Tetrahedron mesh (#13463)

# Objective

Allow the `Tetrahedron` primitive to be used for mesh generation. This
is part of ongoing work to bring unify the capabilities of `bevy_math`
primitives.

## Solution

`Tetrahedron` implements `Meshable`. Essentially, each face is just
meshed as a `Triangle3d`, but first there is an inversion step when the
signed volume of the tetrahedron is negative to ensure that the faces
all actually point outward.

## Testing

I loaded up some examples and hackily exchanged existing meshes with the
new one to see that it works as expected.
This commit is contained in:
Matty 2024-05-22 08:22:11 -04:00 committed by GitHub
parent 60afec2a00
commit c7f7d906ca
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GPG key ID: B5690EEEBB952194
4 changed files with 64 additions and 1 deletions

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@ -4,6 +4,7 @@ mod cuboid;
mod cylinder;
mod plane;
mod sphere;
mod tetrahedron;
mod torus;
pub(crate) mod triangle3d;

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@ -0,0 +1,55 @@
use super::triangle3d;
use crate::{
mesh::{Indices, Mesh, Meshable},
render_asset::RenderAssetUsages,
};
use bevy_math::primitives::{Tetrahedron, Triangle3d};
use wgpu::PrimitiveTopology;
impl Meshable for Tetrahedron {
type Output = Mesh;
fn mesh(&self) -> Self::Output {
let mut faces: Vec<_> = self.faces().into();
// If the tetrahedron has negative orientation, reverse all the triangles so that
// they still face outward.
if self.signed_volume().is_sign_negative() {
faces.iter_mut().for_each(Triangle3d::reverse);
}
let mut positions = vec![];
let mut normals = vec![];
let mut uvs = vec![];
// Each face is meshed as a `Triangle3d`, and we just shove the data into the
// vertex attributes sequentially.
for face in faces {
positions.extend(face.vertices);
let face_normal = triangle3d::normal_vec(&face);
normals.extend(vec![face_normal; 3]);
let face_uvs = triangle3d::uv_coords(&face);
uvs.extend(face_uvs);
}
// There are four faces and none of them share vertices.
let indices = Indices::U32(vec![0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]);
Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(indices)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
}
}
impl From<Tetrahedron> for Mesh {
fn from(tetrahedron: Tetrahedron) -> Self {
tetrahedron.mesh()
}
}

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@ -14,7 +14,7 @@ impl Meshable for Triangle3d {
let uvs: Vec<_> = uv_coords(self).into();
// Every vertex has the normal of the face of the triangle (or zero if the triangle is degenerate).
let normal: Vec3 = self.normal().map_or(Vec3::ZERO, |n| n.into());
let normal: Vec3 = normal_vec(self);
let normals = vec![normal; 3];
let indices = Indices::U32(vec![0, 1, 2]);
@ -30,6 +30,12 @@ impl Meshable for Triangle3d {
}
}
/// The normal of a [`Triangle3d`] with zeroing so that a [`Vec3`] is always obtained for meshing.
#[inline]
pub(crate) fn normal_vec(triangle: &Triangle3d) -> Vec3 {
triangle.normal().map_or(Vec3::ZERO, |n| n.into())
}
/// Unskewed uv-coordinates for a [`Triangle3d`].
#[inline]
pub(crate) fn uv_coords(triangle: &Triangle3d) -> [[f32; 2]; 3] {

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@ -39,6 +39,7 @@ fn setup(
let shapes = [
meshes.add(Cuboid::default()),
meshes.add(Tetrahedron::default()),
meshes.add(Capsule3d::default()),
meshes.add(Torus::default()),
meshes.add(Cylinder::default()),