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[Merged by Bors] - Add a UV sphere implementation #1887

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2 changes: 2 additions & 0 deletions crates/bevy_render/src/mesh/shape/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -268,7 +268,9 @@ impl From<Plane> for Mesh {
mod capsule;
mod icosphere;
mod torus;
mod uvsphere;

pub use capsule::{Capsule, CapsuleUvProfile};
pub use icosphere::Icosphere;
pub use torus::Torus;
pub use uvsphere::UVSphere;
91 changes: 91 additions & 0 deletions crates/bevy_render/src/mesh/shape/uvsphere.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,91 @@
use crate::{
mesh::{Indices, Mesh},
pipeline::PrimitiveTopology,
};
use std::f32::consts::PI;

/// A sphere made of sectors and stacks
#[allow(clippy::upper_case_acronyms)]
#[derive(Debug, Clone, Copy)]
pub struct UVSphere {
/// The radius of the sphere.
pub radius: f32,
/// Longitudinal sectors
pub sectors: usize,
/// Latitudinal stacks
pub stacks: usize,
}

impl Default for UVSphere {
fn default() -> Self {
Self {
radius: 1.0,
sectors: 36,
stacks: 18,
}
}
}

impl From<UVSphere> for Mesh {
fn from(sphere: UVSphere) -> Self {
// Largely inspired from http://www.songho.ca/opengl/gl_sphere.html

let sectors = sphere.sectors as f32;
let stacks = sphere.stacks as f32;
let length_inv = 1. / sphere.radius;
let sector_step = 2. * PI / sectors;
let stack_step = PI / stacks;

let mut vertices: Vec<[f32; 3]> = Vec::with_capacity(sphere.stacks * sphere.sectors);
let mut normals: Vec<[f32; 3]> = Vec::with_capacity(sphere.stacks * sphere.sectors);
let mut uvs: Vec<[f32; 2]> = Vec::with_capacity(sphere.stacks * sphere.sectors);
let mut indices: Vec<u32> = Vec::with_capacity(sphere.stacks * sphere.sectors * 2 * 3);

for i in 0..sphere.stacks + 1 {
let stack_angle = PI / 2. - (i as f32) * stack_step;
let xy = sphere.radius * stack_angle.cos();
let z = sphere.radius * stack_angle.sin();

for j in 0..sphere.sectors + 1 {
let sector_angle = (j as f32) * sector_step;
let x = xy * sector_angle.cos();
let y = xy * sector_angle.sin();

vertices.push([x, y, z]);
normals.push([x * length_inv, y * length_inv, z * length_inv]);
uvs.push([(j as f32) / sectors, (i as f32) / stacks]);
}
}

// indices
// k1--k1+1
// | / |
// | / |
// k2--k2+1
for i in 0..sphere.stacks {
let mut k1 = i * (sphere.sectors + 1);
let mut k2 = k1 + sphere.sectors + 1;
for _j in 0..sphere.sectors {
if i != 0 {
indices.push(k1 as u32);
indices.push(k2 as u32);
indices.push((k1 + 1) as u32);
}
if i != sphere.stacks - 1 {
indices.push((k1 + 1) as u32);
indices.push(k2 as u32);
indices.push((k2 + 1) as u32);
}
k1 += 1;
k2 += 1;
}
}

let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.set_indices(Some(Indices::U32(indices)));
mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
mesh
}
}