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:
Irlan
2019-04-21 16:06:51 -03:00
parent 77ad799d94
commit 490a2963df
9 changed files with 276 additions and 271 deletions

View File

@@ -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)

View 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;
}

View File

@@ -0,0 +1,216 @@
/*
* 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/sphere_mesh.h>
static inline void smAddVertex(smMesh& mesh, float32 x, float32 y, float32 z)
{
mesh.vertices[mesh.vertexCount++].Set(x, y, z);
}
static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
{
mesh.indices[mesh.indexCount++] = v1;
mesh.indices[mesh.indexCount++] = v2;
mesh.indices[mesh.indexCount++] = v3;
}
static inline void smSetAsOctahedron(smMesh& mesh)
{
B3_ASSERT(mesh.vertexCount == 0);
smAddVertex(mesh, 0.0f, -1.0f, 0.0f);
smAddVertex(mesh, 0.0f, 0.0f, 1.0f);
smAddVertex(mesh, -1.0f, 0.0f, 0.0f);
smAddVertex(mesh, 0.0f, 0.0f, -1.0f);
smAddVertex(mesh, 1.0f, 0.0f, 0.0f);
smAddVertex(mesh, 0.0f, 1.0f, 0.0f);
B3_ASSERT(mesh.indexCount == 0);
smAddTriangle(mesh, 0, 1, 2);
smAddTriangle(mesh, 0, 2, 3);
smAddTriangle(mesh, 0, 3, 4);
smAddTriangle(mesh, 0, 4, 1);
smAddTriangle(mesh, 5, 2, 1);
smAddTriangle(mesh, 5, 3, 2);
smAddTriangle(mesh, 5, 4, 3);
smAddTriangle(mesh, 5, 1, 4);
}
struct smEdge
{
u32 v1, v2;
};
struct smEdgeVertexPair
{
smEdge edge;
u32 vertex;
};
struct smEdgeVertexMap
{
u32 pairCount;
smEdgeVertexPair* pairs;
};
static inline void smAddPair(smEdgeVertexMap& map, const smEdgeVertexPair& pair)
{
map.pairs[map.pairCount++] = pair;
}
static inline smEdgeVertexPair* smFind(smEdgeVertexMap& map, u32 v1, u32 v2)
{
for (u32 i = 0; i < map.pairCount; ++i)
{
smEdgeVertexPair* pair = map.pairs + i;
if (pair->edge.v1 == v1 && pair->edge.v2 == v2)
{
return pair;
}
}
return nullptr;
}
static inline u32 smSubdivideEdge(smMesh& in_out, smEdgeVertexMap& map,
u32 i1, u32 i2)
{
smEdgeVertexPair* pair = smFind(map, i2, i1);
if (pair)
{
return pair->vertex;
}
smEdge newEdge;
newEdge.v1 = i1;
newEdge.v2 = i2;
u32 newVertex = in_out.vertexCount;
b3Vec3 v1 = in_out.vertices[i1];
b3Vec3 v2 = in_out.vertices[i2];
b3Vec3 v = 0.5f * (v1 + v2);
v.Normalize();
smAddVertex(in_out, v.x, v.y, v.z);
smEdgeVertexPair newPair;
newPair.edge = newEdge;
newPair.vertex = newVertex;
smAddPair(map, newPair);
return newVertex;
}
static void smSubdivideMesh(smMesh& in_out, smEdgeVertexMap& map)
{
map.pairCount = 0;
u32 inputIndexCount = in_out.indexCount;
for (u32 i = 0; i < inputIndexCount / 3; ++i)
{
u32 vi1 = in_out.indices[3 * i + 0];
u32 vi2 = in_out.indices[3 * i + 1];
u32 vi3 = in_out.indices[3 * i + 2];
u32 vi4 = smSubdivideEdge(in_out, map, vi1, vi2);
u32 vi5 = smSubdivideEdge(in_out, map, vi2, vi3);
u32 vi6 = smSubdivideEdge(in_out, map, vi3, vi1);
smAddTriangle(in_out, vi1, vi4, vi6);
smAddTriangle(in_out, vi4, vi2, vi5);
smAddTriangle(in_out, vi5, vi3, vi6);
smAddTriangle(in_out, vi4, vi5, vi6);
}
}
// Compute the maximum number of vertices and
// the number of triangle vertex indices in the intermediate mesh.
// Also compute the maximum number of edge-vertex pairs per subdivision step
static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPairCount, u32 subdivisions)
{
vertexCount = 6;
indexCount = 3 * 8;
for (u32 i = 0; i < subdivisions; ++i)
{
vertexCount += 3 * (indexCount / 3);
indexCount += 4 * 3 * (indexCount / 3);
}
edgeVertexPairCount = 3 * (indexCount / 3);
}
void smCreateMesh(smMesh& output, u32 subdivisions)
{
B3_ASSERT(output.vertexCount == 0);
B3_ASSERT(output.indexCount == 0);
u32 vertexCount, indexCount, edgeVertexPairCount;
smCount(vertexCount, indexCount, edgeVertexPairCount, subdivisions);
u32 byteCount = 0;
byteCount += vertexCount * sizeof(b3Vec3);
byteCount += indexCount * sizeof(u32);
byteCount += edgeVertexPairCount * sizeof(smEdgeVertexPair);
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)));
smEdgeVertexMap map;
map.pairCount = 0;
map.pairs = (smEdgeVertexPair*) ((u8*)(out.indices) + (indexCount * sizeof(u32)));
smSetAsOctahedron(out);
for (u32 i = 0; i < subdivisions; ++i)
{
smSubdivideMesh(out, map);
}
B3_ASSERT(out.vertexCount <= vertexCount);
B3_ASSERT(out.indexCount == indexCount);
B3_ASSERT(map.pairCount < edgeVertexPairCount);
output.vertexCount = out.vertexCount;
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*)b3Alloc(out.indexCount * sizeof(u32));
memcpy(output.indices, out.indices, out.indexCount * sizeof(u32));
b3Free(bytes);
out.vertices = nullptr;
out.normals = nullptr;
out.indices = nullptr;
}