#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/MeshData.h" namespace Magnum { namespace Primitives { /** @ingroup mesh @brief %Capsule primitive Cylinder along Y axis with hemispheres instead of caps. */ class Capsule: public Trade::MeshData { friend class UVSphere; public: /** @brief Whether to generate texture coordinates */ enum class TextureCoords { Generate, /**< Generate texture coordinates */ DontGenerate /**< Don't generate texture coordinates */ }; /** * @brief Constructor * @param rings Number of (face) rings for each hemisphere. * 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. */ Capsule(unsigned int rings, unsigned int segments, GLfloat length, TextureCoords textureCoords = TextureCoords::DontGenerate); private: inline Capsule(unsigned int segments, TextureCoords textureCoords): MeshData("", 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 capVertex(GLfloat y, GLfloat normalY, GLfloat textureCoordsV); void vertexRings(unsigned int count, GLfloat centerY, GLfloat startRingAngle, GLfloat ringAngleIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement); void bottomFaceRing(); void faceRings(unsigned int count); void topFaceRing(); unsigned int segments; TextureCoords textureCoords; }; }} #endif