Fixed mesh generation to generate cylinders.
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1 changed files with 21 additions and 15 deletions
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@ -1163,6 +1163,7 @@ TriangleMesh make_cube(double x, double y, double z) {
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// Generate the mesh for a cylinder and return it, using
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// the generated angle to calculate the top mesh triangles.
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// Default is 360 sides, angle fa is in radians.
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TriangleMesh make_cylinder(double r, double h, double fa) {
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Pointf3s vertices;
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std::vector<Point3> facets;
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@ -1171,29 +1172,34 @@ TriangleMesh make_cylinder(double r, double h, double fa) {
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vertices.push_back(Pointf3(0.0, 0.0, 0.0));
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vertices.push_back(Pointf3(0.0, 0.0, h));
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// adjust via rounding
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// adjust via rounding to get an even multiple for any provided angle.
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double angle = (2*PI / floor(2*PI / fa));
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// for each line along the polygon approximating the top/bottom of the
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// circle, generate four points and four facets (2 for the wall, 2 for the
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// top and bottom.
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// Special case: Last line shares 2 vertices with the first line.
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unsigned id = 3;
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unsigned id = vertices.size() - 1;
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vertices.push_back(Pointf3(sin(0) * r , cos(0) * r, 0));
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vertices.push_back(Pointf3(sin(0) * r , cos(0) * r, h));
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for (double i = angle; i < 2*PI; i+=angle) {
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vertices.push_back(Pointf3(sin(i) * r , cos(i) * r, 0));
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vertices.push_back(Pointf3(sin(i) * r , cos(i) * r, h));
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id += 2;
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facets.push_back(Point3(0, id - 1, id - 3));
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facets.push_back(Point3(1, id, id - 2));
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facets.push_back(Point3(id, id - 1, id - 3));
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facets.push_back(Point3(id - 3, id - 2, id));
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for (double i = 0; i < 2*PI; i+=angle) {
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Pointf3 b(0, r, 0);
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Pointf3 t(0, r, h);
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b.rotate(i, Pointf3(0,0,0));
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t.rotate(i, Pointf3(0,0,h));
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vertices.push_back(b);
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vertices.push_back(t);
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id = vertices.size() - 1;
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facets.push_back(Point3( 0, id - 1, id - 3)); // top
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facets.push_back(Point3(id, 1, id - 2)); // bottom
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facets.push_back(Point3(id, id - 2, id - 3)); // upper-right of side
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facets.push_back(Point3(id, id - 3, id - 1)); // bottom-left of side
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}
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facets.push_back(Point3(0, 2, id -1));
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// Connect the last set of vertices with the first.
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facets.push_back(Point3( 2, 0, id - 1));
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facets.push_back(Point3( 1, 3, id));
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facets.push_back(Point3(id - 1, 2, 3));
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facets.push_back(Point3(id - 1, 3, id));
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facets.push_back(Point3(id, 3, 2));
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facets.push_back(Point3(id, 2, id - 1));
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TriangleMesh mesh(vertices, facets);
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return mesh;
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