BsShapeMeshes3D.cpp 37 KB

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  1. #include "BsShapeMeshes3D.h"
  2. #include "BsRect2.h"
  3. #include "BsMesh.h"
  4. #include "BsTime.h"
  5. #include "BsVector2.h"
  6. #include "BsQuaternion.h"
  7. #include "BsSphere.h"
  8. #include "BsMaterial.h"
  9. #include "BsPass.h"
  10. #include "BsCoreApplication.h"
  11. #include "BsRenderQueue.h"
  12. #include "BsException.h"
  13. #include "BsCCamera.h"
  14. #include "BsBuiltinResources.h"
  15. #include "BsVertexDataDesc.h"
  16. // DEBUG ONLY
  17. #include "BsDebug.h"
  18. namespace BansheeEngine
  19. {
  20. const UINT32 ShapeMeshes3D::NUM_VERTICES_AA_LINE = 8;
  21. const UINT32 ShapeMeshes3D::NUM_INDICES_AA_LINE = 30;
  22. inline UINT8* writeVector3(UINT8* buffer, UINT32 stride, const Vector3& value)
  23. {
  24. *(Vector3*)buffer = value;
  25. return buffer + stride;
  26. }
  27. void ShapeMeshes3D::wireAABox(const AABox& box, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  28. {
  29. UINT32* indexData = meshData->getIndices32();
  30. UINT8* positionData = meshData->getElementData(VES_POSITION);
  31. assert((vertexOffset + 8) <= meshData->getNumVertices());
  32. assert((indexOffset + 24) <= meshData->getNumIndices());
  33. wireAABox(box, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  34. }
  35. void ShapeMeshes3D::solidAABox(const AABox& box, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  36. {
  37. UINT32* indexData = meshData->getIndices32();
  38. UINT8* positionData = meshData->getElementData(VES_POSITION);
  39. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  40. assert((vertexOffset + 24) <= meshData->getNumVertices());
  41. assert((indexOffset + 36) <= meshData->getNumIndices());
  42. solidAABox(box, positionData, normalData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  43. }
  44. void ShapeMeshes3D::wireSphere(const Sphere& sphere, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  45. {
  46. UINT32* indexData = meshData->getIndices32();
  47. UINT8* positionData = meshData->getElementData(VES_POSITION);
  48. UINT32 requiredNumVertices, requiredNumIndices;
  49. getNumElementsWireSphere(quality, requiredNumVertices, requiredNumIndices);
  50. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  51. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  52. UINT32 verticesPerArc = (quality + 1) * 5;
  53. UINT32 indicesPerArc = (verticesPerArc - 1) * 2;
  54. wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_X, meshData,
  55. vertexOffset, indexOffset, quality);
  56. wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Y, meshData,
  57. vertexOffset + verticesPerArc, indexOffset + indicesPerArc, quality);
  58. wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Z, meshData,
  59. vertexOffset + verticesPerArc * 2, indexOffset + indicesPerArc * 2, quality);
  60. }
  61. void ShapeMeshes3D::solidSphere(const Sphere& sphere, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  62. {
  63. UINT32* indexData = meshData->getIndices32();
  64. UINT8* positionData = meshData->getElementData(VES_POSITION);
  65. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  66. UINT32 requiredNumVertices, requiredNumIndices;
  67. getNumElementsSphere(quality, requiredNumVertices, requiredNumIndices);
  68. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  69. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  70. solidSphere(sphere, positionData, normalData, vertexOffset,
  71. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  72. }
  73. void ShapeMeshes3D::wireDisc(const Vector3& center, float radius, const Vector3& normal, const MeshDataPtr& meshData,
  74. UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  75. {
  76. wireArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality);
  77. }
  78. void ShapeMeshes3D::solidDisc(const Vector3& center, float radius, const Vector3& normal, const MeshDataPtr& meshData,
  79. UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  80. {
  81. solidArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality);
  82. }
  83. void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  84. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  85. {
  86. UINT32* indexData = meshData->getIndices32();
  87. UINT8* positionData = meshData->getElementData(VES_POSITION);
  88. UINT32 requiredNumVertices, requiredNumIndices;
  89. getNumElementsWireArc(quality, requiredNumVertices, requiredNumIndices);
  90. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  91. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  92. wireArc(center, radius, normal, startAngle, amountAngle, positionData, vertexOffset,
  93. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  94. }
  95. void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  96. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  97. {
  98. UINT32* indexData = meshData->getIndices32();
  99. UINT8* positionData = meshData->getElementData(VES_POSITION);
  100. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  101. UINT32 requiredNumVertices, requiredNumIndices;
  102. getNumElementsArc(quality, requiredNumVertices, requiredNumIndices);
  103. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  104. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  105. solidArc(center, radius, normal, startAngle, amountAngle, positionData, normalData, vertexOffset,
  106. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  107. }
  108. void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far,
  109. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  110. {
  111. UINT32* indexData = meshData->getIndices32();
  112. UINT8* positionData = meshData->getElementData(VES_POSITION);
  113. assert((vertexOffset + 8) <= meshData->getNumVertices());
  114. assert((indexOffset + 24) <= meshData->getNumIndices());
  115. wireFrustum(position, aspect, FOV, near, far, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  116. }
  117. void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius,
  118. const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality)
  119. {
  120. UINT32* indexData = meshData->getIndices32();
  121. UINT8* positionData = meshData->getElementData(VES_POSITION);
  122. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  123. UINT32 requiredNumVertices, requiredNumIndices;
  124. getNumElementsCone(quality, requiredNumVertices, requiredNumIndices);
  125. assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices());
  126. assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices());
  127. solidCone(base, normal, height, radius, positionData, normalData, vertexOffset,
  128. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality);
  129. }
  130. void ShapeMeshes3D::solidQuad(const Rect3& area, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  131. {
  132. UINT32* indexData = meshData->getIndices32();
  133. UINT8* positionData = meshData->getElementData(VES_POSITION);
  134. UINT8* normalData = meshData->getElementData(VES_NORMAL);
  135. assert((vertexOffset + 8) <= meshData->getNumVertices());
  136. assert((indexOffset + 12) <= meshData->getNumIndices());
  137. solidQuad(area, positionData, normalData, vertexOffset,
  138. meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  139. }
  140. void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  141. {
  142. UINT32* indexData = meshData->getIndices32();
  143. UINT8* positionData = meshData->getElementData(VES_POSITION);
  144. assert((vertexOffset + 2) <= meshData->getNumVertices());
  145. assert((indexOffset + 2) <= meshData->getNumIndices());
  146. pixelLine(a, b, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  147. }
  148. void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth,
  149. const Color& color, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  150. {
  151. UINT32* indexData = meshData->getIndices32();
  152. UINT8* positionData = meshData->getElementData(VES_POSITION);
  153. UINT8* colorData = meshData->getElementData(VES_COLOR);
  154. assert((vertexOffset + NUM_VERTICES_AA_LINE) <= meshData->getNumVertices());
  155. assert((indexOffset + NUM_INDICES_AA_LINE) <= meshData->getNumIndices());
  156. antialiasedLine(a, b, up, width, borderWidth, color, positionData, colorData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset);
  157. }
  158. void ShapeMeshes3D::pixelLineList(const Vector<Vector3>& linePoints, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  159. {
  160. assert(linePoints.size() % 2 == 0);
  161. assert((vertexOffset + linePoints.size() * 2) <= meshData->getNumVertices());
  162. assert((indexOffset + linePoints.size() * 2) <= meshData->getNumIndices());
  163. UINT32 curVertOffset = vertexOffset;
  164. UINT32 curIdxOffset = indexOffset;
  165. UINT32* indexData = meshData->getIndices32();
  166. UINT8* positionData = meshData->getElementData(VES_POSITION);
  167. UINT32 numPoints = (UINT32)linePoints.size();
  168. for (UINT32 i = 0; i < numPoints; i += 2)
  169. {
  170. pixelLine(linePoints[i], linePoints[i + 1], positionData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset);
  171. curVertOffset += 2;
  172. curIdxOffset += 2;
  173. }
  174. }
  175. void ShapeMeshes3D::antialiasedLineList(const Vector<Vector3>& linePoints, const Vector3& up, float width, float borderWidth,
  176. const Color& color, const MeshDataPtr& meshData, UINT32 vertexOffset, UINT32 indexOffset)
  177. {
  178. assert(linePoints.size() % 2 == 0);
  179. assert((vertexOffset + linePoints.size() * 4) <= meshData->getNumVertices());
  180. assert((indexOffset + linePoints.size() * 15) <= meshData->getNumIndices());
  181. UINT32 curVertOffset = vertexOffset;
  182. UINT32 curIdxOffset = indexOffset;
  183. UINT32* indexData = meshData->getIndices32();
  184. UINT8* positionData = meshData->getElementData(VES_POSITION);
  185. UINT8* colorData = meshData->getElementData(VES_COLOR);
  186. UINT32 numPoints = (UINT32)linePoints.size();
  187. for (UINT32 i = 0; i < numPoints; i += 2)
  188. {
  189. antialiasedLine(linePoints[i], linePoints[i + 1], up, width, borderWidth, color, positionData, colorData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset);
  190. curVertOffset += NUM_VERTICES_AA_LINE;
  191. curIdxOffset += NUM_INDICES_AA_LINE;
  192. }
  193. }
  194. /************************************************************************/
  195. /* ELEMENT COUNT */
  196. /************************************************************************/
  197. void ShapeMeshes3D::getNumElementsAABox(UINT32& numVertices, UINT32& numIndices)
  198. {
  199. numVertices = 24;
  200. numIndices = 36;
  201. }
  202. void ShapeMeshes3D::getNumElementsWireAABox(UINT32& numVertices, UINT32& numIndices)
  203. {
  204. numVertices = 8;
  205. numIndices = 24;
  206. }
  207. void ShapeMeshes3D::getNumElementsSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  208. {
  209. numVertices = 20 * (4 * ((UINT32)std::pow(3, quality)));
  210. numIndices = numVertices;
  211. }
  212. void ShapeMeshes3D::getNumElementsWireSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  213. {
  214. getNumElementsWireArc(quality, numVertices, numIndices);
  215. numVertices *= 3;
  216. numIndices *= 3;
  217. }
  218. void ShapeMeshes3D::getNumElementsArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  219. {
  220. numVertices = ((quality + 1) * 5 + 1) * 2;
  221. numIndices = ((quality + 1) * 5 - 1) * 6;
  222. }
  223. void ShapeMeshes3D::getNumElementsWireArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  224. {
  225. numVertices = (quality + 1) * 5;
  226. numIndices = ((quality + 1) * 5 - 1) * 2;
  227. }
  228. void ShapeMeshes3D::getNumElementsDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  229. {
  230. getNumElementsArc(quality, numVertices, numIndices);
  231. }
  232. void ShapeMeshes3D::getNumElementsWireDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  233. {
  234. getNumElementsWireArc(quality, numVertices, numIndices);
  235. }
  236. void ShapeMeshes3D::getNumElementsCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices)
  237. {
  238. numVertices = ((quality + 1) * 4) * 3 + 1;
  239. numIndices = ((quality + 1) * 4) * 6;
  240. }
  241. void ShapeMeshes3D::getNumElementsQuad(UINT32& numVertices, UINT32& numIndices)
  242. {
  243. numVertices = 8;
  244. numIndices = 12;
  245. }
  246. void ShapeMeshes3D::getNumElementsFrustum(UINT32& numVertices, UINT32& numIndices)
  247. {
  248. numVertices = 8;
  249. numIndices = 36;
  250. }
  251. void ShapeMeshes3D::wireAABox(const AABox& box, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  252. {
  253. outVertices += vertexOffset * vertexStride;
  254. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  255. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  256. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  257. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  258. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  259. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  260. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  261. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  262. outIndices += indexOffset;
  263. // Front
  264. outIndices[0] = vertexOffset + 0;
  265. outIndices[1] = vertexOffset + 1;
  266. outIndices[2] = vertexOffset + 1;
  267. outIndices[3] = vertexOffset + 2;
  268. outIndices[4] = vertexOffset + 2;
  269. outIndices[5] = vertexOffset + 3;
  270. outIndices[6] = vertexOffset + 3;
  271. outIndices[7] = vertexOffset + 0;
  272. // Center
  273. outIndices[8] = vertexOffset + 0;
  274. outIndices[9] = vertexOffset + 5;
  275. outIndices[10] = vertexOffset + 1;
  276. outIndices[11] = vertexOffset + 4;
  277. outIndices[12] = vertexOffset + 2;
  278. outIndices[13] = vertexOffset + 7;
  279. outIndices[14] = vertexOffset + 3;
  280. outIndices[15] = vertexOffset + 6;
  281. // Back
  282. outIndices[16] = vertexOffset + 4;
  283. outIndices[17] = vertexOffset + 5;
  284. outIndices[18] = vertexOffset + 5;
  285. outIndices[19] = vertexOffset + 6;
  286. outIndices[20] = vertexOffset + 6;
  287. outIndices[21] = vertexOffset + 7;
  288. outIndices[22] = vertexOffset + 7;
  289. outIndices[23] = vertexOffset + 4;
  290. }
  291. void ShapeMeshes3D::solidAABox(const AABox& box, UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride,
  292. UINT32* outIndices, UINT32 indexOffset)
  293. {
  294. outVertices += (vertexOffset * vertexStride);
  295. Vector3* corners = (Vector3*)outVertices;
  296. // Front face
  297. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  298. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  299. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  300. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  301. // Back face
  302. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  303. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  304. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  305. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  306. // Left face
  307. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  308. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  309. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  310. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  311. // Right face
  312. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  313. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  314. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  315. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  316. // Top face
  317. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP));
  318. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP));
  319. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP));
  320. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP));
  321. // Bottom face
  322. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM));
  323. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM));
  324. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM));
  325. outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM));
  326. static const Vector3 faceNormals[6] =
  327. {
  328. Vector3(0, 0, 1),
  329. Vector3(0, 0, -1),
  330. Vector3(-1, 0, 0),
  331. Vector3(1, 0, 0),
  332. Vector3(0, 1, 0),
  333. Vector3(0, -1, 0)
  334. };
  335. outNormals += (vertexOffset * vertexStride);
  336. for (UINT32 face = 0; face < 6; face++)
  337. {
  338. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  339. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  340. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  341. outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]);
  342. }
  343. UINT32* indices = outIndices + indexOffset;
  344. for (UINT32 face = 0; face < 6; face++)
  345. {
  346. UINT32 faceVertOffset = vertexOffset + face * 4;
  347. indices[face * 6 + 0] = faceVertOffset + 2;
  348. indices[face * 6 + 1] = faceVertOffset + 1;
  349. indices[face * 6 + 2] = faceVertOffset + 0;
  350. indices[face * 6 + 3] = faceVertOffset + 0;
  351. indices[face * 6 + 4] = faceVertOffset + 3;
  352. indices[face * 6 + 5] = faceVertOffset + 2;
  353. }
  354. }
  355. void ShapeMeshes3D::solidSphere(const Sphere& sphere, UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset,
  356. UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  357. {
  358. // Create icosahedron
  359. static const float x = 0.525731112119133606f;
  360. static const float z = 0.850650808352039932f;
  361. static const Vector3 vertices[12] =
  362. {
  363. Vector3(-x, 0.0f, z),
  364. Vector3(x, 0.0f, z),
  365. Vector3(-x, 0.0f, -z),
  366. Vector3(x, 0.0f, -z),
  367. Vector3(0.0f, z, x),
  368. Vector3(0.0f, z, -x),
  369. Vector3(0.0f, -z, x),
  370. Vector3(0.0f, -z, -x),
  371. Vector3(z, x, 0.0f),
  372. Vector3(-z, x, 0.0f),
  373. Vector3(z, -x, 0.0f),
  374. Vector3(-z, -x, 0.0f)
  375. };
  376. static const UINT32 triangles[20][3] =
  377. {
  378. { 0, 4, 1 }, { 0, 9, 4 }, { 9, 5, 4 }, { 4, 5, 8 },
  379. { 4, 8, 1 }, { 8, 10, 1 }, { 8, 3, 10 }, { 5, 3, 8 },
  380. { 5, 2, 3 }, { 2, 7, 3 }, { 7, 10, 3 }, { 7, 6, 10 },
  381. { 7, 11, 6 }, { 11, 0, 6 }, { 0, 1, 6 }, { 6, 1, 10 },
  382. { 9, 0, 11 }, { 9, 11, 2 }, { 9, 2, 5 }, { 7, 2, 11 }
  383. };
  384. // Tessellate it
  385. UINT32 curVertOffset = vertexOffset;
  386. for (int i = 0; i < 20; ++i)
  387. {
  388. curVertOffset += subdivideTriangleOnSphere(sphere.getCenter(), sphere.getRadius(), quality,
  389. vertices[triangles[i][2]], vertices[triangles[i][1]], vertices[triangles[i][0]],
  390. outVertices, outNormals, curVertOffset, vertexStride);
  391. }
  392. // Create indices
  393. outIndices += indexOffset;
  394. UINT32 numIndices = 20 * (3 * ((UINT32)std::pow(4L, (long)quality)));
  395. for (UINT32 i = 0; i < numIndices; i += 3)
  396. {
  397. outIndices[i] = vertexOffset + i + 2;
  398. outIndices[i + 1] = vertexOffset + i + 1;
  399. outIndices[i + 2] = vertexOffset + i + 0;
  400. }
  401. }
  402. void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  403. UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  404. {
  405. UINT32 numVertices = (quality + 1) * 5;
  406. generateArcVertices(center, normal, radius, startAngle, amountAngle,
  407. numVertices, outVertices, vertexOffset, vertexStride);
  408. outIndices += indexOffset;
  409. UINT32 numLines = numVertices - 1;
  410. for (UINT32 i = 0; i < numLines; i++)
  411. {
  412. outIndices[i * 2 + 0] = vertexOffset + i;
  413. outIndices[i * 2 + 1] = vertexOffset + i + 1;
  414. }
  415. }
  416. void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle,
  417. UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  418. {
  419. outVertices += vertexOffset * vertexStride;
  420. outNormals += vertexOffset * vertexStride;
  421. outIndices += indexOffset;
  422. bool reverseOrder = amountAngle.valueDegrees() < 0.0f;
  423. Vector3 visibleNormal = normal;
  424. outVertices = writeVector3(outVertices, vertexStride, center);
  425. outNormals = writeVector3(outNormals, vertexStride, visibleNormal);
  426. UINT32 numArcVertices = (quality + 1) * 5;
  427. generateArcVertices(center, normal, radius, startAngle, amountAngle,
  428. numArcVertices, outVertices, vertexOffset, vertexStride);
  429. UINT8* otherSideVertices = outVertices + (numArcVertices * vertexStride);
  430. UINT8* otherSideNormals = outNormals + (numArcVertices * vertexStride);
  431. otherSideVertices = writeVector3(otherSideVertices, vertexStride, center);
  432. otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal);
  433. for (UINT32 i = 0; i < numArcVertices; i++)
  434. {
  435. otherSideVertices = writeVector3(otherSideVertices, vertexStride, *(Vector3*)outVertices);
  436. outVertices += vertexStride;
  437. outNormals = writeVector3(outNormals, vertexStride, visibleNormal);
  438. otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal);
  439. }
  440. UINT32 numTriangles = numArcVertices - 1;
  441. // If angle is negative the order of vertices is reversed so we need to reverse the indexes too
  442. UINT32 frontSideOffset = vertexOffset + (reverseOrder ? (numArcVertices + 1) : 0);
  443. UINT32 backSideOffset = vertexOffset + (!reverseOrder ? (numArcVertices + 1) : 0);
  444. for (UINT32 i = 0; i < numTriangles; i++)
  445. {
  446. outIndices[i * 6 + 0] = frontSideOffset + 0;
  447. outIndices[i * 6 + 1] = frontSideOffset + i + 1;
  448. outIndices[i * 6 + 2] = frontSideOffset + i;
  449. outIndices[i * 6 + 3] = backSideOffset + 0;
  450. outIndices[i * 6 + 4] = backSideOffset + i;
  451. outIndices[i * 6 + 5] = backSideOffset + i + 1;
  452. }
  453. }
  454. void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far,
  455. UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  456. {
  457. float fovTan = Math::tan(FOV * 0.5f);
  458. Vector3 nearPoint(0, 0, near);
  459. Vector3 nearWidth(near * fovTan * aspect, 0, 0);
  460. Vector3 nearHeight(0, (near * fovTan) / aspect, 0);
  461. Vector3 farPoint(0, 0, far);
  462. Vector3 farWidth(far * fovTan * aspect, 0, 0);
  463. Vector3 farHeight(0, (far * fovTan) / aspect, 0);
  464. Vector3 points[8] =
  465. {
  466. nearPoint + nearWidth + nearHeight,
  467. nearPoint - nearWidth + nearHeight,
  468. nearPoint - nearWidth - nearHeight,
  469. nearPoint + nearWidth - nearHeight,
  470. farPoint + farWidth + farHeight,
  471. farPoint - farWidth + farHeight,
  472. farPoint - farWidth - farHeight,
  473. farPoint + farWidth - farHeight
  474. };
  475. outVertices += vertexOffset * vertexStride;
  476. for (UINT32 i = 0; i < 8; i++)
  477. outVertices = writeVector3(outVertices, vertexStride, position + points[i]);
  478. outIndices += indexOffset;
  479. // Front
  480. outIndices[0] = vertexOffset + 0; outIndices[1] = vertexOffset + 1;
  481. outIndices[2] = vertexOffset + 1; outIndices[3] = vertexOffset + 2;
  482. outIndices[4] = vertexOffset + 2; outIndices[5] = vertexOffset + 3;
  483. outIndices[6] = vertexOffset + 3; outIndices[7] = vertexOffset + 0;
  484. // Center
  485. outIndices[8] = vertexOffset + 0; outIndices[9] = vertexOffset + 4;
  486. outIndices[10] = vertexOffset + 1; outIndices[11] = vertexOffset + 5;
  487. outIndices[12] = vertexOffset + 2; outIndices[13] = vertexOffset + 6;
  488. outIndices[14] = vertexOffset + 3; outIndices[15] = vertexOffset + 7;
  489. // Back
  490. outIndices[16] = vertexOffset + 4; outIndices[17] = vertexOffset + 5;
  491. outIndices[18] = vertexOffset + 5; outIndices[19] = vertexOffset + 6;
  492. outIndices[20] = vertexOffset + 6; outIndices[21] = vertexOffset + 7;
  493. outIndices[22] = vertexOffset + 7; outIndices[23] = vertexOffset + 4;
  494. }
  495. void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius,
  496. UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality)
  497. {
  498. outVertices += vertexOffset * vertexStride;
  499. outIndices += indexOffset;
  500. if (outNormals != nullptr)
  501. outNormals += vertexOffset * vertexStride;
  502. // Generate base disc
  503. UINT32 numArcVertices = (quality + 1) * 4;
  504. generateArcVertices(base, normal, radius, Degree(0), Degree(360),
  505. numArcVertices + 1, outVertices, 0, vertexStride);
  506. outVertices += numArcVertices * vertexStride;
  507. outVertices = writeVector3(outVertices, vertexStride, base); // Write base vertex
  508. UINT32 baseIdx = numArcVertices;
  509. if (outNormals != nullptr)
  510. {
  511. UINT32 totalNumBaseVertices = numArcVertices + 1;
  512. for (UINT32 i = 0; i < totalNumBaseVertices; i++)
  513. outNormals = writeVector3(outNormals, vertexStride, -normal);
  514. }
  515. UINT32 numTriangles = numArcVertices;
  516. for (UINT32 i = 0; i < numTriangles - 1; i++)
  517. {
  518. outIndices[i * 3 + 0] = vertexOffset + baseIdx;
  519. outIndices[i * 3 + 1] = vertexOffset + i;
  520. outIndices[i * 3 + 2] = vertexOffset + i + 1;
  521. }
  522. {
  523. UINT32 i = numTriangles - 1;
  524. outIndices[i * 3 + 0] = vertexOffset + baseIdx;
  525. outIndices[i * 3 + 1] = vertexOffset + i;
  526. outIndices[i * 3 + 2] = vertexOffset + 0;
  527. }
  528. //// Generate cone
  529. // Base vertices
  530. generateArcVertices(base, normal, radius, Degree(0), Degree(360),
  531. numArcVertices + 1, outVertices, 0, vertexStride);
  532. Vector3 topVertex = base + normal * height;
  533. // Normals
  534. if (outNormals != nullptr)
  535. {
  536. UINT8* outNormalsBase = outNormals;
  537. UINT8* outNormalsTop = outNormals + numArcVertices * vertexStride;
  538. for (INT32 i = 0; i < (INT32)numArcVertices; i++)
  539. {
  540. int offsetA = i == 0 ? numArcVertices - 1 : i - 1;
  541. int offsetB = i;
  542. int offsetC = (i + 1) % numArcVertices;
  543. Vector3* a = (Vector3*)(outVertices + (offsetA * vertexStride));
  544. Vector3* b = (Vector3*)(outVertices + (offsetB * vertexStride));
  545. Vector3* c = (Vector3*)(outVertices + (offsetC * vertexStride));
  546. Vector3 toTop = topVertex - *b;
  547. Vector3 normalLeft = Vector3::cross(toTop, *a - *b);
  548. normalLeft.normalize();
  549. Vector3 normalRight = Vector3::cross(*c - *b, toTop);
  550. normalRight.normalize();
  551. Vector3 triNormal = Vector3::normalize(normalLeft + normalRight);
  552. outNormalsBase = writeVector3(outNormalsBase, vertexStride, triNormal);
  553. outNormalsTop = writeVector3(outNormalsTop, vertexStride, triNormal);
  554. }
  555. }
  556. // Top vertices (All same position, but need them separate because of different normals)
  557. outVertices += numArcVertices * vertexStride;
  558. for (UINT32 i = 0; i < numArcVertices; i++)
  559. outVertices = writeVector3(outVertices, vertexStride, topVertex);
  560. outIndices += numTriangles * 3;
  561. UINT32 curVertBaseOffset = vertexOffset + numArcVertices + 1;
  562. UINT32 curVertTopOffset = curVertBaseOffset + numArcVertices;
  563. for (UINT32 i = 0; i < numTriangles - 1; i++)
  564. {
  565. outIndices[i * 3 + 0] = curVertTopOffset + i;
  566. outIndices[i * 3 + 1] = curVertBaseOffset + i + 1;
  567. outIndices[i * 3 + 2] = curVertBaseOffset + i;
  568. }
  569. {
  570. UINT32 i = numTriangles - 1;
  571. outIndices[i * 3 + 0] = curVertTopOffset + i;
  572. outIndices[i * 3 + 1] = curVertBaseOffset + 0;
  573. outIndices[i * 3 + 2] = curVertBaseOffset + i;
  574. }
  575. }
  576. void ShapeMeshes3D::solidQuad(const Rect3& area, UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  577. {
  578. outVertices += (vertexOffset * vertexStride);
  579. Vector3 topLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical();
  580. Vector3 topRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical();
  581. Vector3 botRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical();
  582. Vector3 botLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical();
  583. outVertices = writeVector3(outVertices, vertexStride, topLeft);
  584. outVertices = writeVector3(outVertices, vertexStride, topRight);
  585. outVertices = writeVector3(outVertices, vertexStride, botRight);
  586. outVertices = writeVector3(outVertices, vertexStride, botLeft);
  587. outVertices = writeVector3(outVertices, vertexStride, topLeft);
  588. outVertices = writeVector3(outVertices, vertexStride, topRight);
  589. outVertices = writeVector3(outVertices, vertexStride, botRight);
  590. outVertices = writeVector3(outVertices, vertexStride, botLeft);
  591. Vector3 normal = area.getAxisHorz().cross(area.getAxisVert());
  592. Vector3 reverseNormal = -normal;
  593. outNormals += (vertexOffset * vertexStride);
  594. outNormals = writeVector3(outNormals, vertexStride, normal);
  595. outNormals = writeVector3(outNormals, vertexStride, normal);
  596. outNormals = writeVector3(outNormals, vertexStride, normal);
  597. outNormals = writeVector3(outNormals, vertexStride, normal);
  598. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  599. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  600. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  601. outNormals = writeVector3(outNormals, vertexStride, reverseNormal);
  602. outIndices += indexOffset;
  603. outIndices[0] = vertexOffset;
  604. outIndices[1] = vertexOffset + 1;
  605. outIndices[2] = vertexOffset + 2;
  606. outIndices[3] = vertexOffset;
  607. outIndices[4] = vertexOffset + 2;
  608. outIndices[5] = vertexOffset + 3;
  609. outIndices[6] = vertexOffset;
  610. outIndices[7] = vertexOffset + 2;
  611. outIndices[8] = vertexOffset + 1;
  612. outIndices[9] = vertexOffset;
  613. outIndices[10] = vertexOffset + 3;
  614. outIndices[11] = vertexOffset + 2;
  615. }
  616. Vector3 ShapeMeshes3D::calcCenter(UINT8* vertices, UINT32 numVertices, UINT32 vertexStride)
  617. {
  618. Vector3 center = Vector3::ZERO;
  619. for(UINT32 i = 0; i < numVertices; i++)
  620. {
  621. Vector3* curVert = (Vector3*)vertices;
  622. center += *curVert;
  623. vertices += vertexStride;
  624. }
  625. center /= (float)numVertices;
  626. return center;
  627. }
  628. void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, UINT8* outVertices,
  629. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  630. {
  631. outVertices += (vertexOffset * vertexStride);
  632. Vector3* vertices = (Vector3*)outVertices;
  633. (*vertices) = a;
  634. vertices = (Vector3*)(outVertices + vertexStride);
  635. (*vertices) = b;
  636. outIndices += indexOffset;
  637. outIndices[0] = vertexOffset + 0;
  638. outIndices[1] = vertexOffset + 1;
  639. }
  640. void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors,
  641. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  642. {
  643. Vector3 dir = b - a;
  644. dir.normalize();
  645. Vector3 right = dir.cross(up);
  646. right.normalize();
  647. Vector<Vector3> points(4);
  648. float r = width * 0.5f;
  649. dir = dir * r;
  650. right = right * r;
  651. Vector3 v0 = a - dir - right;
  652. Vector3 v1 = a - dir + right;
  653. Vector3 v2 = b + dir + right;
  654. Vector3 v3 = b + dir - right;
  655. points[0] = v0;
  656. points[1] = v1;
  657. points[2] = v2;
  658. points[3] = v3;
  659. antialiasedPolygon(points, up, borderWidth, color, outVertices, outColors, vertexOffset, vertexStride, outIndices, indexOffset);
  660. }
  661. void ShapeMeshes3D::pixelSolidPolygon(const Vector<Vector3>& points, UINT8* outVertices,
  662. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  663. {
  664. outVertices += (vertexOffset * vertexStride);
  665. for (auto& point : points)
  666. {
  667. Vector3* vertices = (Vector3*)outVertices;
  668. (*vertices) = point;
  669. outVertices += vertexStride;
  670. }
  671. outIndices += indexOffset;
  672. INT32 numPoints = (INT32)points.size();
  673. UINT32 idxCnt = 0;
  674. for (int i = 2; i < numPoints; i++)
  675. {
  676. outIndices[idxCnt++] = vertexOffset;
  677. outIndices[idxCnt++] = vertexOffset + i - 1;
  678. outIndices[idxCnt++] = vertexOffset + i;
  679. }
  680. }
  681. void ShapeMeshes3D::pixelWirePolygon(const Vector<Vector3>& points, UINT8* outVertices,
  682. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  683. {
  684. INT32 numPoints = (INT32)points.size();
  685. UINT32 curVertOffset = vertexOffset;
  686. UINT32 curIdxOffset = indexOffset;
  687. for (INT32 i = 0, j = numPoints - 1; i < numPoints; j = i++)
  688. {
  689. pixelLine(points[j], points[i], outVertices, curVertOffset, vertexStride, outIndices, curIdxOffset);
  690. curVertOffset += 2;
  691. curIdxOffset += 2;
  692. }
  693. }
  694. void ShapeMeshes3D::antialiasedPolygon(const Vector<Vector3>& points, const Vector3& up, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors,
  695. UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset)
  696. {
  697. UINT32 numCoords = (UINT32)points.size();
  698. outVertices += vertexOffset * vertexStride;
  699. outColors += vertexOffset * vertexStride;
  700. Vector<Vector3> tempNormals(numCoords);
  701. for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++)
  702. {
  703. const Vector3& v0 = points[j];
  704. const Vector3& v1 = points[i];
  705. Vector3 dir = v1 - v0;
  706. Vector3 right = dir.cross(up);
  707. right.normalize();
  708. tempNormals[j] = right;
  709. // Also start populating the vertex array
  710. Vector3* vertices = (Vector3*)outVertices;
  711. *vertices = v1;
  712. UINT32* colors = (UINT32*)outColors;
  713. *colors = color.getAsRGBA();
  714. outVertices += vertexStride;
  715. outColors += vertexStride;
  716. }
  717. Color transparentColor = color;
  718. transparentColor.a = 0.0f;
  719. for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++)
  720. {
  721. const Vector3& n0 = tempNormals[j];
  722. const Vector3& n1 = tempNormals[i];
  723. Vector3 avgNrm = (n0 + n1) * 0.5f;
  724. float magSqrd = avgNrm.squaredLength();
  725. if (magSqrd > 0.000001f)
  726. {
  727. float scale = 1.0f / magSqrd;
  728. if (scale > 10.0f)
  729. scale = 10.0f;
  730. avgNrm = avgNrm * scale;
  731. }
  732. Vector3 tempCoord = points[i] + avgNrm * borderWidth;
  733. // Move it to the vertex array
  734. Vector3* vertices = (Vector3*)outVertices;
  735. *vertices = tempCoord;
  736. UINT32* colors = (UINT32*)outColors;
  737. *colors = transparentColor.getAsRGBA();
  738. outVertices += vertexStride;
  739. outColors += vertexStride;
  740. }
  741. // Populate index buffer
  742. outIndices += indexOffset;
  743. UINT32 idxCnt = 0;
  744. for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++)
  745. {
  746. outIndices[idxCnt++] = vertexOffset + i;
  747. outIndices[idxCnt++] = vertexOffset + j;
  748. outIndices[idxCnt++] = vertexOffset + numCoords + j;
  749. outIndices[idxCnt++] = vertexOffset + numCoords + j;
  750. outIndices[idxCnt++] = vertexOffset + numCoords + i;
  751. outIndices[idxCnt++] = vertexOffset + i;
  752. }
  753. for (UINT32 i = 2; i < numCoords; ++i)
  754. {
  755. outIndices[idxCnt++] = vertexOffset + 0;
  756. outIndices[idxCnt++] = vertexOffset + i - 1;
  757. outIndices[idxCnt++] = vertexOffset + i;
  758. }
  759. }
  760. UINT32 ShapeMeshes3D::subdivideTriangleOnSphere(const Vector3& center, float radius, UINT32 numLevels,
  761. const Vector3& a, const Vector3& b, const Vector3& c,
  762. UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride)
  763. {
  764. outVertices += (vertexOffset * vertexStride);
  765. if (outNormals != nullptr)
  766. outNormals += (vertexOffset * vertexStride);
  767. UINT32 numVertices = 0;
  768. if (numLevels > 0)
  769. {
  770. Vector3 sub1 = Vector3::normalize((a + b) * 0.5f);
  771. Vector3 sub2 = Vector3::normalize((b + c) * 0.5f);
  772. Vector3 sub3 = Vector3::normalize((c + a) * 0.5f);
  773. numLevels--;
  774. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, a, sub1, sub3, outVertices,
  775. outNormals, numVertices, vertexStride);
  776. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, b, sub2, outVertices,
  777. outNormals, numVertices, vertexStride);
  778. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, sub2, sub3, outVertices,
  779. outNormals, numVertices, vertexStride);
  780. numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub3, sub2, c, outVertices,
  781. outNormals, numVertices, vertexStride);
  782. }
  783. else
  784. {
  785. *((Vector3*)outVertices) = center + a * radius;
  786. outVertices += vertexStride;
  787. *((Vector3*)outVertices) = center + b * radius;
  788. outVertices += vertexStride;
  789. *((Vector3*)outVertices) = center + c * radius;
  790. outVertices += vertexStride;
  791. if (outNormals != nullptr)
  792. {
  793. *((Vector3*)outNormals) = a;
  794. outNormals += vertexStride;
  795. *((Vector3*)outNormals) = b;
  796. outNormals += vertexStride;
  797. *((Vector3*)outNormals) = c;
  798. outNormals += vertexStride;
  799. }
  800. numVertices += 3;
  801. }
  802. return numVertices;
  803. }
  804. void ShapeMeshes3D::generateArcVertices(const Vector3& center, const Vector3& up, float radius, Degree startAngle, Degree angleAmount, UINT32 numVertices,
  805. UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride)
  806. {
  807. assert(numVertices >= 2);
  808. Quaternion alignWithStart = Quaternion(-Vector3::UNIT_Y, startAngle);
  809. Quaternion alignWithUp = Quaternion::getRotationFromTo(Vector3::UNIT_Y, up);
  810. Vector3 right = alignWithUp.rotate(alignWithStart.rotate(Vector3::UNIT_X));
  811. right.normalize();
  812. Quaternion increment(up, angleAmount / (float)(numVertices - 1));
  813. outVertices += vertexOffset * vertexStride;
  814. Vector3 curDirection = right * radius;
  815. for (UINT32 i = 0; i < numVertices; i++)
  816. {
  817. outVertices = writeVector3(outVertices, vertexStride, center + curDirection);
  818. curDirection = increment.rotate(curDirection);
  819. }
  820. }
  821. }