/* Copyright © 2010, 2011, 2012 Vladimír Vondruš 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/Constants.h" #include "Math/Point3D.h" using namespace std; namespace Magnum { namespace Primitives { Capsule::Capsule(std::uint32_t hemisphereRings, std::uint32_t cylinderRings, std::uint32_t segments, GLfloat length, TextureCoords textureCoords): MeshData3D("", Mesh::Primitive::Triangles, new vector, {new vector()}, {new vector()}, textureCoords == TextureCoords::Generate ? vector*>{new vector()} : vector*>()), 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); GLfloat hemisphereRingAngleIncrement = Math::Constants::pi()/(2*hemisphereRings); /* Bottom cap vertex */ capVertex(-height/2, -1.0f, 0.0f); /* Rings of bottom hemisphere */ hemisphereVertexRings(hemisphereRings-1, -length/2, -Math::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(); } Capsule::Capsule(uint32_t segments, TextureCoords textureCoords): MeshData3D("", Mesh::Primitive::Triangles, new std::vector, {new std::vector()}, {new std::vector()}, textureCoords == TextureCoords::Generate ? std::vector*>{new std::vector()} : std::vector*>()), 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(uint32_t count, GLfloat centerY, GLfloat startRingAngle, GLfloat ringAngleIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement) { GLfloat segmentAngleIncrement = 2*Math::Constants::pi()/segments; GLfloat x, y, z; for(uint32_t i = 0; i != count; ++i) { GLfloat ringAngle = startRingAngle + i*ringAngleIncrement; x = z = cos(ringAngle); y = sin(ringAngle); for(uint32_t j = 0; j != segments; ++j) { GLfloat segmentAngle = j*segmentAngleIncrement; positions(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) { 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(uint32_t count, GLfloat startY, GLfloat yIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement) { GLfloat segmentAngleIncrement = 2*Math::Constants::pi()/segments; for(uint32_t i = 0; i != count; ++i) { for(uint32_t j = 0; j != segments; ++j) { GLfloat segmentAngle = j*segmentAngleIncrement; positions(0)->push_back({sin(segmentAngle), startY, cos(segmentAngle)}); normals(0)->push_back({sin(segmentAngle), 0.0f, 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(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(uint32_t count, uint32_t offset) { uint32_t vertexSegments = segments + (textureCoords == TextureCoords::Generate ? 1 : 0); for(uint32_t i = 0; i != count; ++i) { for(uint32_t j = 0; j != segments; ++j) { uint32_t bottomLeft = i*vertexSegments+j+offset; uint32_t bottomRight = ((j != segments-1 || textureCoords == TextureCoords::Generate) ? i*vertexSegments+j+1+offset : i*segments+offset); uint32_t topLeft = bottomLeft+vertexSegments; 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() { uint32_t vertexSegments = segments + (textureCoords == TextureCoords::Generate ? 1 : 0); for(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); } } }}