||
|  | ||||
| void b3QHull::SetAsCylinder(float32 radius, float32 ey) | ||||
| @@ -384,51 +369,19 @@ void b3QHull::SetAsCylinder(float32 radius, float32 ey) | ||||
| 	B3_ASSERT(radius > 0.0f); | ||||
| 	B3_ASSERT(ey > 0.0f); | ||||
|  | ||||
| 	const u32 kEdgeCount = 20; | ||||
| 	const u32 kVertexCount = 4 * kEdgeCount; | ||||
| 	b3Vec3 vs[kVertexCount]; | ||||
| 	float32 height = 2.0f * ey; | ||||
|  | ||||
| 	u32 count = 0; | ||||
|  | ||||
| 	float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount); | ||||
| 	b3Quat q = b3QuatRotationY(kAngleInc); | ||||
| 	cymMesh mesh; | ||||
| 	cymCreateMesh(mesh, 20); | ||||
|  | ||||
| 	for (u32 i = 0; i < mesh.vertexCount; ++i) | ||||
| 	{ | ||||
| 		b3Vec3 center(0.0f, -ey, 0.0f); | ||||
| 		b3Vec3 n1(1.0f, 0.0f, 0.0f); | ||||
| 		b3Vec3 v1 = center + radius * n1; | ||||
| 		for (u32 i = 0; i < kEdgeCount; ++i) | ||||
| 		{ | ||||
| 			b3Vec3 n2 = b3Mul(q, n1); | ||||
| 			b3Vec3 v2 = center + radius * n2; | ||||
|  | ||||
| 			vs[count++] = v1; | ||||
| 			vs[count++] = v2; | ||||
|  | ||||
| 			n1 = n2; | ||||
| 			v1 = v2; | ||||
| 		} | ||||
| 		mesh.vertices[i].x *= radius; | ||||
| 		mesh.vertices[i].y *= height; | ||||
| 		mesh.vertices[i].z *= radius; | ||||
| 	} | ||||
|  | ||||
| 	{ | ||||
| 		b3Vec3 center(0.0f, ey, 0.0f); | ||||
| 		b3Vec3 n1(1.0f, 0.0f, 0.0f); | ||||
| 		b3Vec3 v1 = center + radius * n1; | ||||
| 		for (u32 i = 0; i < kEdgeCount; ++i) | ||||
| 		{ | ||||
| 			b3Vec3 n2 = b3Mul(q, n1); | ||||
| 			b3Vec3 v2 = center + radius * n2; | ||||
|  | ||||
| 			vs[count++] = v1; | ||||
| 			vs[count++] = v2; | ||||
|  | ||||
| 			n1 = n2; | ||||
| 			v1 = v2; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	// Set | ||||
| 	Set(sizeof(b3Vec3), vs, count, false); | ||||
| 	Set(sizeof(b3Vec3), mesh.vertices, mesh.vertexCount, false); | ||||
| } | ||||
|  | ||||
| void b3QHull::SetAsCone(float32 radius, float32 ey) | ||||
|   | ||||
							
								
								
									
										129
									
								
								src/bounce/meshgen/cylinder_mesh.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										129
									
								
								src/bounce/meshgen/cylinder_mesh.cpp
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,129 @@ | ||||
| /* | ||||
| * Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io | ||||
| * | ||||
| * This software is provided 'as-is', without any express or implied | ||||
| * warranty.  In no event will the authors be held liable for any damages | ||||
| * arising from the use of this software. | ||||
| * Permission is granted to anyone to use this software for any purpose, | ||||
| * including commercial applications, and to alter it and redistribute it | ||||
| * freely, subject to the following restrictions: | ||||
| * 1. The origin of this software must not be misrepresented; you must not | ||||
| * claim that you wrote the original software. If you use this software | ||||
| * in a product, an acknowledgment in the product documentation would be | ||||
| * appreciated but is not required. | ||||
| * 2. Altered source versions must be plainly marked as such, and must not be | ||||
| * misrepresented as being the original software. | ||||
| * 3. This notice may not be removed or altered from any source distribution. | ||||
| */ | ||||
|  | ||||
| #include <bounce/meshgen/cylinder_mesh.h> | ||||
| #include <bounce/common/math/quat.h> | ||||
|  | ||||
| void cymCreateMesh(cymMesh& output, u32 segments) | ||||
| { | ||||
| 	B3_ASSERT(segments > 2); | ||||
|  | ||||
| 	u32 vertexCount = 2 * segments; | ||||
| 	b3Vec3* vertices = (b3Vec3*)b3Alloc(vertexCount * sizeof(b3Vec3)); | ||||
| 	b3Vec3* normals = (b3Vec3*)b3Alloc(vertexCount * sizeof(b3Vec3)); | ||||
| 	u32 indexCount = 3 * (2 * segments) + 2 * 3 * (segments - 2); | ||||
| 	u32* indices = (u32*)b3Alloc(indexCount * sizeof(u32)); | ||||
|  | ||||
| 	float32 angle = 2.0f * B3_PI / float32(segments); | ||||
| 	b3Quat q(b3Vec3_y, angle); | ||||
|  | ||||
| 	// Lower  | ||||
| 	b3Vec3 v(1.0f, -0.5f, 0.0f); | ||||
| 	for (u32 i = 0; i < segments; ++i) | ||||
| 	{ | ||||
| 		vertices[i] = v; | ||||
| 		v = b3Mul(q, v); | ||||
| 	} | ||||
|  | ||||
| 	// Upper  | ||||
| 	v.Set(1.0f, 0.5f, 0.0f); | ||||
| 	for (u32 i = 0; i < segments; ++i) | ||||
| 	{ | ||||
| 		vertices[segments + i] = v; | ||||
| 		v = b3Mul(q, v); | ||||
| 	} | ||||
|  | ||||
| 	u32 idx = 0; | ||||
|  | ||||
| 	// Side triangles | ||||
| 	for (u32 i = 0; i < segments; ++i) | ||||
| 	{ | ||||
| 		u32 i1 = i; | ||||
| 		u32 i2 = i1 + 1 < segments ? i1 + 1 : 0; | ||||
|  | ||||
| 		u32 i3 = segments + i; | ||||
| 		u32 i4 = i3 + 1 < 2 * segments ? i3 + 1 : segments; | ||||
|  | ||||
| 		indices[idx++] = i1; | ||||
| 		indices[idx++] = i2; | ||||
| 		indices[idx++] = i4; | ||||
|  | ||||
| 		indices[idx++] = i4; | ||||
| 		indices[idx++] = i3; | ||||
| 		indices[idx++] = i1; | ||||
| 	} | ||||
|  | ||||
| 	// Side normals | ||||
| 	for (u32 i = 0; i < vertexCount; ++i) | ||||
| 	{ | ||||
| 		normals[i].SetZero(); | ||||
| 	} | ||||
|  | ||||
| 	for (u32 i = 0; i < idx / 3; ++i) | ||||
| 	{ | ||||
| 		u32 i1 = indices[3 * i + 0]; | ||||
| 		u32 i2 = indices[3 * i + 1]; | ||||
| 		u32 i3 = indices[3 * i + 2]; | ||||
|  | ||||
| 		b3Vec3 v1 = vertices[i1]; | ||||
| 		b3Vec3 v2 = vertices[i2]; | ||||
| 		b3Vec3 v3 = vertices[i3]; | ||||
|  | ||||
| 		b3Vec3 n = b3Cross(v2 - v1, v3 - v1); | ||||
| 		n.Normalize(); | ||||
|  | ||||
| 		normals[i1] += n; | ||||
| 		normals[i2] += n; | ||||
| 		normals[i3] += n; | ||||
| 	} | ||||
| 	 | ||||
| 	for (u32 i = 0; i < vertexCount; ++i) | ||||
| 	{ | ||||
| 		normals[i].Normalize(); | ||||
| 	} | ||||
|  | ||||
| 	// Lower. Reverse loop to ensure CCW  | ||||
| 	u32 i1 = segments - 1; | ||||
| 	for (u32 i2 = i1 - 1; i2 > 0; --i2) | ||||
| 	{ | ||||
| 		u32 i3 = i2 - 1; | ||||
|  | ||||
| 		indices[idx++] = i1; | ||||
| 		indices[idx++] = i2; | ||||
| 		indices[idx++] = i3; | ||||
| 	} | ||||
|  | ||||
| 	// Upper | ||||
| 	i1 = segments; | ||||
| 	for (u32 i2 = i1 + 1; i2 < 2 * segments - 1; ++i2) | ||||
| 	{ | ||||
| 		u32 i3 = i2 + 1; | ||||
|  | ||||
| 		indices[idx++] = i1; | ||||
| 		indices[idx++] = i2; | ||||
| 		indices[idx++] = i3; | ||||
| 	} | ||||
|  | ||||
| 	B3_ASSERT(idx == indexCount); | ||||
|  | ||||
| 	output.vertexCount = vertexCount; | ||||
| 	output.vertices = vertices; | ||||
| 	output.normals = normals; | ||||
| 	output.indexCount = indexCount; | ||||
| 	output.indices = indices; | ||||
| } | ||||
| @@ -16,7 +16,7 @@ | ||||
| * 3. This notice may not be removed or altered from any source distribution. | ||||
| */ | ||||
| 
 | ||||
| #include <testbed/framework/sphere_mesh.h> | ||||
| #include <bounce/meshgen/sphere_mesh.h> | ||||
| 
 | ||||
| static inline void smAddVertex(smMesh& mesh, float32 x, float32 y, float32 z) | ||||
| { | ||||
| @@ -32,7 +32,7 @@ static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3) | ||||
| 
 | ||||
| static inline void smSetAsOctahedron(smMesh& mesh) | ||||
| { | ||||
| 	assert(mesh.vertexCount == 0); | ||||
| 	B3_ASSERT(mesh.vertexCount == 0); | ||||
| 
 | ||||
| 	smAddVertex(mesh, 0.0f, -1.0f, 0.0f); | ||||
| 	smAddVertex(mesh, 0.0f, 0.0f, 1.0f); | ||||
| @@ -41,7 +41,7 @@ static inline void smSetAsOctahedron(smMesh& mesh) | ||||
| 	smAddVertex(mesh, 1.0f, 0.0f, 0.0f); | ||||
| 	smAddVertex(mesh, 0.0f, 1.0f, 0.0f); | ||||
| 
 | ||||
| 	assert(mesh.indexCount == 0); | ||||
| 	B3_ASSERT(mesh.indexCount == 0); | ||||
| 
 | ||||
| 	smAddTriangle(mesh, 0, 1, 2); | ||||
| 	smAddTriangle(mesh, 0, 2, 3); | ||||
| @@ -162,8 +162,8 @@ static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPai | ||||
| 
 | ||||
| void smCreateMesh(smMesh& output, u32 subdivisions) | ||||
| { | ||||
| 	assert(output.vertexCount == 0); | ||||
| 	assert(output.indexCount == 0); | ||||
| 	B3_ASSERT(output.vertexCount == 0); | ||||
| 	B3_ASSERT(output.indexCount == 0); | ||||
| 
 | ||||
| 	u32 vertexCount, indexCount, edgeVertexPairCount; | ||||
| 	smCount(vertexCount, indexCount, edgeVertexPairCount, subdivisions); | ||||
| @@ -173,11 +173,12 @@ void smCreateMesh(smMesh& output, u32 subdivisions) | ||||
| 	byteCount += indexCount * sizeof(u32); | ||||
| 	byteCount += edgeVertexPairCount * sizeof(smEdgeVertexPair); | ||||
| 
 | ||||
| 	u8* bytes = (u8*)malloc(byteCount); | ||||
| 	u8* bytes = (u8*)b3Alloc(byteCount); | ||||
| 
 | ||||
| 	smMesh out; | ||||
| 	out.vertexCount = 0; | ||||
| 	out.vertices = (b3Vec3*)bytes;  | ||||
| 	out.normals = nullptr; | ||||
| 	out.indexCount = 0; | ||||
| 	out.indices = (u32*) ((u8*)(out.vertices) + (vertexCount * sizeof(b3Vec3))); | ||||
| 
 | ||||
| @@ -192,21 +193,24 @@ void smCreateMesh(smMesh& output, u32 subdivisions) | ||||
| 		smSubdivideMesh(out, map); | ||||
| 	} | ||||
| 
 | ||||
| 	assert(map.pairCount < edgeVertexPairCount); | ||||
| 	 | ||||
| 	assert(out.vertexCount <= vertexCount); | ||||
| 	assert(out.indexCount == indexCount); | ||||
| 	B3_ASSERT(out.vertexCount <= vertexCount); | ||||
| 	B3_ASSERT(out.indexCount == indexCount); | ||||
| 	B3_ASSERT(map.pairCount < edgeVertexPairCount); | ||||
| 
 | ||||
| 	output.vertexCount = out.vertexCount; | ||||
| 	output.vertices = (b3Vec3*)malloc(out.vertexCount * sizeof(b3Vec3)); | ||||
| 	output.vertices = (b3Vec3*)b3Alloc(out.vertexCount * sizeof(b3Vec3)); | ||||
| 	memcpy(output.vertices, out.vertices, out.vertexCount * sizeof(b3Vec3)); | ||||
| 	 | ||||
| 	output.normals = (b3Vec3*)b3Alloc(out.vertexCount * sizeof(b3Vec3)); | ||||
| 	memcpy(output.normals, output.vertices, output.vertexCount * sizeof(b3Vec3)); | ||||
| 
 | ||||
| 	output.indexCount = out.indexCount; | ||||
| 	output.indices = (u32*)malloc(out.indexCount * sizeof(u32)); | ||||
| 	output.indices = (u32*)b3Alloc(out.indexCount * sizeof(u32)); | ||||
| 	memcpy(output.indices, out.indices, out.indexCount * sizeof(u32)); | ||||
| 
 | ||||
| 	free(bytes); | ||||
| 	b3Free(bytes); | ||||
| 
 | ||||
| 	out.vertices = nullptr; | ||||
| 	out.normals = nullptr; | ||||
| 	out.indices = nullptr; | ||||
| } | ||||
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