Follow-up of a7d1c9b5e9 - Simplified code to generate a smooth cylinder

This commit is contained in:
enricoturri1966 2022-08-23 13:53:55 +02:00
parent adb3d0101d
commit 74d3227703
3 changed files with 12 additions and 42 deletions

View file

@ -2254,7 +2254,7 @@ GLModel::Geometry smooth_sphere(unsigned int resolution, float radius)
return data;
}
GLModel::Geometry smooth_cylinder(Axis axis, unsigned int resolution, float radius, float height)
GLModel::Geometry smooth_cylinder(unsigned int resolution, float radius, float height)
{
resolution = std::max<unsigned int>(4, resolution);
@ -2266,39 +2266,19 @@ GLModel::Geometry smooth_cylinder(Axis axis, unsigned int resolution, float radi
data.reserve_vertices(sectorCount * 4 + 2);
data.reserve_indices(sectorCount * 4 * 3);
auto generate_vertices_on_circle = [sectorCount, sectorStep](Axis axis, float radius) {
auto generate_vertices_on_circle = [sectorCount, sectorStep](float radius) {
std::vector<Vec3f> ret;
ret.reserve(sectorCount);
for (unsigned int i = 0; i < sectorCount; ++i) {
// from 0 to 2pi
const float sectorAngle = (i != sectorCount) ? sectorStep * i : 0.0f;
const float x1 = radius * std::cos(sectorAngle);
const float x2 = radius * std::sin(sectorAngle);
Vec3f v;
switch (axis)
{
case X: { v = Vec3f(0.0f, x1, x2); break; }
case Y: { v = Vec3f(-x1, 0.0f, x2); break; }
case Z: { v = Vec3f(x1, x2, 0.0f); break; }
default: { assert(false); break; }
}
ret.emplace_back(v);
ret.emplace_back(radius * std::cos(sectorAngle), radius * std::sin(sectorAngle), 0.0f);
}
return ret;
};
const std::vector<Vec3f> base_vertices = generate_vertices_on_circle(axis, radius);
Vec3f h;
switch (axis)
{
case X: { h = height * Vec3f::UnitX(); break; }
case Y: { h = height * Vec3f::UnitY(); break; }
case Z: { h = height * Vec3f::UnitZ(); break; }
default: { assert(false); break; }
}
const std::vector<Vec3f> base_vertices = generate_vertices_on_circle(radius);
const Vec3f h = height * Vec3f::UnitZ();
// stem vertices
for (unsigned int i = 0; i < sectorCount; ++i) {
@ -2321,14 +2301,7 @@ GLModel::Geometry smooth_cylinder(Axis axis, unsigned int resolution, float radi
// bottom cap vertices
Vec3f cap_center = Vec3f::Zero();
unsigned int cap_center_id = data.vertices_count();
Vec3f normal;
switch (axis)
{
case X: { normal = -Vec3f::UnitX(); break; }
case Y: { normal = -Vec3f::UnitY(); break; }
case Z: { normal = -Vec3f::UnitZ(); break; }
default: { assert(false); break; }
}
Vec3f normal = -Vec3f::UnitZ();
data.add_vertex(cap_center, normal);
for (unsigned int i = 0; i < sectorCount; ++i) {

View file

@ -374,16 +374,13 @@ namespace GUI {
GLModel::Geometry diamond(unsigned int resolution);
#if ENABLE_LEGACY_OPENGL_REMOVAL
// create a sphere with the given resolution and smooth normals
// create a sphere with smooth normals
// the origin of the sphere is in its center
// the radius of the sphere is the given value
GLModel::Geometry smooth_sphere(unsigned int resolution, float radius);
// create a cylinder with the given resolution and smooth normals
// the axis of the cylinder is the given value
// the radius of the cylinder is the given value
// the height of the cylinder is the given value
// the origin of the cylinder is in the center of the cap face having axis == 0
GLModel::Geometry smooth_cylinder(Axis axis, unsigned int resolution, float radius, float height);
// create a cylinder with smooth normals
// the axis of the cylinder is the Z axis
// the origin of the cylinder is the center of its bottom cap face
GLModel::Geometry smooth_cylinder(unsigned int resolution, float radius, float height);
#endif // ENABLE_LEGACY_OPENGL_REMOVAL
} // namespace GUI

View file

@ -23,7 +23,7 @@ GLGizmoMeasure::GLGizmoMeasure(GLCanvas3D& parent, const std::string& icon_filen
: GLGizmoBase(parent, icon_filename, sprite_id)
{
m_vbo_sphere.init_from(smooth_sphere(16, 7.5f));
m_vbo_cylinder.init_from(smooth_cylinder(Z, 16, 5.0f, 1.0f));
m_vbo_cylinder.init_from(smooth_cylinder(16, 5.0f, 1.0f));
}
bool GLGizmoMeasure::on_mouse(const wxMouseEvent &mouse_event)