23#ifndef VCL_ALGORITHMS_MESH_CREATE_CONE_H
24#define VCL_ALGORITHMS_MESH_CREATE_CONE_H
26#include <vclib/mesh.h>
30template<FaceMeshConcept MeshType>
35 const uint subdivisions = 36)
37 using PositionType = MeshType::VertexType::PositionType;
38 using ScalarType = PositionType::ScalarType;
41 if (radiusBottom == 0 || radiusTop == 0) {
42 vn = subdivisions + 2;
43 fn = subdivisions * 2;
46 vn = subdivisions * 2 + 2;
47 fn = subdivisions * 4;
52 mesh.reserveVertices(vn);
53 mesh.reserveFaces(fn);
55 mesh.addVertex(PositionType(0, -height / 2.0, 0));
56 mesh.addVertex(PositionType(0, height / 2.0, 0));
61 if (radiusBottom != 0) {
62 for (uint i = 0; i < subdivisions; ++i) {
63 ScalarType a =
toRad(i * 360.0 / subdivisions);
64 mesh.addVertex(PositionType(
65 radiusBottom * std::cos(a),
67 radiusBottom * std::sin(a)));
74 for (uint i = 0; i < subdivisions; ++i) {
75 ScalarType a =
toRad(i * 360.0 / subdivisions);
76 mesh.addVertex(PositionType(
77 radiusTop * std::cos(a),
79 radiusTop * std::sin(a)));
83 if (radiusBottom != 0) {
84 for (uint i = 0; i < subdivisions; ++i) {
85 mesh.addFace(0, b1 + i, b1 + (i + 1) % subdivisions);
89 for (uint i = 0; i < subdivisions; ++i) {
90 mesh.addFace(0, b2 + i, b2 + (i + 1) % subdivisions);
95 for (uint i = 0; i < subdivisions; ++i) {
96 mesh.addFace(1, b2 + (i + 1) % subdivisions, b2 + i);
100 for (uint i = 0; i < subdivisions; ++i) {
101 mesh.addFace(1, b1 + (i + 1) % subdivisions, b1 + i);
106 if (radiusBottom != 0 && radiusTop != 0) {
107 for (uint i = 0; i < subdivisions; ++i) {
108 mesh.addFace(b1 + i, b2 + i, b2 + (i + 1) % subdivisions);
111 b2 + (i + 1) % subdivisions,
112 b1 + (i + 1) % subdivisions);
119template<FaceMeshConcept MeshType>
120MeshType createCylinder(
auto radius,
auto height,
const uint subdivisions = 36)
122 return createCone<MeshType>(radius, radius, height, subdivisions);
Scalar toRad(const Scalar °)
Converts an angle in degrees to radians.
Definition math.h:81