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VitaliBR

OpenGL Capsule "Primitive"

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I need draw a capsule, but dont know how.

In the example I'm using.
he uses the following information to draw, but is in opengl

static float gCylinderData[]={
1.0f,0.0f,1.0f,1.0f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f,
0.866025f,0.500000f,1.0f,0.866025f,0.500000f,1.0f,0.866025f,0.500000f,0.0f,0.866025f,0.500000f,0.0f,
0.500000f,0.866025f,1.0f,0.500000f,0.866025f,1.0f,0.500000f,0.866025f,0.0f,0.500000f,0.866025f,0.0f,
-0.0f,1.0f,1.0f,-0.0f,1.0f,1.0f,-0.0f,1.0f,0.0f,-0.0f,1.0f,0.0f,
-0.500000f,0.866025f,1.0f,-0.500000f,0.866025f,1.0f,-0.500000f,0.866025f,0.0f,-0.500000f,0.866025f,0.0f,
-0.866025f,0.500000f,1.0f,-0.866025f,0.500000f,1.0f,-0.866025f,0.500000f,0.0f,-0.866025f,0.500000f,0.0f,
-1.0f,-0.0f,1.0f,-1.0f,-0.0f,1.0f,-1.0f,-0.0f,0.0f,-1.0f,-0.0f,0.0f,
-0.866025f,-0.500000f,1.0f,-0.866025f,-0.500000f,1.0f,-0.866025f,-0.500000f,0.0f,-0.866025f,-0.500000f,0.0f,
-0.500000f,-0.866025f,1.0f,-0.500000f,-0.866025f,1.0f,-0.500000f,-0.866025f,0.0f,-0.500000f,-0.866025f,0.0f,
0.0f,-1.0f,1.0f,0.0f,-1.0f,1.0f,0.0f,-1.0f,0.0f,0.0f,-1.0f,0.0f,
0.500000f,-0.866025f,1.0f,0.500000f,-0.866025f,1.0f,0.500000f,-0.866025f,0.0f,0.500000f,-0.866025f,0.0f,
0.866026f,-0.500000f,1.0f,0.866026f,-0.500000f,1.0f,0.866026f,-0.500000f,0.0f,0.866026f,-0.500000f,0.0f,
1.0f,0.0f,1.0f,1.0f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,0.0f,0.0f
};

static float gCylinderDataCapsTop[]={
0.866026f,-0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.500000f,-0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
0.500000f,-0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,-1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,-1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.500000f,-0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.500000f,-0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.866025f,-0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.866025f,-0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-1.000000f,-0.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-1.000000f,-0.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.866025f,0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.866025f,0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.500000f,0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.500000f,0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
-0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.500000f,0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
0.500000f,0.866025f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.866025f,0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.866025f,0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
1.000000f,0.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
1.000000f,0.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.000000f,1.000000f,1.000000f,0.000000f,1.000000f,1.000000f,
0.866026f,-0.500000f,1.000000f,0.000000f,1.000000f,1.000000f,
};

static float gCylinderDataCapsBottom[]={
1.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.866025f,0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.866025f,0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.500000f,0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.500000f,0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.000000f,1.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.000000f,1.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.500000f,0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.500000f,0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.866025f,0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.866025f,0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-1.000000f,-0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-1.000000f,-0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.866025f,-0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.866025f,-0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.500000f,-0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
-0.500000f,-0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,-1.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,-1.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.500000f,-0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.500000f,-0.866025f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.866026f,-0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.866026f,-0.500000f,0.000000f,0.000000f,-1.000000f,0.000000f,
0.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
1.000000f,0.000000f,0.000000f,0.000000f,-1.000000f,0.000000f,
};

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It may be easier to create a cylinder mesh and a sphere mesh (D3DXCreateCylinder and D3DXCreatesSphere) and draw the sphere twice, once at each end of the cylinder.

Otherwise, you'll have to figure out how that data is organized (it's not obvious to me), and either create a verterxbuffer or mesh to load the data into.

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Quote:
Original post by VitaliBR
he uses the following information to draw, but is in opengl
I'm not quite sure what that data represents, but raw mesh data can't really be 'in OpenGL'. Mesh data is mesh data.

As for rendering a capsule, you could draw a cylinder and two spheres as previously suggested. Or, you could generate an 'actual' capsule mesh procedurally, which isn't *too* hard (although it's more involved than making a cylinder mesh).

Or, maybe there's an existing capsule mesh floating around online somewhere.

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I was thinking about doing with cylinder mesh and a two sphere meshs

the height of the capsule would be:
(radius/2 of sphere1) + (Length of cylinder) + (radius/2 of sphere1)


and radius of the capsule would be the radius of sphere mesh and cylinder mesh

right?

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Quote:
the height of the capsule would be: (radius/2 of sphere1) + (Length of cylinder) + (radius/2 of sphere1)

Not sure why you have the '/2' in there.

Length = sphere-radius + cylinder-length + sphere-radius

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Quote:
Original post by Buckeye
Quote:
the height of the capsule would be: (radius/2 of sphere1) + (Length of cylinder) + (radius/2 of sphere1)

Not sure why you have the '/2' in there.

Length = sphere-radius + cylinder-length + sphere-radius



me too

lol

thanks guy

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