use glam::{Vec2, Vec3};
use std::collections::HashMap;
use crate::color::Color;
use crate::math::Aabb;
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Vertex {
pub position: Vec3,
pub normal: Vec3,
pub uv: Vec2,
pub color: Color,
pub tangent: Vec3,
}
impl Vertex {
pub fn new(position: Vec3, normal: Vec3, uv: Vec2) -> Self {
Self { position, normal, uv, color: Color::WHITE, tangent: Vec3::X }
}
pub fn with_color(mut self, c: Color) -> Self { self.color = c; self }
}
#[derive(Debug, Clone)]
pub struct Mesh {
pub vertices: Vec<Vertex>,
pub indices: Vec<u32>,
pub aabb: Aabb,
}
impl Mesh {
pub fn new(vertices: Vec<Vertex>, indices: Vec<u32>) -> Self {
let positions: Vec<Vec3> = vertices.iter().map(|v| v.position).collect();
let aabb = if positions.is_empty() {
Aabb::new(Vec3::ZERO, Vec3::ZERO)
} else {
Aabb::from_points(&positions)
};
Self { vertices, indices, aabb }
}
pub fn triangle_count(&self) -> usize { self.indices.len() / 3 }
pub fn compute_normals(&mut self) {
let mut normals = vec![Vec3::ZERO; self.vertices.len()];
for tri in self.indices.chunks(3) {
let (i0, i1, i2) = (tri[0] as usize, tri[1] as usize, tri[2] as usize);
let p0 = self.vertices[i0].position;
let p1 = self.vertices[i1].position;
let p2 = self.vertices[i2].position;
let n = (p1 - p0).cross(p2 - p0);
normals[i0] += n;
normals[i1] += n;
normals[i2] += n;
}
for (v, n) in self.vertices.iter_mut().zip(normals) {
v.normal = n.normalize_or_zero();
}
}
pub fn compute_tangents(&mut self) {
let mut tangents = vec![Vec3::ZERO; self.vertices.len()];
for tri in self.indices.chunks(3) {
let (i0, i1, i2) = (tri[0] as usize, tri[1] as usize, tri[2] as usize);
let p0 = self.vertices[i0].position;
let p1 = self.vertices[i1].position;
let p2 = self.vertices[i2].position;
let uv0 = self.vertices[i0].uv;
let uv1 = self.vertices[i1].uv;
let uv2 = self.vertices[i2].uv;
let e1 = p1 - p0;
let e2 = p2 - p0;
let du1 = uv1.x - uv0.x;
let dv1 = uv1.y - uv0.y;
let du2 = uv2.x - uv0.x;
let dv2 = uv2.y - uv0.y;
let denom = du1 * dv2 - du2 * dv1;
if denom.abs() < 1e-8 { continue; }
let inv = 1.0 / denom;
let t = (e1 * dv2 - e2 * dv1) * inv;
tangents[i0] += t;
tangents[i1] += t;
tangents[i2] += t;
}
for (v, t) in self.vertices.iter_mut().zip(tangents) {
v.tangent = t.normalize_or_zero();
}
}
}
pub struct MeshBuilder {
vertices: Vec<Vertex>,
indices: Vec<u32>,
}
impl MeshBuilder {
pub fn new() -> Self { Self { vertices: Vec::new(), indices: Vec::new() } }
pub fn add_vertex(&mut self, v: Vertex) -> u32 {
let idx = self.vertices.len() as u32;
self.vertices.push(v);
idx
}
pub fn add_triangle(&mut self, i0: u32, i1: u32, i2: u32) {
self.indices.extend_from_slice(&[i0, i1, i2]);
}
pub fn build(self) -> Mesh { Mesh::new(self.vertices, self.indices) }
}
impl Default for MeshBuilder { fn default() -> Self { Self::new() } }
pub fn cube(half: f32) -> Mesh {
let h = half;
let faces: &[(Vec3, Vec3, Vec3)] = &[
( Vec3::Z, Vec3::X, Vec3::Y), (-Vec3::Z, -Vec3::X, Vec3::Y), ( Vec3::Y, Vec3::X, -Vec3::Z), (-Vec3::Y, Vec3::X, Vec3::Z), ( Vec3::X, -Vec3::Z, Vec3::Y), (-Vec3::X, Vec3::Z, Vec3::Y), ];
let mut verts = Vec::new();
let mut idx = Vec::new();
for &(n, tu, tv) in faces {
let base = verts.len() as u32;
let center = n * h;
let corners = [
center - tu * h - tv * h,
center + tu * h - tv * h,
center + tu * h + tv * h,
center - tu * h + tv * h,
];
let uvs = [Vec2::new(0.0,0.0), Vec2::new(1.0,0.0), Vec2::new(1.0,1.0), Vec2::new(0.0,1.0)];
for (p, uv) in corners.iter().zip(uvs.iter()) {
verts.push(Vertex { position: *p, normal: n, uv: *uv, color: Color::WHITE, tangent: tu });
}
idx.extend_from_slice(&[base, base+1, base+2, base, base+2, base+3]);
}
Mesh::new(verts, idx)
}
pub fn sphere(radius: f32, rings: u32, sectors: u32) -> Mesh {
let rings = rings.max(2);
let sectors = sectors.max(3);
let mut verts = Vec::new();
let mut idx = Vec::new();
for r in 0..=rings {
let phi = std::f32::consts::PI * r as f32 / rings as f32;
let (sin_phi, cos_phi) = phi.sin_cos();
for s in 0..=sectors {
let theta = 2.0 * std::f32::consts::PI * s as f32 / sectors as f32;
let (sin_t, cos_t) = theta.sin_cos();
let x = sin_phi * cos_t;
let y = cos_phi;
let z = sin_phi * sin_t;
let p = Vec3::new(x, y, z);
let u = s as f32 / sectors as f32;
let v = r as f32 / rings as f32;
verts.push(Vertex { position: p * radius, normal: p, uv: Vec2::new(u, v), color: Color::WHITE, tangent: Vec3::new(-sin_t, 0.0, cos_t) });
}
}
let w = sectors + 1;
for r in 0..rings {
for s in 0..sectors {
let i0 = r * w + s;
let i1 = i0 + 1;
let i2 = (r + 1) * w + s;
let i3 = i2 + 1;
idx.extend_from_slice(&[i0, i2, i1, i1, i2, i3]);
}
}
Mesh::new(verts, idx)
}
pub fn icosphere(radius: f32, subdivisions: u32) -> Mesh {
let t = (1.0 + 5.0_f32.sqrt()) / 2.0;
let base_verts: &[[f32; 3]] = &[
[-1.0, t, 0.0], [ 1.0, t, 0.0], [-1.0, -t, 0.0], [ 1.0, -t, 0.0],
[ 0.0, -1.0, t], [ 0.0, 1.0, t], [ 0.0, -1.0, -t], [ 0.0, 1.0, -t],
[ t, 0.0, -1.0], [ t, 0.0, 1.0], [-t, 0.0, -1.0], [-t, 0.0, 1.0],
];
let base_faces: &[[u32; 3]] = &[
[0,11,5],[0,5,1],[0,1,7],[0,7,10],[0,10,11],
[1,5,9],[5,11,4],[11,10,2],[10,7,6],[7,1,8],
[3,9,4],[3,4,2],[3,2,6],[3,6,8],[3,8,9],
[4,9,5],[2,4,11],[6,2,10],[8,6,7],[9,8,1],
];
let mut points: Vec<Vec3> = base_verts.iter()
.map(|v| Vec3::new(v[0], v[1], v[2]).normalize())
.collect();
let mut faces: Vec<[u32; 3]> = base_faces.to_vec();
let mut midpoint_cache: HashMap<u64, u32> = HashMap::new();
let mut get_midpoint = |a: u32, b: u32, pts: &mut Vec<Vec3>| -> u32 {
let key = if a < b { ((a as u64) << 32) | b as u64 } else { ((b as u64) << 32) | a as u64 };
if let Some(&idx) = midpoint_cache.get(&key) { return idx; }
let mid = (pts[a as usize] + pts[b as usize]).normalize();
let idx = pts.len() as u32;
pts.push(mid);
midpoint_cache.insert(key, idx);
idx
};
for _ in 0..subdivisions {
let mut new_faces = Vec::with_capacity(faces.len() * 4);
for tri in &faces {
let m0 = get_midpoint(tri[0], tri[1], &mut points);
let m1 = get_midpoint(tri[1], tri[2], &mut points);
let m2 = get_midpoint(tri[2], tri[0], &mut points);
new_faces.push([tri[0], m0, m2]);
new_faces.push([tri[1], m1, m0]);
new_faces.push([tri[2], m2, m1]);
new_faces.push([m0, m1, m2]);
}
faces = new_faces;
}
let verts: Vec<Vertex> = points.iter().map(|&p| {
let u = p.z.atan2(p.x) / (2.0 * std::f32::consts::PI) + 0.5;
let v = p.y.asin() / std::f32::consts::PI + 0.5;
Vertex { position: p * radius, normal: p, uv: Vec2::new(u, v), color: Color::WHITE, tangent: Vec3::new(-p.z, 0.0, p.x).normalize_or_zero() }
}).collect();
let indices: Vec<u32> = faces.iter().flat_map(|t| t.iter().cloned()).collect();
Mesh::new(verts, indices)
}
pub fn cone(radius: f32, height: f32, segments: u32) -> Mesh {
let segments = segments.max(3);
let mut verts = Vec::new();
let mut idx = Vec::new();
let apex = Vec3::new(0.0, height * 0.5, 0.0);
let apex_idx = verts.len() as u32;
verts.push(Vertex { position: apex, normal: Vec3::Y, uv: Vec2::new(0.5, 0.0), color: Color::WHITE, tangent: Vec3::X });
let base_center_idx = verts.len() as u32;
verts.push(Vertex { position: Vec3::new(0.0, -height * 0.5, 0.0), normal: -Vec3::Y, uv: Vec2::new(0.5, 0.5), color: Color::WHITE, tangent: Vec3::X });
let first_base = verts.len() as u32;
for i in 0..=segments {
let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
let (s, c) = angle.sin_cos();
let pos = Vec3::new(c * radius, -height * 0.5, s * radius);
let side_n = Vec3::new(c * height, radius, s * height).normalize();
let uv = Vec2::new(i as f32 / segments as f32, 1.0);
verts.push(Vertex { position: pos, normal: side_n, uv, color: Color::WHITE, tangent: Vec3::new(-s, 0.0, c) });
}
let first_base_cap = verts.len() as u32;
for i in 0..=segments {
let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
let (s, c) = angle.sin_cos();
let pos = Vec3::new(c * radius, -height * 0.5, s * radius);
let uv = Vec2::new(c * 0.5 + 0.5, s * 0.5 + 0.5);
verts.push(Vertex { position: pos, normal: -Vec3::Y, uv, color: Color::WHITE, tangent: Vec3::X });
}
for i in 0..segments {
idx.extend_from_slice(&[apex_idx, first_base + i, first_base + i + 1]);
}
for i in 0..segments {
idx.extend_from_slice(&[base_center_idx, first_base_cap + i + 1, first_base_cap + i]);
}
Mesh::new(verts, idx)
}
pub fn pyramid(base_half: f32, height: f32) -> Mesh {
let h2 = height * 0.5;
let b = base_half;
let apex = Vec3::new(0.0, h2, 0.0);
let base_pts = [
Vec3::new(-b, -h2, -b),
Vec3::new( b, -h2, -b),
Vec3::new( b, -h2, b),
Vec3::new(-b, -h2, b),
];
let mut verts = Vec::new();
let mut idx = Vec::new();
for i in 0..4 {
let a = base_pts[i];
let c = base_pts[(i + 1) % 4];
let n = (c - a).cross(apex - a).normalize();
let base = verts.len() as u32;
verts.push(Vertex { position: apex, normal: n, uv: Vec2::new(0.5, 0.0), color: Color::WHITE, tangent: Vec3::X });
verts.push(Vertex { position: a, normal: n, uv: Vec2::new(0.0, 1.0), color: Color::WHITE, tangent: Vec3::X });
verts.push(Vertex { position: c, normal: n, uv: Vec2::new(1.0, 1.0), color: Color::WHITE, tangent: Vec3::X });
idx.extend_from_slice(&[base, base + 1, base + 2]);
}
let bn = -Vec3::Y;
let base_start = verts.len() as u32;
for (i, &p) in base_pts.iter().enumerate() {
let u = if i == 1 || i == 2 { 1.0 } else { 0.0 };
let v = if i == 2 || i == 3 { 1.0 } else { 0.0 };
verts.push(Vertex { position: p, normal: bn, uv: Vec2::new(u, v), color: Color::WHITE, tangent: Vec3::X });
}
idx.extend_from_slice(&[base_start, base_start+2, base_start+1, base_start, base_start+3, base_start+2]);
Mesh::new(verts, idx)
}
pub fn cylinder(radius: f32, height: f32, segments: u32) -> Mesh {
let segments = segments.max(3);
let h2 = height * 0.5;
let mut verts = Vec::new();
let mut idx = Vec::new();
let side_start = 0u32;
for i in 0..=segments {
let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
let (s, c) = angle.sin_cos();
let n = Vec3::new(c, 0.0, s);
let u = i as f32 / segments as f32;
verts.push(Vertex { position: Vec3::new(c * radius, h2, s * radius), normal: n, uv: Vec2::new(u, 0.0), color: Color::WHITE, tangent: Vec3::new(-s, 0.0, c) });
verts.push(Vertex { position: Vec3::new(c * radius, -h2, s * radius), normal: n, uv: Vec2::new(u, 1.0), color: Color::WHITE, tangent: Vec3::new(-s, 0.0, c) });
}
for i in 0..segments {
let b = side_start + i * 2;
idx.extend_from_slice(&[b, b+2, b+1, b+1, b+2, b+3]);
}
for (cap_y, cap_n, flip) in [( h2, Vec3::Y, false), (-h2, -Vec3::Y, true)] {
let center = verts.len() as u32;
verts.push(Vertex { position: Vec3::new(0.0, cap_y, 0.0), normal: cap_n, uv: Vec2::new(0.5, 0.5), color: Color::WHITE, tangent: Vec3::X });
let first = verts.len() as u32;
for i in 0..=segments {
let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
let (s, c) = angle.sin_cos();
verts.push(Vertex { position: Vec3::new(c * radius, cap_y, s * radius), normal: cap_n, uv: Vec2::new(c * 0.5 + 0.5, s * 0.5 + 0.5), color: Color::WHITE, tangent: Vec3::X });
}
for i in 0..segments {
if flip {
idx.extend_from_slice(&[center, first + i, first + i + 1]);
} else {
idx.extend_from_slice(&[center, first + i + 1, first + i]);
}
}
}
Mesh::new(verts, idx)
}
pub fn torus(major_radius: f32, tube_radius: f32, major_segs: u32, tube_segs: u32) -> Mesh {
let major_segs = major_segs.max(3);
let tube_segs = tube_segs.max(3);
let mut verts = Vec::new();
let mut idx = Vec::new();
for i in 0..=major_segs {
let u = 2.0 * std::f32::consts::PI * i as f32 / major_segs as f32;
let (su, cu) = u.sin_cos();
let center = Vec3::new(cu * major_radius, 0.0, su * major_radius);
let radial = Vec3::new(cu, 0.0, su);
for j in 0..=tube_segs {
let v = 2.0 * std::f32::consts::PI * j as f32 / tube_segs as f32;
let (sv, cv) = v.sin_cos();
let pos = center + (radial * cv + Vec3::Y * sv) * tube_radius;
let n = (radial * cv + Vec3::Y * sv).normalize();
verts.push(Vertex {
position: pos,
normal: n,
uv: Vec2::new(i as f32 / major_segs as f32, j as f32 / tube_segs as f32),
color: Color::WHITE,
tangent: Vec3::new(-su, 0.0, cu),
});
}
}
let w = tube_segs + 1;
for i in 0..major_segs {
for j in 0..tube_segs {
let i0 = i * w + j;
let i1 = i0 + 1;
let i2 = (i + 1) * w + j;
let i3 = i2 + 1;
idx.extend_from_slice(&[i0, i1, i2, i1, i3, i2]);
}
}
Mesh::new(verts, idx)
}
pub fn plane(half_size: f32, subdivisions: u32) -> Mesh {
let n = subdivisions.max(1) + 1;
let mut verts = Vec::new();
let mut idx = Vec::new();
let step = half_size * 2.0 / subdivisions.max(1) as f32;
for row in 0..n {
for col in 0..n {
let x = -half_size + col as f32 * step;
let z = -half_size + row as f32 * step;
let u = col as f32 / (n - 1) as f32;
let v = row as f32 / (n - 1) as f32;
verts.push(Vertex { position: Vec3::new(x, 0.0, z), normal: Vec3::Y, uv: Vec2::new(u, v), color: Color::WHITE, tangent: Vec3::X });
}
}
for row in 0..n - 1 {
for col in 0..n - 1 {
let i0 = row * n + col;
let i1 = i0 + 1;
let i2 = (row + 1) * n + col;
let i3 = i2 + 1;
idx.extend_from_slice(&[i0, i2, i1, i1, i2, i3]);
}
}
Mesh::new(verts, idx)
}