/*
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"
# include "Math/Functions.h"
Trade: got rid of Point2D/3D in MeshData in favor of Vector2/Vector3.
Positions were originally done using Point2D/3D to simplify their
transformation using matrices and to some extent simplify their usage in
shaders. But now the disadvantages exceeded the advantages:
* They take 50% more for 2D positions and 33% more for 3D positions, as
last coordinate is always equal to 1, on the other hand when last
coordinate is errorneously not equal to 1 they have crazy behavior.
* Normalizing them or transforming them with anything else than with
matrices is PITA, as we need to strip the last component, do the
transformation, and then add the component back.
* All transformation handling classes (Complex, DualComplex,
Quaternion, DualQuaternion, Matrix3, Matrix4) now have convenience
functions for transforming points specified directly as
Vector2/Vector3 (and also for transforming vectors).
* When someone wants to use homogeneous coordinates with crazy last
component values, they can do so with plain Vector3 for 2D and
Vector4 for 3D and it will be less confusing than using Point2D/3D
which no important detail hidden.
13 years ago
# include "Math/Vector3.h"
namespace Magnum { namespace Primitives {
Trade: got rid of Point2D/3D in MeshData in favor of Vector2/Vector3.
Positions were originally done using Point2D/3D to simplify their
transformation using matrices and to some extent simplify their usage in
shaders. But now the disadvantages exceeded the advantages:
* They take 50% more for 2D positions and 33% more for 3D positions, as
last coordinate is always equal to 1, on the other hand when last
coordinate is errorneously not equal to 1 they have crazy behavior.
* Normalizing them or transforming them with anything else than with
matrices is PITA, as we need to strip the last component, do the
transformation, and then add the component back.
* All transformation handling classes (Complex, DualComplex,
Quaternion, DualQuaternion, Matrix3, Matrix4) now have convenience
functions for transforming points specified directly as
Vector2/Vector3 (and also for transforming vectors).
* When someone wants to use homogeneous coordinates with crazy last
component values, they can do so with plain Vector3 for 2D and
Vector4 for 3D and it will be less confusing than using Point2D/3D
which no important detail hidden.
13 years ago
Capsule : : Capsule ( std : : uint32_t hemisphereRings , std : : uint32_t cylinderRings , std : : uint32_t segments , GLfloat length , TextureCoords textureCoords ) : MeshData3D ( Mesh : : Primitive : : Triangles , new std : : vector < std : : uint32_t > , { new std : : vector < Vector3 > ( ) } , { new std : : vector < Vector3 > ( ) } , textureCoords = = TextureCoords : : Generate ? std : : vector < std : : vector < Vector2 > * > { new std : : vector < Vector2 > ( ) } : std : : vector < std : : vector < Vector2 > * > ( ) ) , segments ( segments ) , textureCoords ( textureCoords ) {
CORRADE_ASSERT ( hemisphereRings > = 1 & & cylinderRings > = 1 & & segments > = 3 , " Capsule must have at least one hemisphere ring, one cylinder ring and three segments " , ) ;
GLfloat height = 2.0f + length ;
GLfloat hemisphereTextureCoordsVIncrement = 1.0f / ( hemisphereRings * height ) ;
Rad hemisphereRingAngleIncrement = Rad ( Constants : : pi ( ) ) / ( 2 * hemisphereRings ) ;
/* Bottom cap vertex */
capVertex ( - height / 2 , - 1.0f , 0.0f ) ;
/* Rings of bottom hemisphere */
hemisphereVertexRings ( hemisphereRings - 1 , - length / 2 , - Rad ( Constants : : pi ( ) ) / 2 + hemisphereRingAngleIncrement , hemisphereRingAngleIncrement , hemisphereTextureCoordsVIncrement , hemisphereTextureCoordsVIncrement ) ;
/* Rings of cylinder */
cylinderVertexRings ( cylinderRings + 1 , - length / 2 , length / cylinderRings , 1.0f / height , length / ( cylinderRings * height ) ) ;
/* Rings of top hemisphere */
hemisphereVertexRings ( hemisphereRings - 1 , length / 2 , hemisphereRingAngleIncrement , hemisphereRingAngleIncrement , ( 1.0f + length ) / height + hemisphereTextureCoordsVIncrement , hemisphereTextureCoordsVIncrement ) ;
/* Top cap vertex */
capVertex ( height / 2 , 1.0f , 1.0f ) ;
/* Faces */
bottomFaceRing ( ) ;
faceRings ( hemisphereRings * 2 - 2 + cylinderRings ) ;
topFaceRing ( ) ;
}
Trade: got rid of Point2D/3D in MeshData in favor of Vector2/Vector3.
Positions were originally done using Point2D/3D to simplify their
transformation using matrices and to some extent simplify their usage in
shaders. But now the disadvantages exceeded the advantages:
* They take 50% more for 2D positions and 33% more for 3D positions, as
last coordinate is always equal to 1, on the other hand when last
coordinate is errorneously not equal to 1 they have crazy behavior.
* Normalizing them or transforming them with anything else than with
matrices is PITA, as we need to strip the last component, do the
transformation, and then add the component back.
* All transformation handling classes (Complex, DualComplex,
Quaternion, DualQuaternion, Matrix3, Matrix4) now have convenience
functions for transforming points specified directly as
Vector2/Vector3 (and also for transforming vectors).
* When someone wants to use homogeneous coordinates with crazy last
component values, they can do so with plain Vector3 for 2D and
Vector4 for 3D and it will be less confusing than using Point2D/3D
which no important detail hidden.
13 years ago
Capsule : : Capsule ( std : : uint32_t segments , TextureCoords textureCoords ) : MeshData3D ( Mesh : : Primitive : : Triangles , new std : : vector < std : : uint32_t > , { new std : : vector < Vector3 > ( ) } , { new std : : vector < Vector3 > ( ) } , textureCoords = = TextureCoords : : Generate ? std : : vector < std : : vector < Vector2 > * > { new std : : vector < Vector2 > ( ) } : std : : vector < std : : vector < Vector2 > * > ( ) ) , segments ( segments ) , textureCoords ( textureCoords ) { }
void Capsule : : capVertex ( GLfloat y , GLfloat normalY , GLfloat textureCoordsV ) {
positions ( 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 : : hemisphereVertexRings ( std : : uint32_t count , GLfloat centerY , Rad startRingAngle , Rad ringAngleIncrement , GLfloat startTextureCoordsV , GLfloat textureCoordsVIncrement ) {
Rad segmentAngleIncrement = 2 * Rad ( Constants : : pi ( ) ) / segments ;
GLfloat x , y , z ;
for ( std : : uint32_t i = 0 ; i ! = count ; + + i ) {
Rad ringAngle = startRingAngle + i * ringAngleIncrement ;
x = z = Math : : cos ( ringAngle ) ;
y = Math : : sin ( ringAngle ) ;
for ( std : : uint32_t j = 0 ; j ! = segments ; + + j ) {
Rad segmentAngle = j * segmentAngleIncrement ;
positions ( 0 ) - > push_back ( { x * Math : : sin ( segmentAngle ) , centerY + y , z * Math : : cos ( segmentAngle ) } ) ;
normals ( 0 ) - > push_back ( { x * Math : : sin ( segmentAngle ) , y , z * Math : : 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 ) {
positions ( 0 ) - > push_back ( ( * positions ( 0 ) ) [ positions ( 0 ) - > size ( ) - segments ] ) ;
normals ( 0 ) - > push_back ( ( * normals ( 0 ) ) [ normals ( 0 ) - > size ( ) - segments ] ) ;
textureCoords2D ( 0 ) - > push_back ( { 1.0f , startTextureCoordsV + i * textureCoordsVIncrement } ) ;
}
}
}
void Capsule : : cylinderVertexRings ( std : : uint32_t count , GLfloat startY , GLfloat yIncrement , GLfloat startTextureCoordsV , GLfloat textureCoordsVIncrement ) {
Rad segmentAngleIncrement = 2 * Rad ( Constants : : pi ( ) ) / segments ;
for ( std : : uint32_t i = 0 ; i ! = count ; + + i ) {
for ( std : : uint32_t j = 0 ; j ! = segments ; + + j ) {
Rad segmentAngle = j * segmentAngleIncrement ;
positions ( 0 ) - > push_back ( { Math : : sin ( segmentAngle ) , startY , Math : : cos ( segmentAngle ) } ) ;
normals ( 0 ) - > push_back ( { Math : : sin ( segmentAngle ) , 0.0f , Math : : 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 ) {
positions ( 0 ) - > push_back ( ( * positions ( 0 ) ) [ positions ( 0 ) - > size ( ) - segments ] ) ;
normals ( 0 ) - > push_back ( ( * normals ( 0 ) ) [ normals ( 0 ) - > size ( ) - segments ] ) ;
textureCoords2D ( 0 ) - > push_back ( { 1.0f , startTextureCoordsV + i * textureCoordsVIncrement } ) ;
}
startY + = yIncrement ;
}
}
void Capsule : : bottomFaceRing ( ) {
for ( std : : uint32_t 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 ( std : : uint32_t count , std : : uint32_t offset ) {
std : : uint32_t vertexSegments = segments + ( textureCoords = = TextureCoords : : Generate ? 1 : 0 ) ;
for ( std : : uint32_t i = 0 ; i ! = count ; + + i ) {
for ( std : : uint32_t j = 0 ; j ! = segments ; + + j ) {
std : : uint32_t bottomLeft = i * vertexSegments + j + offset ;
std : : uint32_t bottomRight = ( ( j ! = segments - 1 | | textureCoords = = TextureCoords : : Generate ) ?
i * vertexSegments + j + 1 + offset : i * segments + offset ) ;
std : : uint32_t topLeft = bottomLeft + vertexSegments ;
std : : uint32_t 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 ( ) {
std : : uint32_t vertexSegments = segments + ( textureCoords = = TextureCoords : : Generate ? 1 : 0 ) ;
for ( std : : uint32_t 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 ) ;
}
}
} }