initial working tree
This commit is contained in:
commit
33901a170d
1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@ -0,0 +1 @@
|
||||
/target
|
||||
5164
Cargo.lock
generated
Normal file
5164
Cargo.lock
generated
Normal file
File diff suppressed because it is too large
Load Diff
15
Cargo.toml
Normal file
15
Cargo.toml
Normal file
@ -0,0 +1,15 @@
|
||||
[package]
|
||||
name = "tree-generation"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
bevy = "0.16"
|
||||
iyes_perf_ui = "0.5.0"
|
||||
|
||||
|
||||
[profile.dev]
|
||||
opt-level = 1
|
||||
|
||||
[profile.dev.package."*"]
|
||||
opt-level = 3
|
||||
104
src/camera.rs
Normal file
104
src/camera.rs
Normal file
@ -0,0 +1,104 @@
|
||||
use bevy::input::keyboard::KeyCode;
|
||||
use bevy::input::mouse::MouseMotion;
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::CursorGrabMode;
|
||||
pub struct CameraPlugin;
|
||||
|
||||
impl Plugin for CameraPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, camera_setup);
|
||||
app.add_systems(Update, camera_movement);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct MainCamera {
|
||||
pitch: f32, // up/down rotation in radians
|
||||
yaw: f32, // left/right rotation in radians
|
||||
}
|
||||
|
||||
fn camera_setup(mut commands: Commands) {
|
||||
// camera
|
||||
commands.spawn((
|
||||
Camera3d::default(),
|
||||
Transform::from_xyz(0.0, 2.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
GlobalTransform::default(),
|
||||
MainCamera {
|
||||
pitch: -0.15 * std::f32::consts::FRAC_PI_2,
|
||||
yaw: 0.0,
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
fn camera_movement(
|
||||
time: Res<Time>,
|
||||
keyboard: Res<ButtonInput<KeyCode>>,
|
||||
mouse_buttons: Res<ButtonInput<MouseButton>>,
|
||||
mut mouse_motion_events: EventReader<MouseMotion>,
|
||||
mut query: Query<(&mut Transform, &mut MainCamera)>,
|
||||
mut window: Single<&mut Window>,
|
||||
) {
|
||||
let (mut transform, mut cam) = query.single_mut().unwrap();
|
||||
|
||||
// Mouse sensitivity & clamp
|
||||
let mouse_sensitivity = 0.005;
|
||||
let max_pitch = std::f32::consts::FRAC_PI_2 * 0.99; // ~89 degrees
|
||||
|
||||
if mouse_buttons.just_pressed(MouseButton::Left) {
|
||||
window.cursor_options.visible = false;
|
||||
window.cursor_options.grab_mode = CursorGrabMode::Locked;
|
||||
}
|
||||
|
||||
if mouse_buttons.just_released(MouseButton::Left) {
|
||||
window.cursor_options.visible = true;
|
||||
window.cursor_options.grab_mode = CursorGrabMode::None;
|
||||
}
|
||||
|
||||
if mouse_buttons.pressed(MouseButton::Left) {
|
||||
// Process mouse movement to update pitch and yaw
|
||||
for event in mouse_motion_events.read() {
|
||||
cam.yaw -= event.delta.x * mouse_sensitivity;
|
||||
cam.pitch -= event.delta.y * mouse_sensitivity;
|
||||
|
||||
// Clamp pitch to avoid flipping
|
||||
cam.pitch = cam.pitch.clamp(-max_pitch, max_pitch);
|
||||
}
|
||||
}
|
||||
|
||||
// Build rotation quaternion from yaw (around Y) and pitch (around X)
|
||||
let yaw_rot = Quat::from_rotation_y(cam.yaw);
|
||||
let pitch_rot = Quat::from_rotation_x(cam.pitch);
|
||||
transform.rotation = yaw_rot * pitch_rot;
|
||||
|
||||
// Movement vector
|
||||
let mut direction = Vec3::ZERO;
|
||||
let forward: Vec3 = transform.forward().into();
|
||||
let right: Vec3 = transform.right().into();
|
||||
let up: Vec3 = transform.up().into();
|
||||
|
||||
let speed = 10.0;
|
||||
let delta = time.delta().as_secs_f32();
|
||||
|
||||
if keyboard.pressed(KeyCode::KeyW) {
|
||||
direction += forward;
|
||||
}
|
||||
if keyboard.pressed(KeyCode::KeyS) {
|
||||
direction -= forward;
|
||||
}
|
||||
if keyboard.pressed(KeyCode::KeyA) {
|
||||
direction -= right;
|
||||
}
|
||||
if keyboard.pressed(KeyCode::KeyD) {
|
||||
direction += right;
|
||||
}
|
||||
if keyboard.pressed(KeyCode::Space) {
|
||||
direction += up;
|
||||
}
|
||||
if keyboard.pressed(KeyCode::ShiftLeft) {
|
||||
direction -= up;
|
||||
}
|
||||
|
||||
if direction.length() > 0.0 {
|
||||
transform.translation += direction.normalize() * speed * delta;
|
||||
}
|
||||
}
|
||||
34
src/debugging.rs
Normal file
34
src/debugging.rs
Normal file
@ -0,0 +1,34 @@
|
||||
use bevy::diagnostic::{
|
||||
EntityCountDiagnosticsPlugin, FrameTimeDiagnosticsPlugin, SystemInformationDiagnosticsPlugin,
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::diagnostic::RenderDiagnosticsPlugin;
|
||||
use iyes_perf_ui::prelude::*;
|
||||
|
||||
pub struct DebuggingPlugin;
|
||||
|
||||
impl Plugin for DebuggingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Startup, debugging_setup)
|
||||
.add_plugins(FrameTimeDiagnosticsPlugin::default())
|
||||
.add_plugins(EntityCountDiagnosticsPlugin::default())
|
||||
.add_plugins(SystemInformationDiagnosticsPlugin::default())
|
||||
.add_plugins(RenderDiagnosticsPlugin::default())
|
||||
.add_plugins(PerfUiPlugin);
|
||||
}
|
||||
}
|
||||
|
||||
fn debugging_setup(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
PerfUiEntryFPSAverage::default(),
|
||||
PerfUiEntryFrameTime::default(),
|
||||
PerfUiEntryEntityCount::default(),
|
||||
PerfUiEntryCpuUsage::default(),
|
||||
PerfUiEntrySystemCpuUsage::default(),
|
||||
PerfUiEntryMemUsage::default(),
|
||||
PerfUiEntryRenderCpuTime::default(),
|
||||
PerfUiEntryWindowResolution::default(),
|
||||
PerfUiEntryWindowMode::default(),
|
||||
PerfUiEntryWindowPresentMode::default(),
|
||||
));
|
||||
}
|
||||
427
src/main.rs
Normal file
427
src/main.rs
Normal file
@ -0,0 +1,427 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use bevy::asset::RenderAssetUsages;
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::mesh::{PrimitiveTopology, VertexAttributeValues};
|
||||
use bevy::window::PresentMode;
|
||||
use tree::{ConeSegment, TreeNode};
|
||||
|
||||
mod camera;
|
||||
mod debugging;
|
||||
mod tree;
|
||||
mod tree_rendering;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugins(debugging::DebuggingPlugin)
|
||||
.add_plugins(camera::CameraPlugin)
|
||||
.add_systems(Startup, setup)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut window: Single<&mut Window>,
|
||||
) {
|
||||
// window.present_mode = PresentMode::AutoNoVsync;
|
||||
|
||||
let a = Mesh3d(meshes.add(Circle::new(4.0)));
|
||||
|
||||
// circular base
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Circle::new(4.0))),
|
||||
MeshMaterial3d(materials.add(Color::WHITE)),
|
||||
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
|
||||
));
|
||||
// cube
|
||||
// commands.spawn((
|
||||
// Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
|
||||
// MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
|
||||
// Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
// ));
|
||||
// light
|
||||
// commands.spawn((
|
||||
// PointLight {
|
||||
// shadows_enabled: true,
|
||||
// intensity: 10_000_000.,
|
||||
// range: 40.,
|
||||
// ..default()
|
||||
// },
|
||||
// Transform::from_xyz(8.0, 16.0, 8.0),
|
||||
// ));
|
||||
|
||||
commands.spawn((
|
||||
DirectionalLight {
|
||||
shadows_enabled: true,
|
||||
illuminance: 3_000.,
|
||||
..default()
|
||||
},
|
||||
Transform {
|
||||
translation: Vec3::new(0.0, 2.0, 0.0),
|
||||
rotation: Quat::from_rotation_x(-PI / 4.) * Quat::from_rotation_y(-PI / 4.),
|
||||
..default()
|
||||
},
|
||||
// Transform::from_xyz(0.0, 16.0, 0.0),
|
||||
));
|
||||
|
||||
// let cone_mesh = tree::generate_truncated_cone(1., 2., 2., 200);
|
||||
|
||||
let mut cone_mesh = Mesh::new(
|
||||
PrimitiveTopology::TriangleList,
|
||||
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
|
||||
);
|
||||
// tree::append_connected_truncated_cones_to_mesh(
|
||||
// &mut cone_mesh,
|
||||
// &[
|
||||
// tree::ConeSegment {
|
||||
// radius: 2.,
|
||||
// offset: 0.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 1.,
|
||||
// offset: 2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 1.,
|
||||
// offset: 1.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 2.,
|
||||
// offset: 2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 2.,
|
||||
// offset: 0.5,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 1.,
|
||||
// offset: 2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.,
|
||||
// offset: 1.,
|
||||
// },
|
||||
// ],
|
||||
// 20,
|
||||
// );
|
||||
// tree::append_connected_truncated_cones_to_mesh(
|
||||
// &mut cone_mesh,
|
||||
// &[
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 0.,
|
||||
// angle: 0.,
|
||||
// rotation: 0.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.,
|
||||
// rotation: 0.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.4,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.3,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// tree::ConeSegment {
|
||||
// radius: 0.2,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI/2.,
|
||||
// },
|
||||
// ],
|
||||
// 10,
|
||||
// );
|
||||
|
||||
// commands.spawn((
|
||||
// Mesh3d(meshes.add(cone_mesh)),
|
||||
// MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
|
||||
// Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
// ));
|
||||
|
||||
// let tree_mesh = tree_rendering::generate_branch_mesh(&[
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 0.,
|
||||
// angle: 0.,
|
||||
// rotation: 0.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.,
|
||||
// rotation: 0.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.5,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.4,
|
||||
// offset: 2.,
|
||||
// angle: 0.2,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::Extension,
|
||||
// parent_id: 0,
|
||||
// radius: 0.3,
|
||||
// offset: 2.,
|
||||
// angle: -0.4,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// &tree::TreeNode {
|
||||
// id: 0,
|
||||
// kind: tree::TreeNodeKind::EndCut,
|
||||
// parent_id: 0,
|
||||
// radius: 0.2,
|
||||
// offset: 2.,
|
||||
// angle: -0.4,
|
||||
// rotation: PI / 2.,
|
||||
// },
|
||||
// ]);
|
||||
|
||||
// // let normal_material = materials.add(Color::srgb_u8(255, 0, 0));
|
||||
// // draw_normals(&mut meshes, &mut commands, &tree_mesh, &normal_material, &Transform::from_xyz(0.0, 0.5, 0.0));
|
||||
|
||||
// commands.spawn((
|
||||
// Mesh3d(meshes.add(tree_mesh)),
|
||||
// MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
|
||||
// Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
// ));
|
||||
|
||||
let tree = initial_tree();
|
||||
let tree_mesh = tree_rendering::generate_tree(&tree);
|
||||
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(tree_mesh)),
|
||||
MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
|
||||
Transform::from_xyz(0.0, 0.5, 0.0),
|
||||
));
|
||||
}
|
||||
|
||||
fn draw_normals(
|
||||
meshes: &mut ResMut<Assets<Mesh>>,
|
||||
commands: &mut Commands,
|
||||
mesh: &Mesh,
|
||||
material: &Handle<StandardMaterial>,
|
||||
transform: &Transform,
|
||||
) {
|
||||
let positions = match mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap() {
|
||||
VertexAttributeValues::Float32x3(positions) => positions,
|
||||
_ => return,
|
||||
};
|
||||
let normals = match mesh.attribute(Mesh::ATTRIBUTE_NORMAL).unwrap() {
|
||||
VertexAttributeValues::Float32x3(normals) => normals,
|
||||
_ => return,
|
||||
};
|
||||
|
||||
for (pos, normal) in positions.iter().zip(normals.iter()) {
|
||||
let mut start = Vec3::from(*pos);
|
||||
start.y += 0.5;
|
||||
let end = start + Vec3::from(*normal);
|
||||
|
||||
let mut transform = Transform::from_translation(start).looking_at(end, Vec3::Y);
|
||||
transform.rotate_local_x(PI / 2.);
|
||||
|
||||
commands.spawn((
|
||||
Mesh3d(meshes.add(Cylinder::new(0.01, 0.5))),
|
||||
MeshMaterial3d(material.clone()),
|
||||
transform,
|
||||
// transform.clone().with_translation(start).looking_at(end, Vec3::Y),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
// fn draw_normals(
|
||||
// meshes: Res<Assets<Mesh>>,
|
||||
// mesh_handle: Res<Handle<Mesh>>,
|
||||
// mut lines: ResMut<DebugLines>,
|
||||
// ) {
|
||||
// if let Some(mesh) = meshes.get(mesh_handle) {
|
||||
// let positions = match mesh.attribute(Mesh::ATTRIBUTE_POSITION).unwrap() {
|
||||
// VertexAttributeValues::Float32x3(positions) => positions,
|
||||
// _ => return,
|
||||
// };
|
||||
// let normals = match mesh.attribute(Mesh::ATTRIBUTE_NORMAL).unwrap() {
|
||||
// VertexAttributeValues::Float32x3(normals) => normals,
|
||||
// _ => return,
|
||||
// };
|
||||
|
||||
// for (pos, normal) in positions.iter().zip(normals.iter()) {
|
||||
// let start = Vec3::from(*pos);
|
||||
// let end = start + Vec3::from(*normal) * 0.2;
|
||||
// lines.line_colored(start, end, 0.0, Color::GREEN);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
fn initial_tree() -> tree::Tree {
|
||||
let mut tree = tree::Tree::default();
|
||||
tree.nodes.insert(
|
||||
0,
|
||||
tree::TreeNode {
|
||||
id: 0,
|
||||
kind: tree::TreeNodeKind::Extension,
|
||||
parent_id: 0,
|
||||
radius: 0.5,
|
||||
offset: 0.,
|
||||
angle: 0.,
|
||||
rotation: 0.,
|
||||
},
|
||||
);
|
||||
tree.nodes.insert(
|
||||
1,
|
||||
tree::TreeNode {
|
||||
id: 1,
|
||||
kind: tree::TreeNodeKind::Extension,
|
||||
parent_id: 0,
|
||||
radius: 0.3,
|
||||
offset: 2.,
|
||||
angle: 0.,
|
||||
rotation: 0.,
|
||||
},
|
||||
);
|
||||
tree.nodes.insert(
|
||||
2,
|
||||
tree::TreeNode {
|
||||
id: 2,
|
||||
kind: tree::TreeNodeKind::EndCut,
|
||||
parent_id: 1,
|
||||
radius: 0.2,
|
||||
offset: 2.,
|
||||
angle: -0.4,
|
||||
rotation: PI / 2.,
|
||||
},
|
||||
);
|
||||
tree.nodes.insert(
|
||||
3,
|
||||
tree::TreeNode {
|
||||
id: 3,
|
||||
kind: tree::TreeNodeKind::StartBranch,
|
||||
parent_id: 1,
|
||||
radius: 0.1,
|
||||
offset: 2.,
|
||||
angle: -0.6,
|
||||
rotation: -PI / 2.,
|
||||
},
|
||||
);
|
||||
tree.nodes.insert(
|
||||
4,
|
||||
tree::TreeNode {
|
||||
id: 4,
|
||||
kind: tree::TreeNodeKind::EndCut,
|
||||
parent_id: 3,
|
||||
radius: 0.05,
|
||||
offset: 2.,
|
||||
angle: -0.4,
|
||||
rotation: PI / 2.,
|
||||
},
|
||||
);
|
||||
tree.nodes.insert(
|
||||
5,
|
||||
tree::TreeNode {
|
||||
id: 5,
|
||||
kind: tree::TreeNodeKind::EndBranch,
|
||||
parent_id: 3,
|
||||
radius: 0.05,
|
||||
offset: 2.,
|
||||
angle: -0.4,
|
||||
rotation: -PI / 2.,
|
||||
},
|
||||
);
|
||||
|
||||
tree
|
||||
}
|
||||
337
src/tree.rs
Normal file
337
src/tree.rs
Normal file
@ -0,0 +1,337 @@
|
||||
use std::{
|
||||
collections::HashMap,
|
||||
f32::consts::{FRAC_PI_2, PI},
|
||||
iter::Map,
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
asset::RenderAssetUsages,
|
||||
math::VectorSpace,
|
||||
prelude::*,
|
||||
render::mesh::{Indices, PrimitiveTopology},
|
||||
};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Tree {
|
||||
pub age: f32,
|
||||
pub nodes: HashMap<u32, TreeNode>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub enum TreeNodeKind {
|
||||
StartBranch,
|
||||
Extension,
|
||||
EndMeristem,
|
||||
EndBranch,
|
||||
EndCut,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct TreeNode {
|
||||
pub id: u32,
|
||||
pub kind: TreeNodeKind,
|
||||
pub parent_id: u32, // if same as ID, then no parent
|
||||
pub radius: f32,
|
||||
pub offset: f32,
|
||||
pub angle: f32,
|
||||
pub rotation: f32,
|
||||
}
|
||||
|
||||
impl Default for Tree {
|
||||
fn default() -> Self {
|
||||
Tree {
|
||||
age: 0.,
|
||||
nodes: HashMap::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Tree {
|
||||
pub fn get_accumulated_transform(&self, id: u32) -> Transform {
|
||||
let mut transform = Transform::IDENTITY;
|
||||
let mut curr_node = &self.nodes[&id];
|
||||
loop {
|
||||
transform = curr_node.get_transform() * transform;
|
||||
if curr_node.id == curr_node.parent_id {
|
||||
break;
|
||||
}
|
||||
curr_node = &self.nodes[&curr_node.parent_id];
|
||||
}
|
||||
transform
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
impl TreeNode {
|
||||
pub fn new() -> Self {
|
||||
TreeNode {
|
||||
id: 0,
|
||||
kind: TreeNodeKind::Extension,
|
||||
parent_id: 0,
|
||||
radius: 0.,
|
||||
offset: 0.,
|
||||
angle: 0.,
|
||||
rotation: 0.,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_transform(&self) -> Transform {
|
||||
let mut transform = Transform::IDENTITY;
|
||||
transform.rotate_local_y(self.rotation);
|
||||
transform.rotate_local_x(self.angle);
|
||||
transform.rotate_local_y(-self.rotation);
|
||||
transform.translation += transform.up() * self.offset;
|
||||
transform
|
||||
}
|
||||
|
||||
pub fn is_end(&self) -> bool {
|
||||
matches!(
|
||||
self.kind,
|
||||
TreeNodeKind::EndMeristem | TreeNodeKind::EndCut | TreeNodeKind::EndBranch
|
||||
)
|
||||
}
|
||||
|
||||
pub fn is_extension(&self) -> bool {
|
||||
matches!(
|
||||
self.kind,
|
||||
TreeNodeKind::Extension | TreeNodeKind::StartBranch
|
||||
)
|
||||
}
|
||||
|
||||
pub fn is_branch_begin(&self) -> bool {
|
||||
self.id == self.parent_id
|
||||
|| matches!(
|
||||
self.kind,
|
||||
TreeNodeKind::StartBranch | TreeNodeKind::EndBranch
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// pub fn generate_truncated_cone(
|
||||
// top_radius: f32,
|
||||
// bottom_radius: f32,
|
||||
// height: f32,
|
||||
// resolution: usize,
|
||||
// ) -> Mesh {
|
||||
// let mut positions = Vec::new();
|
||||
// let mut normals = Vec::new();
|
||||
// let mut uvs = Vec::new();
|
||||
// let mut indices = Vec::new();
|
||||
|
||||
// // === Side Vertices ===
|
||||
// for i in 0..=resolution {
|
||||
// let theta = i as f32 / resolution as f32 * 2.0 * PI;
|
||||
// let (cos, sin) = (theta.cos(), theta.sin());
|
||||
|
||||
// // Bottom ring
|
||||
// let xb = bottom_radius * cos;
|
||||
// let zb = bottom_radius * sin;
|
||||
// positions.push([xb, 0.0, zb]);
|
||||
// normals.push(
|
||||
// Vec3::new(cos, (bottom_radius - top_radius) / height, sin)
|
||||
// .normalize()
|
||||
// .into(),
|
||||
// );
|
||||
// uvs.push([i as f32 / resolution as f32, 0.0]);
|
||||
|
||||
// // Top ring
|
||||
// let xt = top_radius * cos;
|
||||
// let zt = top_radius * sin;
|
||||
// positions.push([xt, height, zt]);
|
||||
// normals.push(
|
||||
// Vec3::new(cos, (bottom_radius - top_radius) / height, sin)
|
||||
// .normalize()
|
||||
// .into(),
|
||||
// );
|
||||
// uvs.push([i as f32 / resolution as f32, 1.0]);
|
||||
// }
|
||||
|
||||
// // === Side Indices ===
|
||||
// for i in 0..resolution {
|
||||
// let base = (i * 2) as u32;
|
||||
// indices.extend_from_slice(&[base, base + 1, base + 2, base + 1, base + 3, base + 2]);
|
||||
// }
|
||||
|
||||
// // === Bottom Cap Vertices (Separate) ===
|
||||
// let bottom_start = positions.len() as u32;
|
||||
// for i in 0..resolution {
|
||||
// let theta = i as f32 / resolution as f32 * 2.0 * PI;
|
||||
// let (cos, sin) = (theta.cos(), theta.sin());
|
||||
// positions.push([bottom_radius * cos, 0.0, bottom_radius * sin]);
|
||||
// normals.push([0.0, -1.0, 0.0]);
|
||||
// uvs.push([0.5 + 0.5 * cos, 0.5 + 0.5 * sin]);
|
||||
// }
|
||||
// let bottom_center_index = positions.len() as u32;
|
||||
// positions.push([0.0, 0.0, 0.0]);
|
||||
// normals.push([0.0, -1.0, 0.0]);
|
||||
// uvs.push([0.5, 0.5]);
|
||||
|
||||
// for i in 0..resolution {
|
||||
// let current = bottom_start + i as u32;
|
||||
// let next = bottom_start + ((i + 1) % resolution) as u32;
|
||||
// indices.extend_from_slice(&[bottom_center_index, current, next]);
|
||||
// }
|
||||
|
||||
// // === Top Cap Vertices (Separate) ===
|
||||
// let top_start = positions.len() as u32;
|
||||
// for i in 0..resolution {
|
||||
// let theta = i as f32 / resolution as f32 * 2.0 * PI;
|
||||
// let (cos, sin) = (theta.cos(), theta.sin());
|
||||
// positions.push([top_radius * cos, height, top_radius * sin]);
|
||||
// normals.push([0.0, 1.0, 0.0]);
|
||||
// uvs.push([0.5 + 0.5 * cos, 0.5 + 0.5 * sin]);
|
||||
// }
|
||||
// let top_center_index = positions.len() as u32;
|
||||
// positions.push([0.0, height, 0.0]);
|
||||
// normals.push([0.0, 1.0, 0.0]);
|
||||
// uvs.push([0.5, 0.5]);
|
||||
|
||||
// for i in 0..resolution {
|
||||
// let current = top_start + i as u32;
|
||||
// let next = top_start + ((i + 1) % resolution) as u32;
|
||||
// indices.extend_from_slice(&[top_center_index, next, current]); // correct winding
|
||||
// }
|
||||
|
||||
// Mesh::new(
|
||||
// PrimitiveTopology::TriangleList,
|
||||
// RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
|
||||
// )
|
||||
// .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
|
||||
// .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
|
||||
// .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
|
||||
// .with_inserted_indices(Indices::U32(indices))
|
||||
// }
|
||||
|
||||
pub struct ConeSegment {
|
||||
pub radius: f32,
|
||||
pub offset: f32,
|
||||
pub rotation: f32,
|
||||
pub angle: f32,
|
||||
}
|
||||
|
||||
pub fn append_connected_truncated_cones_to_mesh(
|
||||
mesh: &mut Mesh,
|
||||
segments: &[ConeSegment],
|
||||
resolution: usize,
|
||||
) {
|
||||
use bevy::math::Vec3;
|
||||
use bevy::render::mesh::{Indices, VertexAttributeValues};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
let verts_per_ring = resolution + 1;
|
||||
|
||||
let base_index = match mesh.attribute(Mesh::ATTRIBUTE_POSITION) {
|
||||
Some(VertexAttributeValues::Float32x3(v)) => v.len() as u32,
|
||||
_ => 0,
|
||||
};
|
||||
|
||||
let mut new_positions = Vec::new();
|
||||
let mut new_normals: Vec<[f32; 3]> = Vec::new();
|
||||
let mut new_uvs = Vec::new();
|
||||
let mut new_indices = Vec::new();
|
||||
|
||||
let mut transform = Transform::IDENTITY;
|
||||
|
||||
for (i, seg) in segments.iter().enumerate() {
|
||||
let prev_segment = if i != 0 { segments.get(i - 1) } else { None };
|
||||
let next_segment = segments.get(i + 1);
|
||||
|
||||
let prev_y_normal = prev_segment.map(|p| (p.radius - seg.radius) / seg.offset);
|
||||
let next_y_normal = next_segment.map(|n| (seg.radius - n.radius) / n.offset);
|
||||
|
||||
let segment_y_normal = match (prev_y_normal, next_y_normal) {
|
||||
(Some(prev), Some(next)) => (prev + next) / 2.,
|
||||
(None, Some(next)) => next,
|
||||
(Some(prev), None) => prev,
|
||||
(None, None) => 0.,
|
||||
};
|
||||
|
||||
transform.rotate_local_y(seg.rotation);
|
||||
transform.rotate_local_x(seg.angle);
|
||||
transform.rotate_local_y(-seg.rotation);
|
||||
transform.translation += transform.up() * seg.offset;
|
||||
|
||||
for j in 0..=resolution {
|
||||
let theta = j as f32 / resolution as f32 * 2.0 * PI;
|
||||
let (cos, sin) = (theta.cos(), theta.sin());
|
||||
|
||||
let normal = Vec3::new(cos, segment_y_normal, sin).normalize();
|
||||
let normal = transform.rotation * normal;
|
||||
// info!("normal: {}", normal);
|
||||
let position =
|
||||
transform.transform_point(Vec3::new(seg.radius * cos, 0., seg.radius * sin));
|
||||
|
||||
new_positions.push(position.to_array());
|
||||
new_normals.push(normal.into());
|
||||
new_uvs.push([
|
||||
j as f32 / resolution as f32,
|
||||
i as f32 / segments.len() as f32,
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
for i in 0..segments.len() - 1 {
|
||||
let ring_start = base_index + (i * verts_per_ring) as u32;
|
||||
for j in 0..resolution {
|
||||
let curr = ring_start + j as u32;
|
||||
let next = curr + 1;
|
||||
let above = curr + verts_per_ring as u32;
|
||||
let above_next = next + verts_per_ring as u32;
|
||||
|
||||
new_indices.extend_from_slice(&[curr, above, next, next, above, above_next]);
|
||||
}
|
||||
}
|
||||
|
||||
let top_point = transform.transform_point(Vec3::ZERO);
|
||||
let top_normal = transform.rotation * Vec3::new(0.0, 1.0, 0.0);
|
||||
let cap_top_index = new_positions.len() as u32;
|
||||
let top_ring_start =
|
||||
base_index + (segments.len() * verts_per_ring) as u32 - verts_per_ring as u32;
|
||||
|
||||
new_positions.push(top_point.to_array());
|
||||
new_normals.push(top_normal.to_array());
|
||||
new_uvs.push([0.5, 0.5]);
|
||||
|
||||
for j in 0..resolution {
|
||||
let i0 = top_ring_start + j as u32;
|
||||
let i1 = top_ring_start + ((j + 1) % resolution) as u32;
|
||||
new_indices.extend_from_slice(&[cap_top_index, i1, i0]);
|
||||
}
|
||||
|
||||
match mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION) {
|
||||
Some(VertexAttributeValues::Float32x3(v)) => v.extend(new_positions),
|
||||
_ => {
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_POSITION,
|
||||
VertexAttributeValues::Float32x3(new_positions),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
match mesh.attribute_mut(Mesh::ATTRIBUTE_NORMAL) {
|
||||
Some(VertexAttributeValues::Float32x3(v)) => v.extend(new_normals),
|
||||
_ => {
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_NORMAL,
|
||||
VertexAttributeValues::Float32x3(new_normals),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
match mesh.attribute_mut(Mesh::ATTRIBUTE_UV_0) {
|
||||
Some(VertexAttributeValues::Float32x2(v)) => v.extend(new_uvs),
|
||||
_ => {
|
||||
mesh.insert_attribute(
|
||||
Mesh::ATTRIBUTE_UV_0,
|
||||
VertexAttributeValues::Float32x2(new_uvs),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
match mesh.indices_mut() {
|
||||
Some(Indices::U32(i)) => i.extend(new_indices),
|
||||
_ => {
|
||||
mesh.insert_indices(Indices::U32(new_indices));
|
||||
}
|
||||
}
|
||||
}
|
||||
272
src/tree_rendering.rs
Normal file
272
src/tree_rendering.rs
Normal file
@ -0,0 +1,272 @@
|
||||
use crate::tree::{Tree, TreeNode, TreeNodeKind};
|
||||
use bevy::{
|
||||
asset::RenderAssetUsages,
|
||||
prelude::*,
|
||||
render::mesh::{self, Indices, PrimitiveTopology},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
const RESOLUTION: usize = 10;
|
||||
|
||||
struct TreeMeshData {
|
||||
positions: Vec<[f32; 3]>,
|
||||
normals: Vec<[f32; 3]>,
|
||||
uvs: Vec<[f32; 2]>,
|
||||
indices: Vec<u32>,
|
||||
}
|
||||
|
||||
impl Default for TreeMeshData {
|
||||
fn default() -> Self {
|
||||
TreeMeshData {
|
||||
positions: Vec::new(),
|
||||
normals: Vec::new(),
|
||||
uvs: Vec::new(),
|
||||
indices: Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl TreeMeshData {
|
||||
fn to_mesh(self) -> Mesh {
|
||||
Mesh::new(
|
||||
PrimitiveTopology::TriangleList,
|
||||
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
|
||||
)
|
||||
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, self.positions)
|
||||
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, self.normals)
|
||||
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, self.uvs)
|
||||
.with_inserted_indices(Indices::U32(self.indices))
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_tree(tree: &Tree) -> Mesh {
|
||||
let mut mesh = TreeMeshData::default().to_mesh();
|
||||
info!("{:?}", tree.nodes);
|
||||
|
||||
let mut branches = Vec::new();
|
||||
for (id, node) in tree.nodes.iter().filter(|(_, n)| n.is_end()) {
|
||||
let mut curr_node = node;
|
||||
loop {
|
||||
info!("{:?}", curr_node);
|
||||
branches.push(curr_node.clone());
|
||||
if curr_node.id == curr_node.parent_id {
|
||||
break;
|
||||
}
|
||||
let next_node = &tree.nodes[&curr_node.parent_id];
|
||||
if curr_node.is_branch_begin() {
|
||||
let mut modified_node = next_node.clone();
|
||||
modified_node.offset = 0.;
|
||||
modified_node.angle = 0.;
|
||||
modified_node.rotation = 0.;
|
||||
modified_node.radius = curr_node.radius*1.1;
|
||||
branches.push(modified_node);
|
||||
break;
|
||||
}
|
||||
curr_node = next_node;
|
||||
}
|
||||
branches.reverse();
|
||||
info!("{:?}", branches);
|
||||
let mut branch_mesh = generate_branch_mesh(branches.as_slice());
|
||||
let transform = tree.get_accumulated_transform(branches[0].id);
|
||||
info!("{:?}", transform);
|
||||
branch_mesh.transform_by(transform);
|
||||
mesh.merge(&branch_mesh).unwrap(); // TODO: unwrap
|
||||
branches.clear();
|
||||
}
|
||||
|
||||
mesh
|
||||
}
|
||||
|
||||
pub fn generate_branch_mesh(nodes: &[TreeNode]) -> Mesh {
|
||||
let mut mesh_data = TreeMeshData::default();
|
||||
|
||||
let mut transform = Transform::IDENTITY;
|
||||
|
||||
for (i, node) in nodes.iter().enumerate() {
|
||||
let prev_node = if i != 0 { nodes.get(i - 1) } else { None };
|
||||
let next_node = nodes.get(i + 1);
|
||||
|
||||
let prev_y_normal = prev_node.map(|p| (p.radius - node.radius) / node.offset);
|
||||
let next_y_normal = next_node.map(|n| (node.radius - n.radius) / n.offset);
|
||||
|
||||
// TODO: this normal is wrong (at least not including angle)
|
||||
let segment_y_normal = match (prev_y_normal, next_y_normal) {
|
||||
(Some(prev), Some(next)) => (prev + next) / 2.,
|
||||
(None, Some(next)) => next,
|
||||
(Some(prev), None) => prev,
|
||||
(None, None) => 0.,
|
||||
};
|
||||
transform = transform * node.get_transform();
|
||||
// transform.rotate_local_y(seg.rotation);
|
||||
// transform.rotate_local_x(seg.angle);
|
||||
// transform.rotate_local_y(-seg.rotation);
|
||||
// transform.translation += transform.up() * seg.offset;
|
||||
|
||||
add_circle_points(
|
||||
&mut mesh_data,
|
||||
RESOLUTION,
|
||||
transform,
|
||||
node.radius,
|
||||
Some(segment_y_normal),
|
||||
);
|
||||
|
||||
if i != 0 {
|
||||
let current_circle_start_index = mesh_data.positions.len() - (RESOLUTION + 1);
|
||||
let prev_circle_start_index = current_circle_start_index - (RESOLUTION + 1);
|
||||
connect_circles(
|
||||
&mut mesh_data,
|
||||
RESOLUTION,
|
||||
prev_circle_start_index as u32,
|
||||
current_circle_start_index as u32,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// for i in 0..nodes.len() - 1 {
|
||||
// let ring_start = (i * verts_per_ring) as u32;
|
||||
// for j in 0..RESOLUTION {
|
||||
// let curr = ring_start + j as u32;
|
||||
// let next = curr + 1;
|
||||
// let above = curr + verts_per_ring as u32;
|
||||
// let above_next = next + verts_per_ring as u32;
|
||||
|
||||
// mesh_data
|
||||
// .indices
|
||||
// .extend_from_slice(&[curr, above, next, next, above, above_next]);
|
||||
// }
|
||||
// }
|
||||
|
||||
// match nodes.last() {
|
||||
// Some(node) => {
|
||||
// let top_point = transform.transform_point(Vec3::ZERO);
|
||||
// let top_normal = transform.rotation * Vec3::new(0.0, 1.0, 0.0);
|
||||
// let cap_top_index = mesh_data.positions.len() as u32;
|
||||
// let top_ring_start = (nodes.len() * verts_per_ring) as u32 - verts_per_ring as u32;
|
||||
|
||||
// mesh_data.positions.push(top_point.to_array());
|
||||
// mesh_data.normals.push(top_normal.to_array());
|
||||
// mesh_data.uvs.push([0.5, 0.5]);
|
||||
|
||||
// match node.kind {
|
||||
// TreeNodeKind::EndMeristem => {}
|
||||
// TreeNodeKind::EndCut => {}
|
||||
// _ => {}
|
||||
// }
|
||||
// }
|
||||
// _ => {}
|
||||
// }
|
||||
|
||||
if let Some(node) = nodes.last() {
|
||||
let last_circle_index = match node.kind {
|
||||
TreeNodeKind::EndMeristem => {
|
||||
Some((mesh_data.positions.len() - (RESOLUTION + 1)) as u32)
|
||||
}
|
||||
TreeNodeKind::EndCut => None,
|
||||
_ => None,
|
||||
};
|
||||
close_circle(
|
||||
&mut mesh_data,
|
||||
RESOLUTION,
|
||||
last_circle_index,
|
||||
transform,
|
||||
node.radius,
|
||||
);
|
||||
}
|
||||
|
||||
// let top_point = transform.transform_point(Vec3::ZERO);
|
||||
// let top_normal = transform.rotation * Vec3::new(0.0, 1.0, 0.0);
|
||||
// let cap_top_index = mesh_data.positions.len() as u32;
|
||||
// let top_ring_start = (nodes.len() * verts_per_ring) as u32 - verts_per_ring as u32;
|
||||
|
||||
// mesh_data.positions.push(top_point.to_array());
|
||||
// mesh_data.normals.push(top_normal.to_array());
|
||||
// mesh_data.uvs.push([0.5, 0.5]);
|
||||
|
||||
// for j in 0..RESOLUTION {
|
||||
// let i0 = top_ring_start + j as u32;
|
||||
// let i1 = top_ring_start + ((j + 1) % RESOLUTION) as u32;
|
||||
// mesh_data
|
||||
// .indices
|
||||
// .extend_from_slice(&[cap_top_index, i1, i0]);
|
||||
// }
|
||||
|
||||
mesh_data.to_mesh()
|
||||
}
|
||||
|
||||
fn add_circle_points(
|
||||
mesh_data: &mut TreeMeshData,
|
||||
resolution: usize,
|
||||
transform: Transform,
|
||||
radius: f32,
|
||||
local_y_normal: Option<f32>,
|
||||
) {
|
||||
for i in 0..=resolution {
|
||||
let theta = i as f32 / RESOLUTION as f32 * 2.0 * PI;
|
||||
let (cos, sin) = (theta.cos(), theta.sin());
|
||||
|
||||
let normal = if let Some(local_y_normal) = local_y_normal {
|
||||
Vec3::new(cos, local_y_normal, sin).normalize()
|
||||
} else {
|
||||
Vec3::Y
|
||||
};
|
||||
let normal = transform.rotation * normal;
|
||||
let position = transform.transform_point(Vec3::new(radius * cos, 0., radius * sin));
|
||||
|
||||
mesh_data.positions.push(position.to_array());
|
||||
mesh_data.normals.push(normal.into());
|
||||
// TODO: UVs
|
||||
mesh_data.uvs.push([0.5, 0.5]);
|
||||
}
|
||||
}
|
||||
|
||||
fn connect_circles(
|
||||
mesh_data: &mut TreeMeshData,
|
||||
resolution: usize,
|
||||
index_circle1: u32,
|
||||
index_circle2: u32,
|
||||
) {
|
||||
for i in 0..resolution {
|
||||
let curr = index_circle1 + i as u32;
|
||||
let next = curr + 1;
|
||||
let above = index_circle2 + i as u32;
|
||||
let above_next = above + 1;
|
||||
|
||||
mesh_data
|
||||
.indices
|
||||
.extend_from_slice(&[curr, above, next, next, above, above_next]);
|
||||
}
|
||||
}
|
||||
|
||||
fn close_circle(
|
||||
mesh_data: &mut TreeMeshData,
|
||||
resolution: usize,
|
||||
circle_index: Option<u32>,
|
||||
transform: Transform,
|
||||
radius: f32,
|
||||
) {
|
||||
let circle_index_start = match circle_index {
|
||||
Some(index) => index,
|
||||
None => {
|
||||
add_circle_points(mesh_data, resolution, transform, radius, None);
|
||||
(mesh_data.positions.len() - (resolution + 1)) as u32
|
||||
}
|
||||
};
|
||||
|
||||
let center_point = transform.transform_point(Vec3::ZERO);
|
||||
let center_point_index = mesh_data.positions.len() as u32;
|
||||
|
||||
mesh_data.positions.push(center_point.to_array());
|
||||
mesh_data
|
||||
.normals
|
||||
.push((transform.rotation * Vec3::Y).to_array());
|
||||
// TODO: UVs
|
||||
mesh_data.uvs.push([0.5, 0.5]);
|
||||
|
||||
for j in 0..RESOLUTION {
|
||||
let i0 = circle_index_start + j as u32;
|
||||
let i1 = circle_index_start + ((j + 1) % RESOLUTION) as u32;
|
||||
mesh_data
|
||||
.indices
|
||||
.extend_from_slice(&[center_point_index, i1, i0]);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user