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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-09 18:20:53 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-09 18:20:53 +0000 |
commit | 262407324e49d55629d7dd73e8eb50a3d10e9a3f (patch) | |
tree | 25f2f2634fcd7432092aa07f644dd00d1293f8d9 /assetFactory | |
parent | Make add_namedFace a thin template wrapper (diff) | |
download | ilt-262407324e49d55629d7dd73e8eb50a3d10e9a3f.tar.bz2 ilt-262407324e49d55629d7dd73e8eb50a3d10e9a3f.tar.xz ilt-262407324e49d55629d7dd73e8eb50a3d10e9a3f.zip |
Rewrite asset factory cylinder generator
Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge
shading.
Diffstat (limited to 'assetFactory')
-rw-r--r-- | assetFactory/cylinder.cpp | 66 |
1 files changed, 40 insertions, 26 deletions
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp index ca08bf8..0803369 100644 --- a/assetFactory/cylinder.cpp +++ b/assetFactory/cylinder.cpp @@ -1,39 +1,53 @@ #include "cylinder.h" #include "maths.h" #include "modelFactoryMesh.h" -#include <stream_support.hpp> Cylinder::CreatedFaces Cylinder::createMesh(ModelFactoryMesh & mesh, float lodf) const { - const unsigned int P = static_cast<unsigned int>(std::round(15.F * std::sqrt(lodf))); - std::vector<OpenMesh::VertexHandle> bottom(P), top(P); - std::generate_n(bottom.begin(), P, [a = 0.f, step = two_pi / static_cast<float>(P), &mesh]() mutable { - const auto xy = sincosf(a += step) * .5F; - return mesh.add_vertex({xy.x, xy.y, 0.f}); - }); - std::generate_n(top.begin(), P, [a = 0.f, step = two_pi / static_cast<float>(P), &mesh]() mutable { - const auto xy = sincosf(a -= step) * .5F; - return mesh.add_vertex({xy.x, xy.y, 1.f}); + const auto P = static_cast<unsigned int>(std::round(15.F * std::sqrt(lodf))); + const auto step = two_pi / static_cast<float>(P); + + // Generate 2D circumference points + std::vector<glm::vec2> circumference(P); + std::generate(circumference.begin(), circumference.end(), [a = 0.f, step]() mutable { + return sincosf(a += step) * .5F; }); + CreatedFaces surface; - std::generate_n(std::inserter(surface, surface.end()), P, - [a = 0.f, step = two_pi / static_cast<float>(P), &mesh]() mutable { - const auto xy1 = sincosf(a) * .5F; - const auto xy2 = sincosf(a -= step) * .5F; - const auto xyz1b = (xy1 ^ 0); - const auto xyz2b = (xy2 ^ 0); - const auto xyz1t = (xy1 ^ 1); - const auto xyz2t = (xy2 ^ 1); - return mesh.add_namedFace("edge", mesh.add_vertex({xyz1b.x, xyz1b.y, xyz1b.z}), - mesh.add_vertex({xyz2b.x, xyz2b.y, xyz2b.z}), mesh.add_vertex({xyz2t.x, xyz2t.y, xyz2t.z}), - mesh.add_vertex({xyz1t.x, xyz1t.y, xyz1t.z})); - }); - for (const auto & [name, face] : surface) { - mesh.property(mesh.smoothFaceProperty, face) = true; + { + // Generate bottom face vertices + std::vector<OpenMesh::VertexHandle> bottom(P); + std::transform(circumference.begin(), circumference.end(), bottom.begin(), [&mesh](const auto & xy) { + return mesh.add_vertex({xy.x, xy.y, 0.f}); + }); + surface.insert(mesh.add_namedFace("bottom", bottom)); + } + { + // Generate top face vertices + std::vector<OpenMesh::VertexHandle> top(P); + std::transform(circumference.rbegin(), circumference.rend(), top.begin(), [&mesh](const auto & xy) { + return mesh.add_vertex({xy.x, xy.y, 1.f}); + }); + surface.insert(mesh.add_namedFace("top", top)); + } + { + // Generate edge vertices + std::vector<std::pair<OpenMesh::VertexHandle, OpenMesh::VertexHandle>> edge(P + 1); + std::transform(circumference.begin(), circumference.end(), edge.begin(), [&mesh](const auto & xy) { + return std::make_pair(mesh.add_vertex({xy.x, xy.y, 0.f}), mesh.add_vertex({xy.x, xy.y, 1.f})); + }); + // Wrap around + edge.back() = edge.front(); + // Transform adjacent pairs of top/bottom pairs to faces + std::adjacent_find(edge.begin(), edge.end(), [&mesh, &surface](const auto & first, const auto & second) { + const auto fh + = surface.insert(mesh.add_namedFace("edge", first.first, first.second, second.second, second.first)) + ->second; + mesh.property(mesh.smoothFaceProperty, fh) = true; + return false; + }); } - surface.insert(mesh.add_namedFace("bottom", bottom)); - surface.insert(mesh.add_namedFace("top", top)); return surface; } |