2025-11-27 17:58:57 +00:00

357 lines
14 KiB
C#

using OpenTK.Mathematics;
namespace TheLabs;
public static class ShapeFactory
{
public static Mesh CreateTexturedCube()
{
List<Vertex> vertices = new List<Vertex>();
List<uint> indices = new List<uint>();
// --- FRONT FACE (Normal 0, 0, 1) ---
// Sequence: Bottom-Left -> Bottom-Right -> Top-Right -> Top-Left
Helpers.AddFace(vertices, indices,
new Vertex(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0, 0), Vector3.Zero, Vector3.Zero), // BL
new Vertex(new Vector3( 0.5f, -0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1, 0), Vector3.Zero, Vector3.Zero), // BR
new Vertex(new Vector3( 0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(1, 1), Vector3.Zero, Vector3.Zero), // TR
new Vertex(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 0, 1), new Vector2(0, 1), Vector3.Zero, Vector3.Zero) // TL
);
// --- BACK FACE (Normal 0, 0, -1) ---
// Sequence: Bottom-Right -> Bottom-Left -> Top-Left -> Top-Right (Relative to Front view)
Helpers.AddFace(vertices, indices,
new Vertex(new Vector3( 0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0, 0), Vector3.Zero, Vector3.Zero), // BR
new Vertex(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1, 0), Vector3.Zero, Vector3.Zero), // BL
new Vertex(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(1, 1), Vector3.Zero, Vector3.Zero), // TL
new Vertex(new Vector3( 0.5f, 0.5f, -0.5f), new Vector3(0, 0, -1), new Vector2(0, 1), Vector3.Zero, Vector3.Zero) // TR
);
// --- LEFT FACE (Normal -1, 0, 0) ---
// Sequence: Back-Left -> Front-Left -> Front-Top -> Back-Top
Helpers.AddFace(vertices, indices,
new Vertex(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0, 0), Vector3.Zero, Vector3.Zero), // BL
new Vertex(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1, 0), Vector3.Zero, Vector3.Zero), // FL
new Vertex(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(-1, 0, 0), new Vector2(1, 1), Vector3.Zero, Vector3.Zero), // FT
new Vertex(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(-1, 0, 0), new Vector2(0, 1), Vector3.Zero, Vector3.Zero) // BT
);
// --- RIGHT FACE (Normal 1, 0, 0) ---
// Sequence: Front-Right -> Back-Right -> Back-Top -> Front-Top
Helpers.AddFace(vertices, indices,
new Vertex(new Vector3( 0.5f, -0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0, 0), Vector3.Zero, Vector3.Zero), // FR
new Vertex(new Vector3( 0.5f, -0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1, 0), Vector3.Zero, Vector3.Zero), // BR
new Vertex(new Vector3( 0.5f, 0.5f, -0.5f), new Vector3(1, 0, 0), new Vector2(1, 1), Vector3.Zero, Vector3.Zero), // BT
new Vertex(new Vector3( 0.5f, 0.5f, 0.5f), new Vector3(1, 0, 0), new Vector2(0, 1), Vector3.Zero, Vector3.Zero) // FT
);
// --- TOP FACE (Normal 0, 1, 0) ---
// Sequence: Front-Left -> Front-Right -> Back-Right -> Back-Left
Helpers.AddFace(vertices, indices,
new Vertex(new Vector3(-0.5f, 0.5f, 0.5f), new Vector3(0, 1, 0), new Vector2(0, 0), Vector3.Zero, Vector3.Zero), // FL
new Vertex(new Vector3( 0.5f, 0.5f, 0.5f), new Vector3(0, 1, 0), new Vector2(1, 0), Vector3.Zero, Vector3.Zero), // FR
new Vertex(new Vector3( 0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(1, 1), Vector3.Zero, Vector3.Zero), // BR
new Vertex(new Vector3(-0.5f, 0.5f, -0.5f), new Vector3(0, 1, 0), new Vector2(0, 1), Vector3.Zero, Vector3.Zero) // BL
);
// --- BOTTOM FACE (Normal 0, -1, 0) ---
// Sequence: Front-Left -> Back-Left -> Back-Right -> Front-Right
Helpers.AddFace(vertices, indices,
new Vertex(new Vector3(-0.5f, -0.5f, 0.5f), new Vector3(0, -1, 0), new Vector2(0, 1), Vector3.Zero, Vector3.Zero), // FL
new Vertex(new Vector3(-0.5f, -0.5f, -0.5f), new Vector3(0, -1, 0), new Vector2(0, 0), Vector3.Zero, Vector3.Zero), // BL
new Vertex(new Vector3( 0.5f, -0.5f, -0.5f), new Vector3(0, -1, 0), new Vector2(1, 0), Vector3.Zero, Vector3.Zero), // BR
new Vertex(new Vector3( 0.5f, -0.5f, 0.5f), new Vector3(0, -1, 0), new Vector2(1, 1), Vector3.Zero, Vector3.Zero) // FR
);
List<float> finalFloats = new List<float>();
foreach (var v in vertices)
{
finalFloats.Add(v.Position.X); finalFloats.Add(v.Position.Y); finalFloats.Add(v.Position.Z);
finalFloats.Add(v.Normal.X); finalFloats.Add(v.Normal.Y); finalFloats.Add(v.Normal.Z);
finalFloats.Add(v.TexCoords.X); finalFloats.Add(v.TexCoords.Y);
// --- NEW: Add Tangent and Bitangent ---
finalFloats.Add(v.Tangent.X); finalFloats.Add(v.Tangent.Y); finalFloats.Add(v.Tangent.Z);
finalFloats.Add(v.Bitangent.X); finalFloats.Add(v.Bitangent.Y); finalFloats.Add(v.Bitangent.Z);
}
return new Mesh(finalFloats.ToArray(), indices.ToArray(), Mesh.VertexLayout.PosTexNormalTangent);
}
public static Mesh CreateColouredCircle()
{
float[] vertices = {
};
int segments = 100;
for (int i = 0; i <= segments; i++)
{
float angle = i * 2.0f * MathF.PI / segments;
float x = 0.5f * MathF.Cos(angle);
float y = 0.5f * MathF.Sin(angle);
Array.Resize(ref vertices, vertices.Length + 7);
vertices[^7] = x;
vertices[^6] = y;
vertices[^5] = 0f;
}
return new Mesh(vertices, Mesh.VertexLayout.PosColor);
}
public static Mesh CreateTexturedCircle()
{
var vertices = new List<float>();
int segments = 100;
vertices.Add(0f); // Center X
vertices.Add(0f); // Center Y
vertices.Add(0f); // Center Z
vertices.Add(0.5f); // Center U
vertices.Add(0.5f); // Center V
for (int i = 0; i <= segments; i++)
{
float angle = i * 2.0f * MathF.PI / segments;
float x = 0.5f * MathF.Cos(angle);
float y = 0.5f * MathF.Sin(angle);
vertices.Add(x); // X
vertices.Add(y); // Y
vertices.Add(0f); // Z
vertices.Add((x + 0.5f)); // U
vertices.Add((y + 0.5f)); // V
}
return new Mesh(vertices.ToArray(), Mesh.VertexLayout.PosTex);
}
public static Mesh CreateColorCube()
{
float[] vertices = {
-0.5f, -0.5f, 0.5f, 1f, 0f, 0f, 1f, 0f, 0f, 1f, // Bottom-left
0.5f, -0.5f, 0.5f, 0f, 1f, 0f, 1f, 0f, 0f, 1f, // Bottom-right
0.5f, 0.5f, 0.5f, 0f, 0f, 1f, 1f, 0f, 0f, 1f, // Top-right
-0.5f, 0.5f, 0.5f, 1f, 1f, 0f, 1f, 0f, 0f, 1f, // Top-left
// Back face (z = -0.5)
-0.5f, -0.5f, -0.5f, 1f, 0f, 1f, 1f, 0f, 0f, -1f, // Bottom-left
0.5f, -0.5f, -0.5f, 0f, 1f, 1f, 1f, 0f, 0f, -1f, // Bottom-right
0.5f, 0.5f, -0.5f, 1f, 1f, 1f, 1f, 0f, 0f, -1f, // Top-right
-0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 1f, 0f, 0f, -1f, // Top-left
};
uint[] indices = {
// Front face
0, 1, 2,
2, 3, 0,
// Back face
4, 5, 6,
6, 7, 4,
// Left face
4, 0, 3,
3, 7, 4,
// Right face
1, 5, 6,
6, 2, 1,
// Top face
3, 2, 6,
6, 7, 3,
// Bottom face
4, 5, 1,
1, 0, 4
};
return new Mesh(vertices, indices, Mesh.VertexLayout.PosColor);
}
public static Mesh CreateTexturedCylinder(int segments = 32, float height = 1.0f, float radius = 0.5f)
{
var vertices = new List<float>();
var indices = new List<uint>();
uint vertexIndex = 0;
float halfHeight = height / 2.0f;
uint topCenterIndex = vertexIndex;
vertices.AddRange(new[]
{
0.0f, halfHeight, 0.0f, // Position
0.5f, 0.5f
}); // Top center vertex
vertexIndex++;
uint topStartIndex = vertexIndex;
for (int i = 0; i <= segments; i++)
{
float angle = i * 2.0f * MathF.PI / segments;
float x = radius * MathF.Cos(angle);
float z = radius * MathF.Sin(angle);
// UV coordinates are mapped from model space (-0.5 to +0.5)
// to texture space (0.0 to 1.0)
float u = x / (radius * 2) + 0.5f;
float v = z / (radius * 2) + 0.5f;
vertices.AddRange(new[] { x, halfHeight, z, u, v });
vertexIndex++;
}
// Add Top Cap Indices (Triangle Fan)
for (int i = 0; i < segments; i++)
{
indices.Add(topCenterIndex);
indices.Add(topStartIndex + (uint)i);
indices.Add(topStartIndex + (uint)((i + 1) % segments)); // Wrap around
}
uint sideStartIndex = vertexIndex;
// Loop from 0 to segments (inclusive) to get (segments + 1)
// vertices for wrapping the texture seamlessly.
for (int i = 0; i <= segments; i++)
{
float angle = i * 2.0f * MathF.PI / segments;
float x = radius * MathF.Cos(angle);
float z = radius * MathF.Sin(angle);
// The U coordinate goes from 0.0 to 1.0 around the cylinder
float u = (float)i / segments;
// Add Top Side Vertex
vertices.AddRange(new[] { x, halfHeight, z, u, 1.0f }); // V = 1.0 (top)
vertexIndex++;
// Add Bottom Side Vertex
vertices.AddRange(new[] { x, -halfHeight, z, u, 0.0f }); // V = 0.0 (bottom)
vertexIndex++;
}
// Add Side Wall Indices (Quad Strip)
for (int i = 0; i < segments; i++)
{
// Each segment has 2 vertices (top, bottom)
// We reference the vertices we just created.
uint topCurrent = sideStartIndex + (uint)(i * 2);
uint bottomCurrent = topCurrent + 1;
uint topNext = sideStartIndex + (uint)((i + 1) * 2);
uint bottomNext = topNext + 1;
// Triangle 1 (CCW)
indices.Add(topCurrent);
indices.Add(bottomCurrent);
indices.Add(topNext);
// Triangle 2 (CCW)
indices.Add(bottomCurrent);
indices.Add(bottomNext);
indices.Add(topNext);
}
// --- 4. Create the Mesh ---
return new Mesh(vertices.ToArray(), indices.ToArray(), Mesh.VertexLayout.PosTex);
}
public static Mesh CreateTexturedSphere(float radius = 0.5f, int stacks = 20, int slices = 20)
{
var vertices = new List<float>();
var indices = new List<uint>();
// 1. Generate Vertices
for (int i = 0; i <= stacks; i++)
{
// V ranges from 0.0 to 1.0 (bottom to top)
float v = (float)i / stacks;
// Phi ranges from -PI/2 (bottom) to +PI/2 (top)
float phi = v * MathF.PI - MathF.PI / 2;
for (int j = 0; j <= slices; j++)
{
// U ranges from 0.0 to 1.0 (around the sphere)
float u = (float)j / slices;
// Theta ranges from 0 to 2*PI
float theta = u * 2 * MathF.PI;
// Calculate Position (Spherical Coordinates)
float x = radius * MathF.Cos(phi) * MathF.Cos(theta);
float y = radius * MathF.Sin(phi);
float z = radius * MathF.Cos(phi) * MathF.Sin(theta);
// Calculate Normal (Normalized position)
// Since center is (0,0,0), normal is just (x,y,z) normalized.
// Or simpler: (x/r, y/r, z/r)
float nx = x / radius;
float ny = y / radius;
float nz = z / radius;
// Add Vertex Data: Pos (3) + Normal (3) + Tex (2)
vertices.Add(x); vertices.Add(y); vertices.Add(z); // Position
vertices.Add(nx); vertices.Add(ny); vertices.Add(nz); // Normal
vertices.Add(u); vertices.Add(v); // Texture
}
}
// 2. Generate Indices
for (int i = 0; i < stacks; i++)
{
for (int j = 0; j < slices; j++)
{
// We are building a quad from 4 vertices:
// TopLeft (TL), TopRight (TR), BottomLeft (BL), BottomRight (BR)
uint bl = (uint)(i * (slices + 1) + j);
uint br = (uint)(i * (slices + 1) + (j + 1));
uint tl = (uint)((i + 1) * (slices + 1) + j);
uint tr = (uint)((i + 1) * (slices + 1) + (j + 1));
// Triangle 1
indices.Add(bl);
indices.Add(br);
indices.Add(tl);
// Triangle 2
indices.Add(br);
indices.Add(tr);
indices.Add(tl);
}
}
return new Mesh(vertices.ToArray(), indices.ToArray(), Mesh.VertexLayout.PosTexNormal);
}
public static Mesh createTexturedSquare()
{
float[] vertices = {
// Format: X, Y, Z, U, V
// --- Front Face ---
-0.5f, -0.5f, 0.0f, 0f, 0f, // Bottom-left
0.5f, -0.5f, 0.0f, 1f, 0f, // Bottom-right
0.5f, 0.5f, 0.0f, 1f, 1f, // Top-right
-0.5f, 0.5f, 0.0f, 0f, 1f, // Top-left
};
uint[] indices = {
// Front face
0, 2, 1,
0, 2, 3,
};
return new Mesh(vertices, indices, Mesh.VertexLayout.PosTex);
}
}