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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in 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
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THE 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
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Spheroid.h"
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#include "Magnum/Math/Functions.h"
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#include "Magnum/Math/Vector3.h"
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#include "Magnum/Mesh.h"
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#include "Magnum/Trade/MeshData3D.h"
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namespace Magnum { namespace Primitives { namespace Implementation {
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Spheroid::Spheroid(UnsignedInt segments, TextureCoords textureCoords): segments(segments), textureCoords(textureCoords) {}
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void Spheroid::capVertex(Float y, Float normalY, Float textureCoordsV) {
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positions.push_back({0.0f, y, 0.0f});
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normals.push_back({0.0f, normalY, 0.0f});
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if(textureCoords == TextureCoords::Generate)
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textureCoords2D.push_back({0.5, textureCoordsV});
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}
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void Spheroid::hemisphereVertexRings(UnsignedInt count, Float centerY, Rad startRingAngle, Rad ringAngleIncrement, Float startTextureCoordsV, Float textureCoordsVIncrement) {
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Rad segmentAngleIncrement(2*Constants::pi()/segments);
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Float x, y, z;
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for(UnsignedInt i = 0; i != count; ++i) {
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Rad ringAngle = startRingAngle + Float(i)*ringAngleIncrement;
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x = z = Math::cos(ringAngle);
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y = Math::sin(ringAngle);
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for(UnsignedInt j = 0; j != segments; ++j) {
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Rad segmentAngle = Float(j)*segmentAngleIncrement;
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positions.push_back({x*Math::sin(segmentAngle), centerY+y, z*Math::cos(segmentAngle)});
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normals.push_back({x*Math::sin(segmentAngle), y, z*Math::cos(segmentAngle)});
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if(textureCoords == TextureCoords::Generate)
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textureCoords2D.push_back({j*1.0f/segments, startTextureCoordsV + i*textureCoordsVIncrement});
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}
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/* Duplicate first segment in the ring for additional vertex for texture coordinate */
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if(textureCoords == TextureCoords::Generate) {
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positions.push_back(positions[positions.size()-segments]);
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normals.push_back(normals[normals.size()-segments]);
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textureCoords2D.push_back({1.0f, startTextureCoordsV + i*textureCoordsVIncrement});
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}
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}
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}
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void Spheroid::cylinderVertexRings(UnsignedInt count, Float startY, Float yIncrement, Float startTextureCoordsV, Float textureCoordsVIncrement) {
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Rad segmentAngleIncrement(2*Constants::pi()/segments);
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for(UnsignedInt i = 0; i != count; ++i) {
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for(UnsignedInt j = 0; j != segments; ++j) {
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Rad segmentAngle = Float(j)*segmentAngleIncrement;
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positions.push_back({Math::sin(segmentAngle), startY, Math::cos(segmentAngle)});
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normals.push_back({Math::sin(segmentAngle), 0.0f, Math::cos(segmentAngle)});
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if(textureCoords == TextureCoords::Generate)
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textureCoords2D.push_back({j*1.0f/segments, startTextureCoordsV + i*textureCoordsVIncrement});
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}
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/* Duplicate first segment in the ring for additional vertex for texture coordinate */
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if(textureCoords == TextureCoords::Generate) {
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positions.push_back(positions[positions.size()-segments]);
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normals.push_back(normals[normals.size()-segments]);
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textureCoords2D.push_back({1.0f, startTextureCoordsV + i*textureCoordsVIncrement});
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}
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startY += yIncrement;
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}
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}
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void Spheroid::bottomFaceRing() {
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for(UnsignedInt j = 0; j != segments; ++j) {
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/* Bottom vertex */
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indices.push_back(0);
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/* Top right vertex */
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indices.push_back((j != segments-1 || textureCoords == TextureCoords::Generate) ?
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j+2 : 1);
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/* Top left vertex */
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indices.push_back(j+1);
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}
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}
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void Spheroid::faceRings(UnsignedInt count, UnsignedInt offset) {
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UnsignedInt vertexSegments = segments + (textureCoords == TextureCoords::Generate ? 1 : 0);
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for(UnsignedInt i = 0; i != count; ++i) {
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for(UnsignedInt j = 0; j != segments; ++j) {
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UnsignedInt bottomLeft = i*vertexSegments+j+offset;
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UnsignedInt bottomRight = ((j != segments-1 || textureCoords == TextureCoords::Generate) ?
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i*vertexSegments+j+1+offset : i*segments+offset);
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UnsignedInt topLeft = bottomLeft+vertexSegments;
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UnsignedInt topRight = bottomRight+vertexSegments;
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indices.push_back(bottomLeft);
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indices.push_back(bottomRight);
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indices.push_back(topRight);
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indices.push_back(bottomLeft);
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indices.push_back(topRight);
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indices.push_back(topLeft);
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}
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}
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}
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void Spheroid::topFaceRing() {
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UnsignedInt vertexSegments = segments + (textureCoords == TextureCoords::Generate ? 1 : 0);
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for(UnsignedInt j = 0; j != segments; ++j) {
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/* Bottom left vertex */
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indices.push_back(normals.size()-vertexSegments+j-1);
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/* Bottom right vertex */
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indices.push_back((j != segments-1 || textureCoords == TextureCoords::Generate) ?
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normals.size()-vertexSegments+j : normals.size()-segments-1);
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/* Top vertex */
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indices.push_back(normals.size()-1);
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}
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}
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void Spheroid::capVertexRing(Float y, Float textureCoordsV, const Vector3& normal) {
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Rad segmentAngleIncrement(2*Constants::pi()/segments);
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for(UnsignedInt i = 0; i != segments; ++i) {
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Rad segmentAngle = Float(i)*segmentAngleIncrement;
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positions.push_back({Math::sin(segmentAngle), y, Math::cos(segmentAngle)});
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normals.push_back(normal);
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if(textureCoords == TextureCoords::Generate)
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textureCoords2D.push_back({i*1.0f/segments, textureCoordsV});
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}
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/* Duplicate first segment in the ring for additional vertex for texture coordinate */
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if(textureCoords == TextureCoords::Generate) {
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positions.push_back(positions[positions.size()-segments]);
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normals.push_back(normal);
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textureCoords2D.push_back({1.0f, textureCoordsV});
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}
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}
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Trade::MeshData3D Spheroid::finalize() {
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return Trade::MeshData3D(MeshPrimitive::Triangles, std::move(indices), {std::move(positions)}, {std::move(normals)},
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textureCoords == TextureCoords::Generate ? std::vector<std::vector<Vector2>>{std::move(textureCoords2D)} : std::vector<std::vector<Vector2>>());
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}
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}}}
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