Files
o3de/Gems/LmbrCentral/Code/Source/Geometry/GeometrySystemComponent.cpp
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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2021-07-16 15:42:37 -07:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "GeometrySystemComponent.h"
#include <AzCore/Serialization/SerializeContext.h>
#include <Shape/ShapeGeometryUtil.h>
#include <AzCore/std/containers/array.h>
namespace LmbrCentral
{
void GeometrySystemComponent::Activate()
{
CapsuleGeometrySystemRequestBus::Handler::BusConnect();
}
void GeometrySystemComponent::Deactivate()
{
CapsuleGeometrySystemRequestBus::Handler::BusDisconnect();
}
/**
* Generate vertices for triangles to make up a complete capsule.
*/
static void GenerateSolidCapsuleMeshVertices(
const float radius, const float height,
const AZ::u32 sides, const AZ::u32 capSegments,
AZ::Vector3* vertices)
{
const float middleHeight = AZ::GetMax(height - radius * 2.0f, 0.0f);
const float halfMiddleHeight = middleHeight * 0.5f;
vertices = CapsuleTubeUtil::GenerateSolidStartCap(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(),
radius, sides, capSegments, vertices);
AZStd::array<float, 2> endPositions = { { -halfMiddleHeight, halfMiddleHeight } };
for (size_t i = 0; i < endPositions.size(); ++i)
{
const AZ::Vector3 position = AZ::Vector3::CreateAxisZ(endPositions[i]);
vertices = CapsuleTubeUtil::GenerateSegmentVertices(
position, AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(),
radius, sides, vertices);
}
CapsuleTubeUtil::GenerateSolidEndCap(
AZ::Vector3::CreateAxisZ(halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(),
radius, sides, capSegments, vertices);
}
/**
* Generate vertices (via GenerateSolidCapsuleMeshVertices) and then build index
* list for capsule shape for solid rendering.
*/
static void GenerateSolidCapsuleMesh(
const float radius, const float height, const AZ::u32 sides, const AZ::u32 capSegments,
AZStd::vector<AZ::Vector3>& vertexBufferOut, AZStd::vector<AZ::u32>& indexBufferOut)
{
const AZ::u32 segments = 1;
const AZ::u32 totalSegments = segments + capSegments * 2;
const size_t numVerts = sides * (totalSegments + 1) + 2;
const size_t numTriangles = (sides * totalSegments) * 2 + (sides * 2);
vertexBufferOut.resize(numVerts);
indexBufferOut.resize(numTriangles * 3);
GenerateSolidCapsuleMeshVertices(
radius, height, sides, capSegments, &vertexBufferOut[0]);
CapsuleTubeUtil::GenerateSolidMeshIndices(
sides, segments, capSegments, &indexBufferOut[0]);
}
/**
* Generate full wire mesh for capsule (end caps, loops, and lines along length).
*/
static void GenerateWireCapsuleMesh(
const float radius, const float height, const AZ::u32 sides,
const AZ::u32 capSegments, AZStd::vector<AZ::Vector3>& lineBufferOut)
{
// notes on vert buffer size
// total end segments
// 2 verts for each segment
// 2 * capSegments for one full half arc
// 2 arcs per end
// 2 ends
// total segments
// 2 verts for each segment
// 2 lines - top and bottom
// 2 lines - left and right
// total loops
// 2 verts for each segment
// loops == sides
// 1 extra segment needed for last loop
// 1 extra segment needed for centre loop
const AZ::u32 segments = 1;
const AZ::u32 totalEndSegments = capSegments * 2 * 2 * 2 * 2;
const AZ::u32 totalSegments = segments * 2 * 2 * 2;
const AZ::u32 totalLoops = sides * 2 * (segments + 2);
const size_t numVerts = totalEndSegments + totalSegments + totalLoops;
lineBufferOut.resize(numVerts);
const float middleHeight = AZ::GetMax(height - radius * 2.0f, 0.0f);
const float halfMiddleHeight = middleHeight * 0.5f;
// start cap
AZ::Vector3* vertices = CapsuleTubeUtil::GenerateWireCap(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
-AZ::Vector3::CreateAxisZ(),
AZ::Vector3::CreateAxisX(),
radius,
capSegments,
&lineBufferOut[0]);
// first loop
vertices = CapsuleTubeUtil::GenerateWireLoop(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), sides, radius, vertices);
// centre loop
vertices = CapsuleTubeUtil::GenerateWireLoop(
AZ::Vector3::CreateZero(),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), sides, radius, vertices);
// body
// left line
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, 0.0f),
vertices);
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, 0.0f),
vertices);
// right line
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, AZ::Constants::Pi),
vertices);
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(halfMiddleHeight),
-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, AZ::Constants::Pi),
vertices);
// top line
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, 0.0f),
vertices);
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(halfMiddleHeight),
AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, 0.0f),
vertices);
// bottom line
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, AZ::Constants::Pi),
vertices);
vertices = WriteVertex(
CapsuleTubeUtil::CalculatePositionOnSphere(
AZ::Vector3::CreateAxisZ(halfMiddleHeight),
-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, AZ::Constants::Pi),
vertices);
// final loop
vertices = CapsuleTubeUtil::GenerateWireLoop(
AZ::Vector3::CreateAxisZ(halfMiddleHeight), AZ::Vector3::CreateAxisZ(),
AZ::Vector3::CreateAxisX(), sides, radius, vertices);
// end cap
CapsuleTubeUtil::GenerateWireCap(
AZ::Vector3::CreateAxisZ(halfMiddleHeight),
AZ::Vector3::CreateAxisZ(),
AZ::Vector3::CreateAxisX(), radius,
capSegments, vertices);
}
void GeometrySystemComponent::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<GeometrySystemComponent, AZ::Component>()
->Version(1)
;
}
}
void GeometrySystemComponent::GenerateCapsuleMesh(
const float radius, const float height,
const AZ::u32 sides, const AZ::u32 capSegments,
AZStd::vector<AZ::Vector3>& vertexBufferOut,
AZStd::vector<AZ::u32>& indexBufferOut,
AZStd::vector<AZ::Vector3>& lineBufferOut)
{
GenerateSolidCapsuleMesh(
radius, height, sides, capSegments, vertexBufferOut, indexBufferOut);
GenerateWireCapsuleMesh(
radius, height, sides, capSegments, lineBufferOut);
}
}