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capsule.ts
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capsule.ts
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/*
Copyright (c) 2020 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
/**
* @packageDocumentation
* @module 3d/primitive
*/
import { Vec3 } from '../core/math';
/**
* @en
* The definition of the parameter for building a capsule.
* @zh
* 胶囊体参数选项。
*/
export interface ICapsuteOptions {
sides: number;
heightSegments: number;
capped: boolean;
arc: number;
}
const temp1 = new Vec3(0, 0, 0);
const temp2 = new Vec3(0, 0, 0);
/**
* Generate a capsule with radiusTop radiusBottom 0.5, height 2, centered at origin,
* but may be repositioned through the `center` option.
* @zh
* 生成一个胶囊体。
* @param radiusTop 顶部半径。
* @param radiusBottom 底部半径。
* @param opts 胶囊体参数选项。
*/
export default function capsule (radiusTop = 0.5, radiusBottom = 0.5, height = 2, opts: RecursivePartial<ICapsuteOptions> = {}) {
const torsoHeight = height - radiusTop - radiusBottom;
const sides = opts.sides || 32;
const heightSegments = opts.heightSegments || 32;
const bottomProp = radiusBottom / height;
const torProp = torsoHeight / height;
const topProp = radiusTop / height;
const bottomSegments = Math.floor(heightSegments * bottomProp);
const topSegments = Math.floor(heightSegments * topProp);
const torSegments = Math.floor(heightSegments * torProp);
const topOffset = torsoHeight + radiusBottom - height / 2;
const torOffset = radiusBottom - height / 2;
const bottomOffset = radiusBottom - height / 2;
const arc = opts.arc || 2.0 * Math.PI;
// calculate vertex count
const positions: number[] = [];
const normals: number[] = [];
const uvs: number[] = [];
const indices: number[] = [];
const maxRadius = Math.max(radiusTop, radiusBottom);
const minPos = new Vec3(-maxRadius, -height / 2, -maxRadius);
const maxPos = new Vec3(maxRadius, height / 2, maxRadius);
const boundingRadius = height / 2;
let index = 0;
const indexArray: number[][] = [];
generateBottom();
generateTorso();
generateTop();
return {
positions,
normals,
uvs,
indices,
minPos,
maxPos,
boundingRadius,
};
// =======================
// internal fucntions
// =======================
function generateTorso () {
// this will be used to calculate the normal
const slope = (radiusTop - radiusBottom) / torsoHeight;
// generate positions, normals and uvs
for (let y = 0; y <= torSegments; y++) {
const indexRow: number[] = [];
const lat = y / torSegments;
const radius = lat * (radiusTop - radiusBottom) + radiusBottom;
for (let x = 0; x <= sides; ++x) {
const u = x / sides;
const v = lat * torProp + bottomProp;
const theta = u * arc - (arc / 4);
const sinTheta = Math.sin(theta);
const cosTheta = Math.cos(theta);
// vertex
positions.push(radius * sinTheta);
positions.push(lat * torsoHeight + torOffset);
positions.push(radius * cosTheta);
// normal
Vec3.normalize(temp1, Vec3.set(temp2, sinTheta, -slope, cosTheta));
normals.push(temp1.x);
normals.push(temp1.y);
normals.push(temp1.z);
// uv
uvs.push(u, v);
// save index of vertex in respective row
indexRow.push(index);
// increase index
++index;
}
// now save positions of the row in our index array
indexArray.push(indexRow);
}
// generate indices
for (let y = 0; y < torSegments; ++y) {
for (let x = 0; x < sides; ++x) {
// we use the index array to access the correct indices
const i1 = indexArray[y][x];
const i2 = indexArray[y + 1][x];
const i3 = indexArray[y + 1][x + 1];
const i4 = indexArray[y][x + 1];
// face one
indices.push(i1);
indices.push(i4);
indices.push(i2);
// face two
indices.push(i4);
indices.push(i3);
indices.push(i2);
}
}
}
function generateBottom () {
for (let lat = 0; lat <= bottomSegments; ++lat) {
const theta = lat * Math.PI / bottomSegments / 2;
const sinTheta = Math.sin(theta);
const cosTheta = -Math.cos(theta);
for (let lon = 0; lon <= sides; ++lon) {
const phi = lon * 2 * Math.PI / sides - Math.PI / 2.0;
const sinPhi = Math.sin(phi);
const cosPhi = Math.cos(phi);
const x = sinPhi * sinTheta;
const y = cosTheta;
const z = cosPhi * sinTheta;
const u = lon / sides;
const v = lat / heightSegments;
positions.push(x * radiusBottom, y * radiusBottom + bottomOffset, z * radiusBottom);
normals.push(x, y, z);
uvs.push(u, v);
if ((lat < bottomSegments) && (lon < sides)) {
const seg1 = sides + 1;
const a = seg1 * lat + lon;
const b = seg1 * (lat + 1) + lon;
const c = seg1 * (lat + 1) + lon + 1;
const d = seg1 * lat + lon + 1;
indices.push(a, d, b);
indices.push(d, c, b);
}
++index;
}
}
}
function generateTop () {
for (let lat = 0; lat <= topSegments; ++lat) {
const theta = lat * Math.PI / topSegments / 2 + Math.PI / 2;
const sinTheta = Math.sin(theta);
const cosTheta = -Math.cos(theta);
for (let lon = 0; lon <= sides; ++lon) {
const phi = lon * 2 * Math.PI / sides - Math.PI / 2.0;
const sinPhi = Math.sin(phi);
const cosPhi = Math.cos(phi);
const x = sinPhi * sinTheta;
const y = cosTheta;
const z = cosPhi * sinTheta;
const u = lon / sides;
const v = lat / heightSegments + (1 - topProp);
positions.push(x * radiusTop, y * radiusTop + topOffset, z * radiusTop);
normals.push(x, y, z);
uvs.push(u, v);
if ((lat < topSegments) && (lon < sides)) {
const seg1 = sides + 1;
const a = seg1 * lat + lon + indexArray[torSegments][sides] + 1;
const b = seg1 * (lat + 1) + lon + indexArray[torSegments][sides] + 1;
const c = seg1 * (lat + 1) + lon + 1 + indexArray[torSegments][sides] + 1;
const d = seg1 * lat + lon + 1 + indexArray[torSegments][sides] + 1;
indices.push(a, d, b);
indices.push(d, c, b);
}
}
}
}
}