bevy_mesh/primitives/extrusion.rs
1use bevy_math::{
2 primitives::{Annulus, Capsule2d, Circle, Ellipse, Extrusion, Primitive2d},
3 Vec2, Vec3,
4};
5
6use super::{MeshBuilder, Meshable};
7use crate::{Indices, Mesh, PrimitiveTopology, VertexAttributeValues};
8
9/// A type representing a segment of the perimeter of an extrudable mesh.
10pub enum PerimeterSegment {
11 /// This segment of the perimeter will be shaded smooth.
12 ///
13 /// This has the effect of rendering the segment's faces with softened edges, so it is appropriate for curved shapes.
14 ///
15 /// The normals for the vertices that are part of this segment will be calculated based on the positions of their neighbors.
16 /// Each normal is interpolated between the normals of the two line segments connecting it with its neighbors.
17 /// Closer vertices have a stronger effect on the normal than more distant ones.
18 ///
19 /// Since the vertices corresponding to the first and last indices do not have two neighboring vertices, their normals must be provided manually.
20 Smooth {
21 /// The normal of the first vertex.
22 first_normal: Vec2,
23 /// The normal of the last vertex.
24 last_normal: Vec2,
25 /// A list of indices representing this segment of the perimeter of the mesh.
26 ///
27 /// The `indices` refer to the indices of the vertices generated by the `MeshBuilder` of the underlying 2D primitive.
28 /// For example, a triangle has 3 vertices with indices 0, 1 and 2.
29 ///
30 /// The indices must be ordered such that the *outside* of the mesh is to the right
31 /// when walking along the vertices of the mesh in the order provided by the indices.
32 ///
33 /// For geometry to be rendered, you must provide at least two indices.
34 indices: Vec<u32>,
35 },
36 /// This segment of the perimeter will be shaded flat.
37 ///
38 /// This has the effect of rendering the segment's faces with hard edges.
39 Flat {
40 /// A list of indices representing this segment of the perimeter of the mesh.
41 ///
42 /// The `indices` refer to the indices of the vertices generated by the `MeshBuilder` of the underlying 2D primitive.
43 /// For example, a triangle has 3 vertices with indices 0, 1 and 2.
44 ///
45 /// The indices must be ordered such that the *outside* of the mesh is to the right
46 /// when walking along the vertices of the mesh in the order provided by indices.
47 ///
48 /// For geometry to be rendered, you must provide at least two indices.
49 indices: Vec<u32>,
50 },
51}
52
53impl PerimeterSegment {
54 /// Returns the amount of vertices each 'layer' of the extrusion should include for this perimeter segment.
55 ///
56 /// A layer is the set of vertices sharing a common Z value or depth.
57 fn vertices_per_layer(&self) -> u32 {
58 match self {
59 PerimeterSegment::Smooth { indices, .. } => indices.len() as u32,
60 PerimeterSegment::Flat { indices } => 2 * (indices.len() as u32 - 1),
61 }
62 }
63
64 /// Returns the amount of indices each 'segment' of the extrusion should include for this perimeter segment.
65 ///
66 /// A segment is the set of faces on the mantel of the extrusion between two layers of vertices.
67 fn indices_per_segment(&self) -> usize {
68 match self {
69 PerimeterSegment::Smooth { indices, .. } | PerimeterSegment::Flat { indices } => {
70 6 * (indices.len() - 1)
71 }
72 }
73 }
74}
75
76/// A trait required for implementing `Meshable` for `Extrusion<T>`.
77///
78/// ## Warning
79///
80/// By implementing this trait you guarantee that the `primitive_topology` of the mesh returned by
81/// this builder is [`PrimitiveTopology::TriangleList`]
82/// and that your mesh has a [`Mesh::ATTRIBUTE_POSITION`] attribute.
83pub trait Extrudable: MeshBuilder {
84 /// A list of the indices each representing a part of the perimeter of the mesh.
85 fn perimeter(&self) -> Vec<PerimeterSegment>;
86}
87
88impl<P> Meshable for Extrusion<P>
89where
90 P: Primitive2d + Meshable,
91 P::Output: Extrudable,
92{
93 type Output = ExtrusionBuilder<P>;
94
95 fn mesh(&self) -> Self::Output {
96 ExtrusionBuilder {
97 base_builder: self.base_shape.mesh(),
98 half_depth: self.half_depth,
99 segments: 1,
100 }
101 }
102}
103
104/// A builder used for creating a [`Mesh`] with an [`Extrusion`] shape.
105pub struct ExtrusionBuilder<P>
106where
107 P: Primitive2d + Meshable,
108 P::Output: Extrudable,
109{
110 pub base_builder: P::Output,
111 pub half_depth: f32,
112 pub segments: usize,
113}
114
115impl<P> ExtrusionBuilder<P>
116where
117 P: Primitive2d + Meshable,
118 P::Output: Extrudable,
119{
120 /// Create a new `ExtrusionBuilder<P>` from a given `base_shape` and the full `depth` of the extrusion.
121 pub fn new(base_shape: &P, depth: f32) -> Self {
122 Self {
123 base_builder: base_shape.mesh(),
124 half_depth: depth / 2.,
125 segments: 1,
126 }
127 }
128
129 /// Sets the number of segments along the depth of the extrusion.
130 /// Must be greater than `0` for the geometry of the mantel to be generated.
131 pub fn segments(mut self, segments: usize) -> Self {
132 self.segments = segments;
133 self
134 }
135
136 /// Apply a function to the inner builder
137 pub fn with_inner(mut self, func: impl Fn(P::Output) -> P::Output) -> Self {
138 self.base_builder = func(self.base_builder);
139 self
140 }
141}
142
143impl ExtrusionBuilder<Circle> {
144 /// Sets the number of vertices used for the circle mesh at each end of the extrusion.
145 pub fn resolution(mut self, resolution: u32) -> Self {
146 self.base_builder.resolution = resolution;
147 self
148 }
149}
150
151impl ExtrusionBuilder<Ellipse> {
152 /// Sets the number of vertices used for the ellipse mesh at each end of the extrusion.
153 pub fn resolution(mut self, resolution: u32) -> Self {
154 self.base_builder.resolution = resolution;
155 self
156 }
157}
158
159impl ExtrusionBuilder<Annulus> {
160 /// Sets the number of vertices used in constructing the concentric circles of the annulus mesh at each end of the extrusion.
161 pub fn resolution(mut self, resolution: u32) -> Self {
162 self.base_builder.resolution = resolution;
163 self
164 }
165}
166
167impl ExtrusionBuilder<Capsule2d> {
168 /// Sets the number of vertices used for each hemicircle at the ends of the extrusion.
169 pub fn resolution(mut self, resolution: u32) -> Self {
170 self.base_builder.resolution = resolution;
171 self
172 }
173}
174
175impl<P> MeshBuilder for ExtrusionBuilder<P>
176where
177 P: Primitive2d + Meshable,
178 P::Output: Extrudable,
179{
180 fn build(&self) -> Mesh {
181 // Create and move the base mesh to the front
182 let mut front_face =
183 self.base_builder
184 .build()
185 .translated_by(Vec3::new(0., 0., self.half_depth));
186
187 // Move the uvs of the front face to be between (0., 0.) and (0.5, 0.5)
188 if let Some(VertexAttributeValues::Float32x2(uvs)) =
189 front_face.attribute_mut(Mesh::ATTRIBUTE_UV_0)
190 {
191 for uv in uvs {
192 *uv = uv.map(|coord| coord * 0.5);
193 }
194 }
195
196 let back_face = {
197 let topology = front_face.primitive_topology();
198 // Flip the normals, etc. and move mesh to the back
199 let mut back_face = front_face.clone().scaled_by(Vec3::new(1., 1., -1.));
200
201 // Move the uvs of the back face to be between (0.5, 0.) and (1., 0.5)
202 if let Some(VertexAttributeValues::Float32x2(uvs)) =
203 back_face.attribute_mut(Mesh::ATTRIBUTE_UV_0)
204 {
205 for uv in uvs {
206 *uv = [uv[0] + 0.5, uv[1]];
207 }
208 }
209
210 // By swapping the first and second indices of each triangle we invert the winding order thus making the mesh visible from the other side
211 if let Some(indices) = back_face.indices_mut() {
212 match topology {
213 PrimitiveTopology::TriangleList => match indices {
214 Indices::U16(indices) => {
215 for [a, b, _] in indices.as_chunks_mut().0 {
216 core::mem::swap(a, b);
217 }
218 }
219 Indices::U32(indices) => {
220 for [a, b, _] in indices.as_chunks_mut().0 {
221 core::mem::swap(a, b);
222 }
223 }
224 },
225 _ => {
226 panic!("Meshes used with Extrusions must have a primitive topology of `PrimitiveTopology::TriangleList`");
227 }
228 };
229 }
230 back_face
231 };
232
233 // An extrusion of depth 0 does not need a mantel
234 if self.half_depth == 0. {
235 front_face.merge(&back_face).unwrap();
236 return front_face;
237 }
238
239 let mantel = {
240 let Some(VertexAttributeValues::Float32x3(cap_verts)) =
241 front_face.attribute(Mesh::ATTRIBUTE_POSITION)
242 else {
243 panic!("The base mesh did not have vertex positions");
244 };
245
246 debug_assert!(self.segments > 0);
247
248 let layers = self.segments + 1;
249 let layer_depth_delta = self.half_depth * 2.0 / self.segments as f32;
250
251 let perimeter = self.base_builder.perimeter();
252 let (vert_count, index_count) =
253 perimeter
254 .iter()
255 .fold((0, 0), |(verts, indices), perimeter| {
256 (
257 verts + layers * perimeter.vertices_per_layer() as usize,
258 indices + self.segments * perimeter.indices_per_segment(),
259 )
260 });
261 let mut positions = Vec::with_capacity(vert_count);
262 let mut normals = Vec::with_capacity(vert_count);
263 let mut indices = Vec::with_capacity(index_count);
264 let mut uvs = Vec::with_capacity(vert_count);
265
266 // Compute the amount of horizontal space allocated to each segment of the perimeter.
267 let uv_segment_delta = 1. / perimeter.len() as f32;
268 for (i, segment) in perimeter.into_iter().enumerate() {
269 // The start of the x range of the area of the current perimeter-segment.
270 let uv_start = i as f32 * uv_segment_delta;
271
272 match segment {
273 PerimeterSegment::Flat {
274 indices: segment_indices,
275 } => {
276 let uv_delta = uv_segment_delta / (segment_indices.len() - 1) as f32;
277 for i in 0..(segment_indices.len() - 1) {
278 let uv_x = uv_start + uv_delta * i as f32;
279 // Get the positions for the current and the next index.
280 let a = cap_verts[segment_indices[i] as usize];
281 let b = cap_verts[segment_indices[i + 1] as usize];
282
283 // Get the index of the next vertex added to the mantel.
284 let index = positions.len() as u32;
285
286 // Push the positions of the two indices and their equivalent points on each layer.
287 for i in 0..layers {
288 let i = i as f32;
289 let z = a[2] - layer_depth_delta * i;
290 positions.push([a[0], a[1], z]);
291 positions.push([b[0], b[1], z]);
292
293 // UVs for the mantel are between (0, 0.5) and (1, 1).
294 let uv_y = 0.5 + 0.5 * i / self.segments as f32;
295 uvs.push([uv_x, uv_y]);
296 uvs.push([uv_x + uv_delta, uv_y]);
297 }
298
299 // The normal is calculated to be the normal of the line segment connecting a and b.
300 let n = Vec3::from_array([b[1] - a[1], a[0] - b[0], 0.])
301 .normalize_or_zero()
302 .to_array();
303 normals.extend_from_slice(&vec![n; 2 * layers]);
304
305 // Add the indices for the vertices created above to the mesh.
306 for i in 0..self.segments as u32 {
307 let base_index = index + 2 * i;
308 indices.extend_from_slice(&[
309 base_index,
310 base_index + 2,
311 base_index + 1,
312 base_index + 1,
313 base_index + 2,
314 base_index + 3,
315 ]);
316 }
317 }
318 }
319 PerimeterSegment::Smooth {
320 first_normal,
321 last_normal,
322 indices: segment_indices,
323 } => {
324 let uv_delta = uv_segment_delta / (segment_indices.len() - 1) as f32;
325
326 // Since the indices for this segment will be added after its vertices have been added,
327 // we need to store the index of the first vertex that is part of this segment.
328 let base_index = positions.len() as u32;
329
330 // If there is a first vertex, we need to add it and its counterparts on each layer.
331 // The normal is provided by `segment.first_normal`.
332 if let Some(i) = segment_indices.first() {
333 let p = cap_verts[*i as usize];
334 for i in 0..layers {
335 let i = i as f32;
336 let z = p[2] - layer_depth_delta * i;
337 positions.push([p[0], p[1], z]);
338
339 let uv_y = 0.5 + 0.5 * i / self.segments as f32;
340 uvs.push([uv_start, uv_y]);
341 }
342 normals.extend_from_slice(&vec![
343 first_normal.extend(0.).to_array();
344 layers
345 ]);
346 }
347
348 // For all points inbetween the first and last vertices, we can automatically compute the normals.
349 for i in 1..(segment_indices.len() - 1) {
350 let uv_x = uv_start + uv_delta * i as f32;
351
352 // Get the positions for the last, current and the next index.
353 let a = cap_verts[segment_indices[i - 1] as usize];
354 let b = cap_verts[segment_indices[i] as usize];
355 let c = cap_verts[segment_indices[i + 1] as usize];
356
357 // Add the current vertex and its counterparts on each layer.
358 for i in 0..layers {
359 let i = i as f32;
360 let z = b[2] - layer_depth_delta * i;
361 positions.push([b[0], b[1], z]);
362
363 let uv_y = 0.5 + 0.5 * i / self.segments as f32;
364 uvs.push([uv_x, uv_y]);
365 }
366
367 // The normal for the current vertices can be calculated based on the two neighboring vertices.
368 // The normal is interpolated between the normals of the two line segments connecting the current vertex with its neighbors.
369 // Closer vertices have a stronger effect on the normal than more distant ones.
370 let n = {
371 let ab = Vec2::from_slice(&b) - Vec2::from_slice(&a);
372 let bc = Vec2::from_slice(&c) - Vec2::from_slice(&b);
373 let n = ab.normalize_or_zero() + bc.normalize_or_zero();
374 Vec2::new(n.y, -n.x)
375 .normalize_or_zero()
376 .extend(0.)
377 .to_array()
378 };
379 normals.extend_from_slice(&vec![n; layers]);
380 }
381
382 // If there is a last vertex, we need to add it and its counterparts on each layer.
383 // The normal is provided by `segment.last_normal`.
384 if let Some(i) = segment_indices.last() {
385 let p = cap_verts[*i as usize];
386 for i in 0..layers {
387 let i = i as f32;
388 let z = p[2] - layer_depth_delta * i;
389 positions.push([p[0], p[1], z]);
390
391 let uv_y = 0.5 + 0.5 * i / self.segments as f32;
392 uvs.push([uv_start + uv_segment_delta, uv_y]);
393 }
394 normals.extend_from_slice(&vec![
395 last_normal.extend(0.).to_array();
396 layers
397 ]);
398 }
399
400 let columns = segment_indices.len() as u32;
401 let segments = self.segments as u32;
402 let layers = segments + 1;
403 for s in 0..segments {
404 for column in 0..(columns - 1) {
405 let index = base_index + s + column * layers;
406 indices.extend_from_slice(&[
407 index,
408 index + 1,
409 index + layers,
410 index + layers,
411 index + 1,
412 index + layers + 1,
413 ]);
414 }
415 }
416 }
417 }
418 }
419
420 Mesh::new(PrimitiveTopology::TriangleList, front_face.asset_usage)
421 .with_inserted_indices(Indices::U32(indices))
422 .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
423 .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
424 .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
425 };
426
427 front_face.merge(&back_face).unwrap();
428 front_face.merge(&mantel).unwrap();
429 front_face
430 }
431}
432
433impl<P> From<Extrusion<P>> for Mesh
434where
435 P: Primitive2d + Meshable,
436 P::Output: Extrudable,
437{
438 fn from(value: Extrusion<P>) -> Self {
439 value.mesh().build()
440 }
441}