import geometry
import depth_core
+import model_dimensions
# Simple flat mesh, sits on the axes X and Z, normal on Y
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
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