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/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "Capsule.h"
using namespace std;
namespace Magnum { namespace Primitives {
Capsule::Capsule(unsigned int rings, unsigned int segments, GLfloat length, TextureCoords textureCoords): MeshData(Mesh::Primitive::Triangles, new vector<unsigned int>, {new vector<Vector4>()}, {new vector<Vector3>()}, textureCoords == TextureCoords::Generate ? vector<vector<Vector2>*>{new vector<Vector2>()} : vector<vector<Vector2>*>()), segments(segments), textureCoords(textureCoords) {
CORRADE_ASSERT(rings >= 1 && segments >= 3, "Capsule must have at least one ring and three segments", )
GLfloat height = 2.0f+length;
GLfloat textureCoordsVIncrement = 1.0f/(rings*height);
GLfloat ringAngleIncrement = PI/(2*rings);
/* Bottom cap vertex */
capVertex(-height/2, -1.0f, 0.0f);
/* Rings of bottom hemisphere */
vertexRings(rings, -length/2, -PI/2+ringAngleIncrement, ringAngleIncrement, textureCoordsVIncrement, textureCoordsVIncrement);
/* Rings of top hemisphere */
vertexRings(rings, length/2, 0.0f, ringAngleIncrement, (1.0f + length)/height, textureCoordsVIncrement);
/* Top cap vertex */
capVertex(height/2, 1.0f, 1.0f);
/* Faces */
bottomFaceRing();
faceRings(rings*2-1);
topFaceRing();
}
void Capsule::capVertex(GLfloat y, GLfloat normalY, GLfloat textureCoordsV) {
vertices(0)->push_back({0.0f, y, 0.0f});
normals(0)->push_back({0.0f, normalY, 0.0f});
if(textureCoords == TextureCoords::Generate)
textureCoords2D(0)->push_back({0.5, textureCoordsV});
}
void Capsule::vertexRings(unsigned int count, GLfloat centerY, GLfloat startRingAngle, GLfloat ringAngleIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement) {
GLfloat segmentAngleIncrement = 2*PI/segments;
GLfloat x, y, z;
for(unsigned int i = 0; i != count; ++i) {
GLfloat ringAngle = startRingAngle + i*ringAngleIncrement;
x = z = cos(ringAngle);
y = sin(ringAngle);
for(unsigned int j = 0; j != segments; ++j) {
GLfloat segmentAngle = j*segmentAngleIncrement;
vertices(0)->push_back({x*sin(segmentAngle), centerY+y, z*cos(segmentAngle)});
normals(0)->push_back({x*sin(segmentAngle), y, z*cos(segmentAngle)});
if(textureCoords == TextureCoords::Generate)
textureCoords2D(0)->push_back({j*1.0f/segments, startTextureCoordsV + i*textureCoordsVIncrement});
}
/* Duplicate first segment in the ring for additional vertex for texture coordinate */
if(textureCoords == TextureCoords::Generate) {
vertices(0)->push_back((*vertices(0))[vertices(0)->size()-segments]);
normals(0)->push_back((*normals(0))[normals(0)->size()-segments]);
textureCoords2D(0)->push_back({1.0f, startTextureCoordsV + i*textureCoordsVIncrement});
}
}
}
void Capsule::bottomFaceRing() {
for(unsigned int j = 0; j != segments; ++j) {
/* Bottom vertex */
indices()->push_back(0);
/* Top right vertex */
indices()->push_back((j != segments-1 || textureCoords == TextureCoords::Generate) ?
j+2 : 1);
/* Top left vertex */
indices()->push_back(j+1);
}
}
void Capsule::faceRings(unsigned int count) {
unsigned int vertexSegments = segments + (textureCoords == TextureCoords::Generate ? 1 : 0);
for(unsigned int i = 0; i != count; ++i) {
for(unsigned int j = 0; j != segments; ++j) {
unsigned int bottomLeft = i*vertexSegments+j+1;
unsigned int bottomRight = ((j != segments-1 || textureCoords == TextureCoords::Generate) ?
i*vertexSegments+j+2 : i*segments+1);
unsigned int topLeft = bottomLeft+vertexSegments;
unsigned int topRight = bottomRight+vertexSegments;
indices()->push_back(bottomLeft);
indices()->push_back(bottomRight);
indices()->push_back(topRight);
indices()->push_back(bottomLeft);
indices()->push_back(topRight);
indices()->push_back(topLeft);
}
}
}
void Capsule::topFaceRing() {
unsigned int vertexSegments = segments + (textureCoords == TextureCoords::Generate ? 1 : 0);
for(unsigned int j = 0; j != segments; ++j) {
/* Bottom left vertex */
indices()->push_back(normals(0)->size()-vertexSegments+j-1);
/* Bottom right vertex */
indices()->push_back((j != segments-1 || textureCoords == TextureCoords::Generate) ?
normals(0)->size()-vertexSegments+j : normals(0)->size()-segments-1);
/* Top vertex */
indices()->push_back(normals(0)->size()-1);
}
}
}}