use super::{sphere, utils};
use super::{IndexBuffer, RenderMesh};
pub fn capsule(
caps_diameter: f32,
cylinder_height: f32,
ntheta_subdiv: u32,
nphi_subdiv: u32,
) -> RenderMesh {
let top = sphere::unit_hemisphere(ntheta_subdiv, nphi_subdiv);
let RenderMesh {
coords,
normals,
indices,
..
} = top.clone();
let mut bottom_coords = coords;
let mut bottom_normals = normals.unwrap();
let mut bottom_indices = indices.unwrap_unified();
utils::reverse_clockwising(&mut bottom_indices[..]);
let RenderMesh {
coords,
normals,
indices,
..
} = top;
let mut top_coords = coords;
let top_normals = normals.unwrap();
let mut top_indices = indices.unwrap_unified();
let half_height = cylinder_height * 0.5;
for coord in top_coords.iter_mut() {
coord.x *= caps_diameter;
coord.y = coord.y * caps_diameter + half_height;
coord.z *= caps_diameter;
}
for coord in bottom_coords.iter_mut() {
coord.x *= caps_diameter;
coord.y = -(coord.y * caps_diameter) - half_height;
coord.z *= caps_diameter;
}
for normal in bottom_normals.iter_mut() {
normal.y = -normal.y;
}
let base_top_coords = bottom_coords.len() as u32;
for idx in top_indices.iter_mut() {
idx[0] += base_top_coords;
idx[1] += base_top_coords;
idx[2] += base_top_coords;
}
bottom_coords.extend(top_coords);
bottom_normals.extend(top_normals);
bottom_indices.extend(top_indices);
utils::push_ring_indices(0, base_top_coords, ntheta_subdiv, &mut bottom_indices);
RenderMesh::new(
bottom_coords,
Some(bottom_normals),
None,
Some(IndexBuffer::Unified(bottom_indices)),
)
}