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@Matt54
Last active July 9, 2024 13:10
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Creates a sphere MeshResource with a specified number of latitude and longitude bands (for lower poly sphere)
extension MeshResource {
static func generateSpecificSphere(radius: Float, latitudeBands: Int = 10, longitudeBands: Int = 10) throws -> MeshResource {
let vertexCount = (latitudeBands + 1) * (longitudeBands + 1)
let indexCount = latitudeBands * longitudeBands * 6
var desc = MyVertex.descriptor
desc.vertexCapacity = vertexCount
desc.indexCapacity = indexCount
let mesh = try LowLevelMesh(descriptor: desc)
mesh.withUnsafeMutableBytes(bufferIndex: 0) { rawBytes in
let vertices = rawBytes.bindMemory(to: MyVertex.self)
var vertexIndex = 0
for latNumber in 0...latitudeBands {
let theta = Float(latNumber) * Float.pi / Float(latitudeBands)
let sinTheta = sin(theta)
let cosTheta = cos(theta)
for longNumber in 0...longitudeBands {
let phi = Float(longNumber) * 2 * Float.pi / Float(longitudeBands)
let sinPhi = sin(phi)
let cosPhi = cos(phi)
let x = cosPhi * sinTheta
let y = cosTheta
let z = sinPhi * sinTheta
let position = SIMD3<Float>(x, y, z) * radius
let color = 0xFFFFFFFF
vertices[vertexIndex] = MyVertex(position: position, color: UInt32(color))
vertexIndex += 1
}
}
}
mesh.withUnsafeMutableIndices { rawIndices in
let indices = rawIndices.bindMemory(to: UInt32.self)
var index = 0
for latNumber in 0..<latitudeBands {
for longNumber in 0..<longitudeBands {
let first = (latNumber * (longitudeBands + 1)) + longNumber
let second = first + longitudeBands + 1
indices[index] = UInt32(first)
indices[index + 1] = UInt32(second)
indices[index + 2] = UInt32(first + 1)
indices[index + 3] = UInt32(second)
indices[index + 4] = UInt32(second + 1)
indices[index + 5] = UInt32(first + 1)
index += 6
}
}
}
let meshBounds = BoundingBox(min: [-radius, -radius, -radius], max: [radius, radius, radius])
mesh.parts.replaceAll([
LowLevelMesh.Part(
indexCount: indexCount,
topology: .triangle,
bounds: meshBounds
)
])
// Print the number of triangles
let triangleCount = indexCount / 3
print("Number of triangles: \(triangleCount)")
return try MeshResource(from: mesh)
}
}
struct MyVertex {
var position: SIMD3<Float> = .zero
var color: UInt32 = .zero
static var vertexAttributes: [LowLevelMesh.Attribute] = [
.init(semantic: .position, format: .float3, offset: MemoryLayout<Self>.offset(of: \.position)!),
.init(semantic: .color, format: .uchar4Normalized_bgra, offset: MemoryLayout<Self>.offset(of: \.color)!)
]
static var vertexLayouts: [LowLevelMesh.Layout] = [
.init(bufferIndex: 0, bufferStride: MemoryLayout<Self>.stride)
]
static var descriptor: LowLevelMesh.Descriptor {
var desc = LowLevelMesh.Descriptor()
desc.vertexAttributes = MyVertex.vertexAttributes
desc.vertexLayouts = MyVertex.vertexLayouts
desc.indexType = .uint32
return desc
}
}
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