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238 lines
9.5 KiB
238 lines
9.5 KiB
/****************************************************************************
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Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "primitive/Capsule.h"
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namespace cc {
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IGeometry capsule(float radiusTop, float radiusBottom, float height, const ccstd::optional<ICapsuleOptions> &opts) {
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const float torsoHeight = height - radiusTop - radiusBottom;
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const uint32_t sides = opts.has_value() ? opts->sides : 32;
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const uint32_t heightSegments = opts.has_value() ? opts->heightSegments : 32;
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const float bottomProp = radiusBottom / height;
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const float torProp = torsoHeight / height;
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const float topProp = radiusTop / height;
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const uint32_t bottomSegments = floor(static_cast<float>(heightSegments) * bottomProp);
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const uint32_t topSegments = floor(static_cast<float>(heightSegments) * topProp);
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const uint32_t torSegments = floor(static_cast<float>(heightSegments) * torProp);
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const float topOffset = torsoHeight + radiusBottom - height / 2;
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const float torOffset = radiusBottom - height / 2;
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const float bottomOffset = radiusBottom - height / 2;
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const float arc = opts.has_value() ? opts->arc : math::PI_2;
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// calculate vertex count
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ccstd::vector<float> positions;
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ccstd::vector<float> normals;
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ccstd::vector<float> uvs;
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ccstd::vector<uint32_t> indices;
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const float maxRadius = std::max(radiusTop, radiusBottom);
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const Vec3 minPos(-maxRadius, -height / 2, -maxRadius);
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const Vec3 maxPos(maxRadius, height / 2, maxRadius);
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const float boundingRadius = height / 2;
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uint32_t index = 0;
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ccstd::vector<ccstd::vector<uint32_t>> indexArray;
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// =======================
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// internal functions
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// =======================
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auto generateTorso = [&]() {
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// this will be used to calculate the normal
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float slope = (radiusTop - radiusBottom) / torsoHeight;
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// generate positions, normals and uvs
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for (uint32_t y = 0; y <= torSegments; y++) {
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ccstd::vector<uint32_t> indexRow;
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const float lat = static_cast<float>(y) / static_cast<float>(torSegments);
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const float radius = lat * (radiusTop - radiusBottom) + radiusBottom;
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for (uint32_t x = 0; x <= sides; ++x) {
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const float u = static_cast<float>(x) / static_cast<float>(sides);
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const float v = lat * torProp + bottomProp;
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const float theta = u * arc - (arc / 4);
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const float sinTheta = sin(theta);
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const float cosTheta = cos(theta);
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// vertex
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positions.emplace_back(radius * sinTheta);
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positions.emplace_back(lat * torsoHeight + torOffset);
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positions.emplace_back(radius * cosTheta);
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// normal
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Vec3 temp1(sinTheta, -slope, cosTheta);
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temp1.normalize();
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normals.emplace_back(temp1.x);
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normals.emplace_back(temp1.y);
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normals.emplace_back(temp1.z);
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// uv
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uvs.emplace_back(u);
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uvs.emplace_back(v);
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// save index of vertex in respective row
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indexRow.emplace_back(index);
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// increase index
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++index;
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}
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// now save positions of the row in our index array
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indexArray.emplace_back(indexRow);
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}
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// generate indices
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for (uint32_t y = 0; y < torSegments; ++y) {
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for (uint32_t x = 0; x < sides; ++x) {
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// we use the index array to access the correct indices
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const uint32_t i1 = indexArray[y][x];
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const uint32_t i2 = indexArray[y + 1][x];
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const uint32_t i3 = indexArray[y + 1][x + 1];
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const uint32_t i4 = indexArray[y][x + 1];
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// face one
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indices.emplace_back(i1);
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indices.emplace_back(i4);
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indices.emplace_back(i2);
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// face two
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indices.emplace_back(i4);
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indices.emplace_back(i3);
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indices.emplace_back(i2);
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}
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}
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};
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auto generateBottom = [&]() {
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for (uint32_t lat = 0; lat <= bottomSegments; ++lat) {
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float theta = static_cast<float>(lat) * math::PI / static_cast<float>(bottomSegments) / 2;
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float sinTheta = sin(theta);
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float cosTheta = -cos(theta);
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for (uint32_t lon = 0; lon <= sides; ++lon) {
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const float phi = static_cast<float>(lon) * math::PI_2 / static_cast<float>(sides) - math::PI / 2;
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const float sinPhi = sin(phi);
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const float cosPhi = cos(phi);
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const float x = sinPhi * sinTheta;
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const float y = cosTheta;
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const float z = cosPhi * sinTheta;
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const float u = static_cast<float>(lon) / static_cast<float>(sides);
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const float v = static_cast<float>(lat) / static_cast<float>(heightSegments);
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positions.emplace_back(x * radiusBottom);
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positions.emplace_back(y * radiusBottom + bottomOffset);
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positions.emplace_back(z * radiusBottom);
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normals.emplace_back(x);
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normals.emplace_back(y);
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normals.emplace_back(z);
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uvs.emplace_back(u);
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uvs.emplace_back(v);
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if ((lat < bottomSegments) && (lon < sides)) {
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const uint32_t seg1 = sides + 1;
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const uint32_t a = seg1 * lat + lon;
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const uint32_t b = seg1 * (lat + 1) + lon;
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const uint32_t c = seg1 * (lat + 1) + lon + 1;
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const uint32_t d = seg1 * lat + lon + 1;
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indices.emplace_back(a);
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indices.emplace_back(d);
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indices.emplace_back(b);
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indices.emplace_back(d);
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indices.emplace_back(c);
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indices.emplace_back(b);
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}
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++index;
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}
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}
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};
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auto generateTop = [&]() {
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for (uint32_t lat = 0; lat <= topSegments; ++lat) {
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const float theta = static_cast<float>(lat) * math::PI / static_cast<float>(topSegments) / 2 + math::PI / 2;
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const float sinTheta = sin(theta);
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const float cosTheta = -cos(theta);
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for (uint32_t lon = 0; lon <= sides; ++lon) {
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const float phi = static_cast<float>(lon) * 2 * math::PI / static_cast<float>(sides) - math::PI / 2;
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const float sinPhi = sin(phi);
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const float cosPhi = cos(phi);
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const float x = sinPhi * sinTheta;
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const float y = cosTheta;
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const float z = cosPhi * sinTheta;
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const float u = static_cast<float>(lon) / static_cast<float>(sides);
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const float v = static_cast<float>(lat) / static_cast<float>(heightSegments) + (1 - topProp);
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positions.emplace_back(x * radiusTop);
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positions.emplace_back(y * radiusTop + topOffset);
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positions.emplace_back(z * radiusTop);
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normals.emplace_back(x);
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normals.emplace_back(y);
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normals.emplace_back(z);
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uvs.emplace_back(u);
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uvs.emplace_back(v);
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if ((lat < topSegments) && (lon < sides)) {
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const uint32_t seg1 = sides + 1;
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const uint32_t a = seg1 * lat + lon + indexArray[torSegments][sides] + 1;
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const uint32_t b = seg1 * (lat + 1) + lon + indexArray[torSegments][sides] + 1;
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const uint32_t c = seg1 * (lat + 1) + lon + 1 + indexArray[torSegments][sides] + 1;
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const uint32_t d = seg1 * lat + lon + 1 + indexArray[torSegments][sides] + 1;
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indices.emplace_back(a);
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indices.emplace_back(d);
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indices.emplace_back(b);
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indices.emplace_back(d);
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indices.emplace_back(c);
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indices.emplace_back(b);
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}
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}
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}
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};
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generateBottom();
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generateTorso();
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generateTop();
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IGeometry info;
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info.positions = positions;
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info.normals = normals;
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info.uvs = uvs;
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info.boundingRadius = boundingRadius;
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info.minPos = minPos;
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info.maxPos = maxPos;
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info.indices = indices;
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return info;
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}
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} // namespace cc
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