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// Minimal parametric mesh generators (box/sphere/cylinder), dependency-free.
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// Returns { positions: Float32Array, normals: Float32Array, indices: Uint32Array }.
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export function box(w, h, d) {
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const x = w / 2, y = h / 2, z = d / 2;
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const positions = [];
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const normals = [];
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const indices = [];
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const faces = [
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// [normal, 4 corners CCW]
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[[0, 0, 1], [[-x, -y, z], [x, -y, z], [x, y, z], [-x, y, z]]],
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[[0, 0, -1], [[x, -y, -z], [-x, -y, -z], [-x, y, -z], [x, y, -z]]],
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[[0, 1, 0], [[-x, y, z], [x, y, z], [x, y, -z], [-x, y, -z]]],
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[[0, -1, 0], [[-x, -y, -z], [x, -y, -z], [x, -y, z], [-x, -y, z]]],
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[[1, 0, 0], [[x, -y, z], [x, -y, -z], [x, y, -z], [x, y, z]]],
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[[-1, 0, 0], [[-x, -y, -z], [-x, -y, z], [-x, y, z], [-x, y, -z]]],
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];
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for (const [n, corners] of faces) {
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const base = positions.length / 3;
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for (const c of corners) {
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positions.push(...c);
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normals.push(...n);
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}
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indices.push(base, base + 1, base + 2, base, base + 2, base + 3);
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}
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return {
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positions: new Float32Array(positions),
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normals: new Float32Array(normals),
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indices: new Uint32Array(indices),
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};
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}
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export function sphere(radius, widthSegments = 16, heightSegments = 12) {
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const positions = [];
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const normals = [];
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const indices = [];
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for (let y = 0; y <= heightSegments; y++) {
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const v = y / heightSegments;
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const theta = v * Math.PI;
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for (let x = 0; x <= widthSegments; x++) {
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const u = x / widthSegments;
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const phi = u * Math.PI * 2;
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const nx = -Math.cos(phi) * Math.sin(theta);
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const ny = Math.cos(theta);
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const nz = Math.sin(phi) * Math.sin(theta);
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positions.push(radius * nx, radius * ny, radius * nz);
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normals.push(nx, ny, nz);
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}
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}
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const rowSize = widthSegments + 1;
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for (let y = 0; y < heightSegments; y++) {
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for (let x = 0; x < widthSegments; x++) {
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const a = y * rowSize + x;
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const b = a + rowSize;
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indices.push(a, b, a + 1, b, b + 1, a + 1);
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}
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}
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return {
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positions: new Float32Array(positions),
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normals: new Float32Array(normals),
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indices: new Uint32Array(indices),
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};
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}
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export function cylinder(radiusTop, radiusBottom, height, radialSegments = 12) {
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const positions = [];
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const normals = [];
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const indices = [];
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const halfH = height / 2;
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// Side wall.
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for (let y = 0; y <= 1; y++) {
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const r = y === 0 ? radiusTop : radiusBottom;
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const py = y === 0 ? halfH : -halfH;
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for (let x = 0; x <= radialSegments; x++) {
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const u = (x / radialSegments) * Math.PI * 2;
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const nx = Math.sin(u);
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const nz = Math.cos(u);
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positions.push(r * nx, py, r * nz);
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const slope = (radiusBottom - radiusTop) / height;
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const len = Math.sqrt(1 + slope * slope);
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normals.push(nx / len, -slope / len, nz / len);
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}
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}
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const rowSize = radialSegments + 1;
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for (let x = 0; x < radialSegments; x++) {
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const a = x, b = a + rowSize;
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indices.push(a, b, a + 1, b, b + 1, a + 1);
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}
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// Caps.
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function cap(y, r, py, flip) {
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const base = positions.length / 3;
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const ny = flip ? 1 : -1;
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positions.push(0, py, 0);
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normals.push(0, ny, 0);
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for (let x = 0; x <= radialSegments; x++) {
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const u = (x / radialSegments) * Math.PI * 2;
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positions.push(r * Math.sin(u), py, r * Math.cos(u));
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normals.push(0, ny, 0);
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}
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for (let x = 0; x < radialSegments; x++) {
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if (flip) indices.push(base, base + x + 2, base + x + 1);
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else indices.push(base, base + x + 1, base + x + 2);
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}
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}
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if (radiusTop > 0) cap(0, radiusTop, halfH, true);
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if (radiusBottom > 0) cap(1, radiusBottom, -halfH, false);
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return {
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positions: new Float32Array(positions),
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normals: new Float32Array(normals),
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indices: new Uint32Array(indices),
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};
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}
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export function buildGeometry(shape) {
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switch (shape.type) {
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case "box": return box(shape.w, shape.h, shape.d);
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case "sphere": return sphere(shape.r);
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case "cylinder": return cylinder(shape.rt, shape.rb, shape.h);
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default: throw new Error(`Unknown shape type: ${shape.type}`);
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}
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}
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