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Add Icospheres.
Additionally documents the shapes module.
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3 changed files with 82 additions and 1 deletions
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@ -38,7 +38,8 @@ once_cell = "1.4.0"
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downcast-rs = "1.1.1"
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thiserror = "1.0"
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anyhow = "1.0"
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hexasphere = "0.1.5"
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[features]
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png = ["image/png"]
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hdr = ["image/hdr"]
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hdr = ["image/hdr"]
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@ -165,12 +165,16 @@ impl Mesh {
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}
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}
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/// Generation for some primitive shape meshes.
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pub mod shape {
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use super::{Mesh, VertexAttribute};
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use crate::pipeline::PrimitiveTopology;
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use bevy_math::*;
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use hexasphere::Hexasphere;
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/// A cube.
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pub struct Cube {
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/// Half the side length of the cube.
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pub size: f32,
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}
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@ -246,8 +250,11 @@ pub mod shape {
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}
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}
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/// A rectangle on the XY plane.
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pub struct Quad {
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/// Full width and height of the rectangle.
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pub size: Vec2,
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/// Flips the texture coords of the resulting vertices.
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pub flip: bool,
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}
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@ -341,7 +348,9 @@ pub mod shape {
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}
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}
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/// A square on the XZ plane.
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pub struct Plane {
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/// The total side length of the square.
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pub size: f32,
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}
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@ -378,6 +387,70 @@ pub mod shape {
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}
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}
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}
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/// A sphere made from a subdivided Icosahedron.
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pub struct Icosphere {
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/// The radius of the sphere.
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pub radius: f32,
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/// The number of subdivisions applied.
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pub subdivisions: usize,
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}
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impl Default for Icosphere {
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fn default() -> Self {
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Self {
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radius: 1.0,
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subdivisions: 5,
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}
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}
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}
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impl From<Icosphere> for Mesh {
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fn from(sphere: Icosphere) -> Self {
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let hexasphere = Hexasphere::new(sphere.subdivisions, |point| {
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let inclination = point.z().acos();
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let azumith = point.y().atan2(point.x());
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let norm_inclination = 1.0 - (inclination / std::f32::consts::PI);
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let norm_azumith = (azumith / std::f32::consts::PI) * 0.5;
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[norm_inclination, norm_azumith]
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});
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let raw_points = hexasphere.raw_points();
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let points = raw_points
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.iter()
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.map(|&p| {
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(p * sphere.radius).into()
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})
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.collect::<Vec<[f32; 3]>>();
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let normals = raw_points
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.iter()
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.copied()
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.map(Into::into)
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.collect::<Vec<[f32; 3]>>();
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let uvs = hexasphere.raw_data().to_owned();
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let mut indices = Vec::with_capacity(hexasphere.indices_per_main_triangle() * 20);
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for i in 0..20 {
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hexasphere.get_indices(i, &mut indices);
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}
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Mesh {
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primitive_topology: PrimitiveTopology::TriangleList,
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attributes: vec![
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VertexAttribute::position(points),
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VertexAttribute::normal(normals),
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VertexAttribute::uv(uvs),
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],
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indices: Some(indices)
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}
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}
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}
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}
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fn remove_current_mesh_resources(
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@ -29,6 +29,13 @@ fn setup(
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translation: Translation::new(0.0, 1.0, 0.0),
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..Default::default()
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})
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// sphere
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.spawn(PbrComponents {
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mesh: meshes.add(Mesh::from(shape::Icosphere { subdivisions: 4, radius: 0.5 })),
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material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
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translation: Translation::new(1.5, 1.5, 1.5),
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..Default::default()
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})
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// light
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.spawn(LightComponents {
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translation: Translation::new(4.0, 8.0, 4.0),
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