1use glam::{Vec2, Vec3};
2use std::collections::HashMap;
3use crate::color::Color;
4use crate::math::Aabb;
5
6#[derive(Debug, Clone, Copy, PartialEq)]
9pub struct Vertex {
10 pub position: Vec3,
11 pub normal: Vec3,
12 pub uv: Vec2,
13 pub color: Color,
14 pub tangent: Vec3,
15}
16
17impl Vertex {
18 pub fn new(position: Vec3, normal: Vec3, uv: Vec2) -> Self {
19 Self { position, normal, uv, color: Color::WHITE, tangent: Vec3::X }
20 }
21
22 pub fn with_color(mut self, c: Color) -> Self { self.color = c; self }
23}
24
25#[derive(Debug, Clone)]
28pub struct Mesh {
29 pub vertices: Vec<Vertex>,
30 pub indices: Vec<u32>,
31 pub aabb: Aabb,
32}
33
34impl Mesh {
35 pub fn new(vertices: Vec<Vertex>, indices: Vec<u32>) -> Self {
36 let positions: Vec<Vec3> = vertices.iter().map(|v| v.position).collect();
37 let aabb = if positions.is_empty() {
38 Aabb::new(Vec3::ZERO, Vec3::ZERO)
39 } else {
40 Aabb::from_points(&positions)
41 };
42 Self { vertices, indices, aabb }
43 }
44
45 pub fn triangle_count(&self) -> usize { self.indices.len() / 3 }
46
47 pub fn compute_normals(&mut self) {
49 let mut normals = vec![Vec3::ZERO; self.vertices.len()];
50 for tri in self.indices.chunks(3) {
51 let (i0, i1, i2) = (tri[0] as usize, tri[1] as usize, tri[2] as usize);
52 let p0 = self.vertices[i0].position;
53 let p1 = self.vertices[i1].position;
54 let p2 = self.vertices[i2].position;
55 let n = (p1 - p0).cross(p2 - p0);
56 normals[i0] += n;
57 normals[i1] += n;
58 normals[i2] += n;
59 }
60 for (v, n) in self.vertices.iter_mut().zip(normals) {
61 v.normal = n.normalize_or_zero();
62 }
63 }
64
65 pub fn compute_tangents(&mut self) {
67 let mut tangents = vec![Vec3::ZERO; self.vertices.len()];
68 for tri in self.indices.chunks(3) {
69 let (i0, i1, i2) = (tri[0] as usize, tri[1] as usize, tri[2] as usize);
70 let p0 = self.vertices[i0].position;
71 let p1 = self.vertices[i1].position;
72 let p2 = self.vertices[i2].position;
73 let uv0 = self.vertices[i0].uv;
74 let uv1 = self.vertices[i1].uv;
75 let uv2 = self.vertices[i2].uv;
76 let e1 = p1 - p0;
77 let e2 = p2 - p0;
78 let du1 = uv1.x - uv0.x;
79 let dv1 = uv1.y - uv0.y;
80 let du2 = uv2.x - uv0.x;
81 let dv2 = uv2.y - uv0.y;
82 let denom = du1 * dv2 - du2 * dv1;
83 if denom.abs() < 1e-8 { continue; }
84 let inv = 1.0 / denom;
85 let t = (e1 * dv2 - e2 * dv1) * inv;
86 tangents[i0] += t;
87 tangents[i1] += t;
88 tangents[i2] += t;
89 }
90 for (v, t) in self.vertices.iter_mut().zip(tangents) {
91 v.tangent = t.normalize_or_zero();
92 }
93 }
94}
95
96pub struct MeshBuilder {
99 vertices: Vec<Vertex>,
100 indices: Vec<u32>,
101}
102
103impl MeshBuilder {
104 pub fn new() -> Self { Self { vertices: Vec::new(), indices: Vec::new() } }
105
106 pub fn add_vertex(&mut self, v: Vertex) -> u32 {
107 let idx = self.vertices.len() as u32;
108 self.vertices.push(v);
109 idx
110 }
111
112 pub fn add_triangle(&mut self, i0: u32, i1: u32, i2: u32) {
113 self.indices.extend_from_slice(&[i0, i1, i2]);
114 }
115
116 pub fn build(self) -> Mesh { Mesh::new(self.vertices, self.indices) }
117}
118
119impl Default for MeshBuilder { fn default() -> Self { Self::new() } }
120
121pub fn cube(half: f32) -> Mesh {
125 let h = half;
126 let faces: &[(Vec3, Vec3, Vec3)] = &[
127 ( 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), ];
135 let mut verts = Vec::new();
136 let mut idx = Vec::new();
137 for &(n, tu, tv) in faces {
138 let base = verts.len() as u32;
139 let center = n * h;
140 let corners = [
141 center - tu * h - tv * h,
142 center + tu * h - tv * h,
143 center + tu * h + tv * h,
144 center - tu * h + tv * h,
145 ];
146 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)];
147 for (p, uv) in corners.iter().zip(uvs.iter()) {
148 verts.push(Vertex { position: *p, normal: n, uv: *uv, color: Color::WHITE, tangent: tu });
149 }
150 idx.extend_from_slice(&[base, base+1, base+2, base, base+2, base+3]);
151 }
152 Mesh::new(verts, idx)
153}
154
155pub fn sphere(radius: f32, rings: u32, sectors: u32) -> Mesh {
157 let rings = rings.max(2);
158 let sectors = sectors.max(3);
159 let mut verts = Vec::new();
160 let mut idx = Vec::new();
161
162 for r in 0..=rings {
163 let phi = std::f32::consts::PI * r as f32 / rings as f32;
164 let (sin_phi, cos_phi) = phi.sin_cos();
165 for s in 0..=sectors {
166 let theta = 2.0 * std::f32::consts::PI * s as f32 / sectors as f32;
167 let (sin_t, cos_t) = theta.sin_cos();
168 let x = sin_phi * cos_t;
169 let y = cos_phi;
170 let z = sin_phi * sin_t;
171 let p = Vec3::new(x, y, z);
172 let u = s as f32 / sectors as f32;
173 let v = r as f32 / rings as f32;
174 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) });
175 }
176 }
177
178 let w = sectors + 1;
179 for r in 0..rings {
180 for s in 0..sectors {
181 let i0 = r * w + s;
182 let i1 = i0 + 1;
183 let i2 = (r + 1) * w + s;
184 let i3 = i2 + 1;
185 idx.extend_from_slice(&[i0, i2, i1, i1, i2, i3]);
186 }
187 }
188 Mesh::new(verts, idx)
189}
190
191pub fn icosphere(radius: f32, subdivisions: u32) -> Mesh {
193 let t = (1.0 + 5.0_f32.sqrt()) / 2.0;
194 let base_verts: &[[f32; 3]] = &[
195 [-1.0, t, 0.0], [ 1.0, t, 0.0], [-1.0, -t, 0.0], [ 1.0, -t, 0.0],
196 [ 0.0, -1.0, t], [ 0.0, 1.0, t], [ 0.0, -1.0, -t], [ 0.0, 1.0, -t],
197 [ t, 0.0, -1.0], [ t, 0.0, 1.0], [-t, 0.0, -1.0], [-t, 0.0, 1.0],
198 ];
199 let base_faces: &[[u32; 3]] = &[
200 [0,11,5],[0,5,1],[0,1,7],[0,7,10],[0,10,11],
201 [1,5,9],[5,11,4],[11,10,2],[10,7,6],[7,1,8],
202 [3,9,4],[3,4,2],[3,2,6],[3,6,8],[3,8,9],
203 [4,9,5],[2,4,11],[6,2,10],[8,6,7],[9,8,1],
204 ];
205
206 let mut points: Vec<Vec3> = base_verts.iter()
207 .map(|v| Vec3::new(v[0], v[1], v[2]).normalize())
208 .collect();
209 let mut faces: Vec<[u32; 3]> = base_faces.to_vec();
210
211 let mut midpoint_cache: HashMap<u64, u32> = HashMap::new();
212
213 let mut get_midpoint = |a: u32, b: u32, pts: &mut Vec<Vec3>| -> u32 {
214 let key = if a < b { ((a as u64) << 32) | b as u64 } else { ((b as u64) << 32) | a as u64 };
215 if let Some(&idx) = midpoint_cache.get(&key) { return idx; }
216 let mid = (pts[a as usize] + pts[b as usize]).normalize();
217 let idx = pts.len() as u32;
218 pts.push(mid);
219 midpoint_cache.insert(key, idx);
220 idx
221 };
222
223 for _ in 0..subdivisions {
224 let mut new_faces = Vec::with_capacity(faces.len() * 4);
225 for tri in &faces {
226 let m0 = get_midpoint(tri[0], tri[1], &mut points);
227 let m1 = get_midpoint(tri[1], tri[2], &mut points);
228 let m2 = get_midpoint(tri[2], tri[0], &mut points);
229 new_faces.push([tri[0], m0, m2]);
230 new_faces.push([tri[1], m1, m0]);
231 new_faces.push([tri[2], m2, m1]);
232 new_faces.push([m0, m1, m2]);
233 }
234 faces = new_faces;
235 }
236
237 let verts: Vec<Vertex> = points.iter().map(|&p| {
238 let u = p.z.atan2(p.x) / (2.0 * std::f32::consts::PI) + 0.5;
239 let v = p.y.asin() / std::f32::consts::PI + 0.5;
240 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() }
241 }).collect();
242
243 let indices: Vec<u32> = faces.iter().flat_map(|t| t.iter().cloned()).collect();
244 Mesh::new(verts, indices)
245}
246
247pub fn cone(radius: f32, height: f32, segments: u32) -> Mesh {
249 let segments = segments.max(3);
250 let mut verts = Vec::new();
251 let mut idx = Vec::new();
252 let apex = Vec3::new(0.0, height * 0.5, 0.0);
253 let apex_idx = verts.len() as u32;
254 verts.push(Vertex { position: apex, normal: Vec3::Y, uv: Vec2::new(0.5, 0.0), color: Color::WHITE, tangent: Vec3::X });
255 let base_center_idx = verts.len() as u32;
256 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 });
257
258 let first_base = verts.len() as u32;
259 for i in 0..=segments {
260 let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
261 let (s, c) = angle.sin_cos();
262 let pos = Vec3::new(c * radius, -height * 0.5, s * radius);
263 let side_n = Vec3::new(c * height, radius, s * height).normalize();
264 let uv = Vec2::new(i as f32 / segments as f32, 1.0);
265 verts.push(Vertex { position: pos, normal: side_n, uv, color: Color::WHITE, tangent: Vec3::new(-s, 0.0, c) });
266 }
267 let first_base_cap = verts.len() as u32;
268 for i in 0..=segments {
269 let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
270 let (s, c) = angle.sin_cos();
271 let pos = Vec3::new(c * radius, -height * 0.5, s * radius);
272 let uv = Vec2::new(c * 0.5 + 0.5, s * 0.5 + 0.5);
273 verts.push(Vertex { position: pos, normal: -Vec3::Y, uv, color: Color::WHITE, tangent: Vec3::X });
274 }
275 for i in 0..segments {
277 idx.extend_from_slice(&[apex_idx, first_base + i, first_base + i + 1]);
278 }
279 for i in 0..segments {
281 idx.extend_from_slice(&[base_center_idx, first_base_cap + i + 1, first_base_cap + i]);
282 }
283 Mesh::new(verts, idx)
284}
285
286pub fn pyramid(base_half: f32, height: f32) -> Mesh {
288 let h2 = height * 0.5;
289 let b = base_half;
290 let apex = Vec3::new(0.0, h2, 0.0);
291
292 let base_pts = [
293 Vec3::new(-b, -h2, -b),
294 Vec3::new( b, -h2, -b),
295 Vec3::new( b, -h2, b),
296 Vec3::new(-b, -h2, b),
297 ];
298
299 let mut verts = Vec::new();
300 let mut idx = Vec::new();
301
302 for i in 0..4 {
304 let a = base_pts[i];
305 let c = base_pts[(i + 1) % 4];
306 let n = (c - a).cross(apex - a).normalize();
307 let base = verts.len() as u32;
308 verts.push(Vertex { position: apex, normal: n, uv: Vec2::new(0.5, 0.0), color: Color::WHITE, tangent: Vec3::X });
309 verts.push(Vertex { position: a, normal: n, uv: Vec2::new(0.0, 1.0), color: Color::WHITE, tangent: Vec3::X });
310 verts.push(Vertex { position: c, normal: n, uv: Vec2::new(1.0, 1.0), color: Color::WHITE, tangent: Vec3::X });
311 idx.extend_from_slice(&[base, base + 1, base + 2]);
312 }
313
314 let bn = -Vec3::Y;
316 let base_start = verts.len() as u32;
317 for (i, &p) in base_pts.iter().enumerate() {
318 let u = if i == 1 || i == 2 { 1.0 } else { 0.0 };
319 let v = if i == 2 || i == 3 { 1.0 } else { 0.0 };
320 verts.push(Vertex { position: p, normal: bn, uv: Vec2::new(u, v), color: Color::WHITE, tangent: Vec3::X });
321 }
322 idx.extend_from_slice(&[base_start, base_start+2, base_start+1, base_start, base_start+3, base_start+2]);
323
324 Mesh::new(verts, idx)
325}
326
327pub fn cylinder(radius: f32, height: f32, segments: u32) -> Mesh {
329 let segments = segments.max(3);
330 let h2 = height * 0.5;
331 let mut verts = Vec::new();
332 let mut idx = Vec::new();
333
334 let side_start = 0u32;
336 for i in 0..=segments {
337 let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
338 let (s, c) = angle.sin_cos();
339 let n = Vec3::new(c, 0.0, s);
340 let u = i as f32 / segments as f32;
341 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) });
342 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) });
343 }
344 for i in 0..segments {
345 let b = side_start + i * 2;
346 idx.extend_from_slice(&[b, b+2, b+1, b+1, b+2, b+3]);
347 }
348
349 for (cap_y, cap_n, flip) in [( h2, Vec3::Y, false), (-h2, -Vec3::Y, true)] {
351 let center = verts.len() as u32;
352 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 });
353 let first = verts.len() as u32;
354 for i in 0..=segments {
355 let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32;
356 let (s, c) = angle.sin_cos();
357 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 });
358 }
359 for i in 0..segments {
360 if flip {
361 idx.extend_from_slice(&[center, first + i, first + i + 1]);
362 } else {
363 idx.extend_from_slice(&[center, first + i + 1, first + i]);
364 }
365 }
366 }
367
368 Mesh::new(verts, idx)
369}
370
371pub fn torus(major_radius: f32, tube_radius: f32, major_segs: u32, tube_segs: u32) -> Mesh {
373 let major_segs = major_segs.max(3);
374 let tube_segs = tube_segs.max(3);
375 let mut verts = Vec::new();
376 let mut idx = Vec::new();
377
378 for i in 0..=major_segs {
379 let u = 2.0 * std::f32::consts::PI * i as f32 / major_segs as f32;
380 let (su, cu) = u.sin_cos();
381 let center = Vec3::new(cu * major_radius, 0.0, su * major_radius);
382 let radial = Vec3::new(cu, 0.0, su);
383 for j in 0..=tube_segs {
384 let v = 2.0 * std::f32::consts::PI * j as f32 / tube_segs as f32;
385 let (sv, cv) = v.sin_cos();
386 let pos = center + (radial * cv + Vec3::Y * sv) * tube_radius;
387 let n = (radial * cv + Vec3::Y * sv).normalize();
388 verts.push(Vertex {
389 position: pos,
390 normal: n,
391 uv: Vec2::new(i as f32 / major_segs as f32, j as f32 / tube_segs as f32),
392 color: Color::WHITE,
393 tangent: Vec3::new(-su, 0.0, cu),
394 });
395 }
396 }
397
398 let w = tube_segs + 1;
399 for i in 0..major_segs {
400 for j in 0..tube_segs {
401 let i0 = i * w + j;
402 let i1 = i0 + 1;
403 let i2 = (i + 1) * w + j;
404 let i3 = i2 + 1;
405 idx.extend_from_slice(&[i0, i1, i2, i1, i3, i2]);
406 }
407 }
408 Mesh::new(verts, idx)
409}
410
411pub fn plane(half_size: f32, subdivisions: u32) -> Mesh {
413 let n = subdivisions.max(1) + 1;
414 let mut verts = Vec::new();
415 let mut idx = Vec::new();
416 let step = half_size * 2.0 / subdivisions.max(1) as f32;
417 for row in 0..n {
418 for col in 0..n {
419 let x = -half_size + col as f32 * step;
420 let z = -half_size + row as f32 * step;
421 let u = col as f32 / (n - 1) as f32;
422 let v = row as f32 / (n - 1) as f32;
423 verts.push(Vertex { position: Vec3::new(x, 0.0, z), normal: Vec3::Y, uv: Vec2::new(u, v), color: Color::WHITE, tangent: Vec3::X });
424 }
425 }
426 for row in 0..n - 1 {
427 for col in 0..n - 1 {
428 let i0 = row * n + col;
429 let i1 = i0 + 1;
430 let i2 = (row + 1) * n + col;
431 let i3 = i2 + 1;
432 idx.extend_from_slice(&[i0, i2, i1, i1, i2, i3]);
433 }
434 }
435 Mesh::new(verts, idx)
436}