add grid mesh for user convenience
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								include/bounce/collision/shapes/grid_mesh.h
									
									
									
									
									
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							| @@ -0,0 +1,92 @@ | ||||
| /* | ||||
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net | ||||
| * | ||||
| * 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 B3_GRID_MESH_H | ||||
| #define B3_GRID_MESH_H | ||||
|  | ||||
| #include <bounce/collision/shapes/mesh.h> | ||||
|  | ||||
| template<u32 H = 1, u32 W = 1> | ||||
| struct b3GridMesh : public b3Mesh | ||||
| { | ||||
| 	b3Vec3 gridVertices[ (H + 1) * (W + 1) ]; | ||||
| 	b3Triangle gridTriangles[2 * H * W]; | ||||
|  | ||||
| 	// Set this grid to a W (width) per H (height) dimensioned grid centered at the origin and aligned | ||||
| 	// with the world x-z axes. | ||||
| 	b3GridMesh() | ||||
| 	{ | ||||
| 		u32 h = H + 1; | ||||
| 		u32 w = W + 1; | ||||
|  | ||||
| 		b3Vec3 t; | ||||
| 		t.x = -0.5f * float32(w) + 0.5f; | ||||
| 		t.y = 0.0f; | ||||
| 		t.z = -0.5f * float32(h) + 0.5f; | ||||
|  | ||||
| 		for (u32 i = 0; i < h; ++i) | ||||
| 		{ | ||||
| 			for (u32 j = 0; j < w; ++j) | ||||
| 			{ | ||||
| 				u32 v1 = i * w + j; | ||||
|  | ||||
| 				b3Vec3 v; | ||||
| 				v.x = float32(j); | ||||
| 				v.y = 0.0f; | ||||
| 				v.z = float32(i); | ||||
|  | ||||
| 				v += t; | ||||
|  | ||||
| 				gridVertices[v1] = v; | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		u32 triangleIndex = 0; | ||||
| 		for (u32 i = 0; i < h - 1; ++i) | ||||
| 		{ | ||||
| 			for (u32 j = 0; j < w - 1; ++j) | ||||
| 			{ | ||||
| 				u32 v1 = i * w + j; | ||||
| 				u32 v2 = (i + 1) * w + j; | ||||
| 				u32 v3 = (i + 1) * w + (j + 1); | ||||
| 				u32 v4 = i * w + (j + 1); | ||||
|  | ||||
| 				b3Triangle* t1 = gridTriangles + triangleIndex; | ||||
| 				++triangleIndex; | ||||
|  | ||||
| 				t1->v1 = v3; | ||||
| 				t1->v2 = v2; | ||||
| 				t1->v3 = v1; | ||||
|  | ||||
| 				b3Triangle* t2 = gridTriangles + triangleIndex; | ||||
| 				++triangleIndex; | ||||
|  | ||||
| 				t2->v1 = v1; | ||||
| 				t2->v2 = v4; | ||||
| 				t2->v3 = v3; | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		vertices = gridVertices; | ||||
| 		vertexCount = (H + 1) * (W + 1); | ||||
| 		triangles = gridTriangles; | ||||
| 		triangleCount = 2 * H * W; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| #endif | ||||
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