gamnit: 3 Euler rotation angles for actors
[nit.git] / lib / gamnit / depth / more_meshes.nit
index 9f2318a..e316b89 100644 (file)
@@ -17,6 +17,7 @@ module more_meshes
 
 import geometry
 import depth_core
+import model_dimensions
 
 # Simple flat mesh, sits on the axes X and Z, normal on Y
 class Plane
@@ -78,20 +79,31 @@ class Plane
        # TODO use gl_TRIANGLE_FAN instead
 end
 
-# Cube, with 6 faces
-class Cube
+# Cuboid, or rectangular prism, with 6 faces and right angles
+#
+# Can be created from a `Boxed3d` using `to_mesh`.
+class Cuboid
        super Mesh
 
+       # Width, on the X axis
+       var width: Float
+
+       # Height, on the Y axis
+       var height: Float
+
+       # Depth, on the Z axis
+       var depth: Float
+
        redef var vertices is lazy do
-               var a = [-0.5, -0.5, -0.5]
-               var b = [ 0.5, -0.5, -0.5]
-               var c = [-0.5,  0.5, -0.5]
-               var d = [ 0.5,  0.5, -0.5]
+               var a = [-0.5*width, -0.5*height, -0.5*depth]
+               var b = [ 0.5*width, -0.5*height, -0.5*depth]
+               var c = [-0.5*width,  0.5*height, -0.5*depth]
+               var d = [ 0.5*width,  0.5*height, -0.5*depth]
 
-               var e = [-0.5, -0.5,  0.5]
-               var f = [ 0.5, -0.5,  0.5]
-               var g = [-0.5,  0.5,  0.5]
-               var h = [ 0.5,  0.5,  0.5]
+               var e = [-0.5*width, -0.5*height,  0.5*depth]
+               var f = [ 0.5*width, -0.5*height,  0.5*depth]
+               var g = [-0.5*width,  0.5*height,  0.5*depth]
+               var h = [ 0.5*width,  0.5*height,  0.5*depth]
 
                var vertices = new Array[Float]
                for v in [a, c, d, a, d, b, # front
@@ -124,9 +136,104 @@ class Cube
                var d = [1.0, 0.0]
 
                var texture_coords = new Array[Float]
-               for v in [c, d, a, a, d, b] do for i in 6.times do texture_coords.add_all v
+               var face = [a, c, d, a, d, b]
+               for i in 6.times do for v in face do texture_coords.add_all v
                return texture_coords
        end
 
        redef var center = new Point3d[Float](0.0, 0.0, 0.0) is lazy
 end
+
+# Cube, with 6 faces, edges of equal length and square angles
+#
+# Occupies `[-0.5..0.5]` on all three axes.
+class Cube
+       super Cuboid
+
+       noautoinit
+
+       init
+       do
+               width = 1.0
+               height = 1.0
+               depth = 1.0
+       end
+end
+
+redef class Boxed3d[N]
+       # Create a `Cuboid` mesh with the dimension of `self`
+       #
+       # Does not use the position of `self`, but it can be given to an `Actor`.
+       fun to_mesh: Cuboid
+       do
+               var width = right.to_f-left.to_f
+               var height = top.to_f-bottom.to_f
+               var depth = front.to_f-back.to_f
+               return new Cuboid(width, height, depth)
+       end
+end
+
+# Sphere with `radius` and a number of faces set by `n_meridians` and `n_parallels`
+class UVSphere
+       super Mesh
+
+       # Distance between the center and the vertices
+       var radius: Float
+
+       # Number of vertices on a full circle around the Z axis
+       var n_meridians: Int
+
+       # Number of vertices on an arc between both poles
+       var n_parallels: Int
+
+       init
+       do
+               var w = n_meridians
+               var h = n_parallels
+
+               var vertices = new Array[Float].with_capacity(w*h*3)
+               self.vertices = vertices
+
+               var texture_coords = new Array[Float].with_capacity(w*h*2)
+               self.texture_coords = texture_coords
+
+               var normals = new Array[Float].with_capacity(w*h*3)
+               self.normals = normals
+
+               # Build vertices
+               for m in [0..w[ do
+                       for p in [0..h[ do
+                               var u = m.to_f * 2.0 * pi / (w-1).to_f
+                               var v = p.to_f * pi / (h-1).to_f
+
+                               vertices.add radius * u.cos * v.sin
+                               vertices.add radius * v.cos
+                               vertices.add radius * u.sin * v.sin
+
+                               texture_coords.add (1.0 - m.to_f/(w-1).to_f)
+                               texture_coords.add(p.to_f/(h-1).to_f)
+
+                               normals.add u.cos * v.sin
+                               normals.add v.cos
+                               normals.add u.sin * v.sin
+                       end
+               end
+
+               # Build faces
+               var indices = new Array[Int].with_capacity((w-1)*(h-1)*6)
+               self.indices = indices
+               for m in [0..w-1[ do
+                       for p in [0..h-1[ do
+                               var a = m*h + p
+
+                               indices.add a
+                               indices.add a+h
+                               indices.add a+1
+
+                               indices.add a+h
+                               indices.add a+h+1
+                               indices.add a+1
+                       end
+               end
+       end
+end