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