#ifndef Magnum_Primitives_Capsule_h #define Magnum_Primitives_Capsule_h /* 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. */ /** @file * @brief Class Magnum::Primitives::Capsule */ #include "Trade/MeshData3D.h" #include "Primitives/magnumPrimitivesVisibility.h" namespace Magnum { namespace Primitives { /** @brief 3D capsule primitive %Cylinder along Y axis with hemispheres instead of caps. Indexed @ref Mesh::Primitive "Triangles" with normals and optional 2D texture coordinates. */ class Capsule: public Trade::MeshData3D { friend class UVSphere; friend class Cylinder; public: /** @brief Whether to generate texture coordinates */ enum class TextureCoords { Generate, /**< Generate texture coordinates */ DontGenerate /**< Don't generate texture coordinates */ }; /** * @brief Constructor * @param hemisphereRings Number of (face) rings for each hemisphere. * Must be larger or equal to 1. * @param cylinderRings Number of (face) rings for cylinder. Must be * larger or equal to 1. * @param segments Number of (face) segments. Must be larger or equal to 3. * @param length Length of the capsule, excluding hemispheres. * @param textureCoords Whether to generate texture coordinates. * * If texture coordinates are generated, vertices of one segment are * duplicated for texture wrapping. */ explicit MAGNUM_PRIMITIVES_EXPORT Capsule(std::uint32_t hemisphereRings, std::uint32_t cylinderRings, std::uint32_t segments, GLfloat length, TextureCoords textureCoords = TextureCoords::DontGenerate); private: Capsule(std::uint32_t segments, TextureCoords textureCoords); void capVertex(GLfloat y, GLfloat normalY, GLfloat textureCoordsV); void hemisphereVertexRings(std::uint32_t count, GLfloat centerY, Rad startRingAngle, Rad ringAngleIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement); void cylinderVertexRings(std::uint32_t count, GLfloat startY, GLfloat yIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement); void bottomFaceRing(); void faceRings(std::uint32_t count, std::uint32_t offset = 1); void topFaceRing(); std::uint32_t segments; TextureCoords textureCoords; }; }} #endif