use std::iter;
use std::collections::HashMap;
use std::collections::hash_map::Entry;
use num::Zero;
use alga::general::Real;
use na;
use na::{Point3, Scalar};
use ncollide_utils::{self, AsBytes, HashablePartialEq};
use math::Point;
#[inline]
pub fn push_circle<N: Real>(radius: N, nsubdiv: u32, dtheta: N, y: N, out: &mut Vec<Point3<N>>) {
let mut curr_theta = N::zero();
for _ in 0..nsubdiv {
out.push(Point3::new(
curr_theta.cos() * radius,
y.clone(),
curr_theta.sin() * radius,
));
curr_theta = curr_theta + dtheta;
}
}
#[inline]
pub fn push_xy_arc<P: Point>(radius: P::Real, nsubdiv: u32, dtheta: P::Real, out: &mut Vec<P>) {
assert!(na::dimension::<P::Vector>() >= 2);
let mut curr_theta = P::Real::zero();
for _ in 0..nsubdiv {
let mut pt_coords = P::Vector::zero();
pt_coords[0] = curr_theta.cos() * radius;
pt_coords[1] = curr_theta.sin() * radius;
out.push(P::from_coordinates(pt_coords));
curr_theta = curr_theta + dtheta;
}
}
#[inline]
pub fn push_ring_indices(
base_lower_circle: u32,
base_upper_circle: u32,
nsubdiv: u32,
out: &mut Vec<Point3<u32>>,
) {
push_open_ring_indices(base_lower_circle, base_upper_circle, nsubdiv, out);
push_rectangle_indices(
base_upper_circle,
base_upper_circle + nsubdiv - 1,
base_lower_circle,
base_lower_circle + nsubdiv - 1,
out,
);
}
#[inline]
pub fn push_open_ring_indices(
base_lower_circle: u32,
base_upper_circle: u32,
nsubdiv: u32,
out: &mut Vec<Point3<u32>>,
) {
assert!(nsubdiv > 0);
for i in 0..nsubdiv - 1 {
let bli = base_lower_circle + i;
let bui = base_upper_circle + i;
push_rectangle_indices(bui + 1, bui, bli + 1, bli, out);
}
}
#[inline]
pub fn push_degenerate_top_ring_indices(
base_circle: u32,
point: u32,
nsubdiv: u32,
out: &mut Vec<Point3<u32>>,
) {
push_degenerate_open_top_ring_indices(base_circle, point, nsubdiv, out);
out.push(Point3::new(base_circle + nsubdiv - 1, point, base_circle));
}
#[inline]
pub fn push_degenerate_open_top_ring_indices(
base_circle: u32,
point: u32,
nsubdiv: u32,
out: &mut Vec<Point3<u32>>,
) {
assert!(nsubdiv > 0);
for i in 0..nsubdiv - 1 {
out.push(Point3::new(base_circle + i, point, base_circle + i + 1));
}
}
#[inline]
pub fn push_filled_circle_indices(base_circle: u32, nsubdiv: u32, out: &mut Vec<Point3<u32>>) {
for i in base_circle + 1..base_circle + nsubdiv - 1 {
out.push(Point3::new(base_circle, i, i + 1));
}
}
#[inline]
pub fn push_rectangle_indices<T: Scalar>(ul: T, ur: T, dl: T, dr: T, out: &mut Vec<Point3<T>>) {
out.push(Point3::new(ul.clone(), dl, dr.clone()));
out.push(Point3::new(dr, ur, ul));
}
#[inline]
pub fn reverse_clockwising(indices: &mut [Point3<u32>]) {
for i in indices.iter_mut() {
i.coords.swap((0, 0), (1, 0));
}
}
#[inline]
pub fn split_index_buffer(indices: &[Point3<u32>]) -> Vec<Point3<Point3<u32>>> {
let mut resi = Vec::new();
for vertex in indices.iter() {
resi.push(Point3::new(
Point3::new(vertex.x, vertex.x, vertex.x),
Point3::new(vertex.y, vertex.y, vertex.y),
Point3::new(vertex.z, vertex.z, vertex.z),
));
}
resi
}
#[inline]
pub fn split_index_buffer_and_recover_topology<P: PartialEq + AsBytes + Clone>(
indices: &[Point3<u32>],
coords: &[P],
) -> (Vec<Point3<Point3<u32>>>, Vec<P>) {
let mut vtx_to_id = HashMap::new();
let mut new_coords = Vec::with_capacity(coords.len());
let mut out = Vec::with_capacity(indices.len());
fn resolve_coord_id<P: PartialEq + AsBytes + Clone>(
coord: &P,
vtx_to_id: &mut HashMap<HashablePartialEq<P>, u32>,
new_coords: &mut Vec<P>,
) -> u32 {
let key = unsafe { HashablePartialEq::new(coord.clone()) };
let id = match vtx_to_id.entry(key) {
Entry::Occupied(entry) => entry.into_mut(),
Entry::Vacant(entry) => entry.insert(new_coords.len() as u32),
};
if *id == new_coords.len() as u32 {
new_coords.push(coord.clone());
}
*id
}
for t in indices.iter() {
let va = resolve_coord_id(&coords[t.x as usize], &mut vtx_to_id, &mut new_coords);
let oa = t.x;
let vb = resolve_coord_id(&coords[t.y as usize], &mut vtx_to_id, &mut new_coords);
let ob = t.y;
let vc = resolve_coord_id(&coords[t.z as usize], &mut vtx_to_id, &mut new_coords);
let oc = t.z;
out.push(Point3::new(
Point3::new(va, oa, oa),
Point3::new(vb, ob, ob),
Point3::new(vc, oc, oc),
));
}
new_coords.shrink_to_fit();
(out, new_coords)
}
#[inline]
pub fn compute_normals<P: Point>(
coordinates: &[P],
faces: &[Point3<u32>],
normals: &mut Vec<P::Vector>,
) {
let mut divisor: Vec<P::Real> = iter::repeat(na::zero()).take(coordinates.len()).collect();
if normals.len() > coordinates.len() {
normals.truncate(coordinates.len())
}
normals.clear();
normals.extend(iter::repeat(na::zero::<P::Vector>()).take(coordinates.len()));
for f in faces.iter() {
let edge1 = coordinates[f.y as usize] - coordinates[f.x as usize];
let edge2 = coordinates[f.z as usize] - coordinates[f.x as usize];
let cross = ncollide_utils::cross3(&edge1, &edge2);
let normal;
if !cross.is_zero() {
normal = na::normalize(&cross)
} else {
normal = cross
}
normals[f.x as usize] = normals[f.x as usize] + normal;
normals[f.y as usize] = normals[f.y as usize] + normal;
normals[f.z as usize] = normals[f.z as usize] + normal;
divisor[f.x as usize] = divisor[f.x as usize] + na::one();
divisor[f.y as usize] = divisor[f.y as usize] + na::one();
divisor[f.z as usize] = divisor[f.z as usize] + na::one();
}
for (n, divisor) in normals.iter_mut().zip(divisor.iter()) {
*n = *n / *divisor
}
}