add meshgen

This commit is contained in:
numzero 2026-07-20 02:14:30 +03:00
parent 25c1e7a909
commit ee6167b298
2 changed files with 59 additions and 0 deletions

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@ -2,6 +2,8 @@ use std::error::Error;
use glam::{UVec2, Vec4, vec4}; use glam::{UVec2, Vec4, vec4};
mod mesh;
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth16Unorm; const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth16Unorm;
const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb; const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Bgra8UnormSrgb;

57
src/mesh.rs Normal file
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@ -0,0 +1,57 @@
use std::f32::consts::PI;
use glam::{Mat2, Vec3, vec2, vec3};
pub struct Mesh {
pub vertices: Vec<Vec3>,
pub faces: Vec<[usize; 3]>,
}
pub fn generate() -> Mesh {
let mut vertices = Vec::<Vec3>::new();
let mut faces = Vec::<[usize; 3]>::new();
let sides: usize = 24;
let layers = 12;
let base_layer = 4;
let diameter = 36.0;
let radius = diameter / 2.;
let height = 120.;
let bottom_angle = (PI / sides as f32) * -(base_layer as f32);
let top_angle = (PI / sides as f32) * (layers as f32 - base_layer as f32);
let bottom_y = radius * bottom_angle.tan();
let top_y = radius * top_angle.tan();
let incline = height / (top_y - bottom_y);
let base = vertices.len();
for side in 0..(sides - 2) {
faces.push([base + sides - 1, base + side + 1, base + side]);
}
for layer in 0..=layers {
let angle = (PI / sides as f32) * (layer as f32 - base_layer as f32);
let x = radius;
let y = angle.tan() * x;
let z = incline * y;
for side in 0..sides {
let angle = (2. * PI / sides as f32) * side as f32;
let rot = Mat2::from_angle(angle);
let xy = rot * vec2(x, y);
let v = vec3(xy.x, xy.y, z);
vertices.push(v);
}
}
for layer in 0..layers {
let base = base + sides * layer;
for side in 0..sides {
let index = |layer, offset| base + sides * layer + (side + offset) % sides;
faces.push([index(0, 0), index(0, 1), index(1, 0)]);
faces.push([index(0, 1), index(1, 1), index(1, 0)]);
}
}
let base = vertices.len() - sides;
for side in 0..(sides - 2) {
faces.push([base + sides - 1, base + side, base + side + 1]);
}
Mesh { vertices, faces }
}