added sphere generator

This commit is contained in:
2025-08-28 14:08:35 +02:00
parent 7ea933a04d
commit 31c4b6708a
8 changed files with 167 additions and 8 deletions

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@ -6,3 +6,9 @@ The Goal of this repo is to make a simple engine like program in Rust
It is mainly for learning purposes and should be the base for a later, more fleshed out Engine made in Rust (with the possibility to create logic in Julia)
The engine uses a left-handed y-up coordinate system

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@ -2,5 +2,6 @@
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
</component>
</project>

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@ -0,0 +1 @@
pub mod sphere_generator;

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@ -0,0 +1,154 @@
use crate::engine::mesh::Mesh;
use nalgebra::Vector3;
pub struct OctaSphere {
mesh: Option<Mesh>,
resolution: i32,
generator: OctaSphereGenerator,
}
impl OctaSphere {
pub fn new(resolution: i32) -> Result<Self, String> {
match resolution {
r if r >= 0 => Ok(Self
{
resolution,
generator: OctaSphereGenerator::new(resolution),
mesh: None,
}),
_ => Err(String::from("Resolution of an octa sphere must be positive"))
}
}
pub fn generate_sphere(&mut self) {
let (vertices, indices) = self.generator.generate_sphere();
self.mesh = Some(Mesh::new(vertices, indices))
}
}
struct OctaSphereGenerator {
resolution: i32,
}
impl OctaSphereGenerator {
fn new(resolution: i32) -> Self {
Self {
resolution,
}
}
// Thanks Sebastian Lague
fn generate_sphere(&self) -> (Vec<Vector3<f32>>, Vec<u32>) {
// Indices of the vertex pairs that make up each of the initial 12 edges
let vertex_pairs = [0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2, 3, 3, 4, 4, 1, 5, 1, 5, 2, 5, 3, 5, 4];
// Indices of the edge triplets that make up the initial 8 faces
let edge_triplets = [0, 1, 4, 1, 2, 5, 2, 3, 6, 3, 0, 7, 8, 9, 4, 9, 10, 5, 10, 11, 6, 11, 8, 7];
// The six initial vertices up left back right forward down
let base_vertices = [Vector3::y_axis().into_inner(), -Vector3::x_axis().into_inner(), -Vector3::z_axis().into_inner(), Vector3::x_axis().into_inner(), Vector3::z_axis().into_inner(), -Vector3::y_axis().into_inner()];
let num_divisions = self.resolution;
let num_vertices_per_face = ((num_divisions + 3) * (num_divisions + 3) - (num_divisions + 3)) / 2;
let num_vertices = num_vertices_per_face * 8 - (num_divisions + 2) * 12 + 6;
let num_tris_per_face = (num_divisions + 1) * (num_divisions + 1);
let mut vertices = Vec::<Vector3<f32>>::with_capacity(num_vertices as usize);
let mut indicies = Vec::<u32>::with_capacity((num_tris_per_face * 8 * 3) as usize);
vertices.copy_from_slice(&base_vertices);
// Create 12 edges, with n vertices added along them (n = numDivisions)
let mut edges = Vec::<Edge>::with_capacity(12);
for i in (0..vertex_pairs.len()).step_by(2) {
let start_vertex = vertices[vertex_pairs[i]];
let end_vertex = vertices[vertex_pairs[i + 1]];
let mut edge_vertex_indices = Vec::<u32>::with_capacity((num_divisions + 2) as usize);
edge_vertex_indices[0] = vertex_pairs[i] as u32;
// Add vertices along edge
for division_index in 0..num_divisions {
let t = (division_index as f32 + 1.0) / (num_divisions as f32 + 1.0);
edge_vertex_indices[(division_index + 1) as usize] = vertices.len() as u32;
vertices.push(start_vertex.slerp(&end_vertex, t));
}
edge_vertex_indices[(num_divisions + 1) as usize] = vertex_pairs[i + 1] as u32;
let edge_index = i / 2;
edges[edge_index] = Edge::new(edge_vertex_indices)
}
// Create faces
for i in (0..edge_triplets.len()).step_by(3) {
let face_index = i / 3;
let reverse = face_index >= 4;
self.create_face(&edges[edge_triplets[i]], &edges[edge_triplets[i + 1]], &edges[edge_triplets[i + 2]], reverse, num_vertices_per_face, &mut vertices, &mut indicies);
}
(vertices, indicies)
}
fn create_face(&self, side_a: &Edge, side_b: &Edge, bottom: &Edge, reverse: bool, num_vertices_per_face: i32, vertices: &mut Vec<Vector3<f32>>, indices: &mut Vec<u32>) {
let num_points_in_edge = side_a.vertex_indices.len();
let mut vertex_map = Vec::<u32>::with_capacity(num_vertices_per_face as usize);
vertex_map.push(side_a.vertex_indices[0]); // top of triangle
for i in 1..num_points_in_edge-1 {
// Side A vertex
vertex_map.push(side_a.vertex_indices[i]);
//add vertices between side a and b
let side_a_vertex = vertices[(side_a.vertex_indices[i]) as usize];
let side_b_vertex = vertices[(side_b.vertex_indices[i]) as usize];
let num_inner_points = i - 1;
for j in 0..num_inner_points {
let t = (j as f32 + 1.0) / (num_inner_points as f32 + 1.0);
vertex_map.push(vertices.len() as u32);
vertices.push(side_a_vertex.slerp(&side_b_vertex, t));
}
// Side B vertex
vertex_map.push(side_b.vertex_indices[i]);
}
// add bottom edge vertices
for i in 0..num_points_in_edge {
vertex_map.push(bottom.vertex_indices[i]);
}
// Triangulate
let num_rows = self.resolution + 1;
for row in 0..num_rows {
// vertices down left edge follow quadratic sequence: 0, 1, 3, 6, 10, 15...
// the nth term can be calculated with: (n^2 - n)/2
let top_vertex = (((row + 1) * (row + 1) - row - 1) / 2) as usize;
let bottom_vertex = (((row + 2) * (row + 2) + row - 2) / 2) as usize;
let num_triangles_in_row = 1 + 2 * row;
for column in 0..num_triangles_in_row {
let v0;
let v1;
let v2;
if column % 2 == 0 {
v0 = top_vertex;
v1 = bottom_vertex + 1;
v2 = bottom_vertex;
} else {
v0 = top_vertex;
v1 = bottom_vertex;
v2 = top_vertex + 1;
}
indices.push(vertex_map[v0]);
indices.push(vertex_map[if reverse {v2} else {v1}]);
indices.push(vertex_map[if reverse {v1} else {v2}]);
}
}
}
}
struct Edge {
vertex_indices: Vec<u32>,
}
impl Edge {fn new(vertex_indices: Vec<u32>) -> Self {Self{vertex_indices}}}

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@ -1,5 +1,5 @@
pub mod nebulix;
pub mod time;
pub mod input;
mod shader;
mod mesh;
pub mod shader;
pub mod mesh;

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@ -6,7 +6,7 @@ use nalgebra::Vector3;
// Down the line the MeshRenderer should have a material. The material then holds the data that is needed by the shader (so the actual texture or data for variables inside the shader)
// End Goal: Shader belongs to Material; Material belongs to MeshRenderer; Mesh belongs to MeshRenderer; MeshRenderer renders the mesh using the shader and data provided by the material
struct Mesh {
pub struct Mesh {
vertices: Vec<Vector3<f32>>,
normals: Vec<Vector3<f32>>,
indices: Vec<u32>,

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@ -136,11 +136,6 @@ impl ApplicationHandler for Nebulix {
}
// Custom code HERE
// TODO: Next step is:
// - dynamically generate a mesh
// - use a shader to render it
// - and fly around in the scene
// After I confirmed that the above is working -> add textures
gl_surface.swap_buffers(&gl_context).unwrap();
self.window.as_ref().unwrap().request_redraw();

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@ -4,7 +4,9 @@ use winit::event_loop::{ControlFlow, EventLoop};
mod camera;
mod engine;
mod custom;
// TODO: This should actually not be needed because of the Type "Unit" from nalgebra!
trait Extension {
fn normalize_checked(&self) -> Self;
fn normalize_checked_mut(&mut self);