Use a octosphere instead of a icosahedron

This commit is contained in:
Irlan 2019-04-20 13:45:18 -03:00
parent 34c5d6f157
commit 323ba37b73
4 changed files with 24 additions and 53 deletions

View File

@ -540,7 +540,7 @@ struct DrawWireSphere
DrawWireSphere()
{
smMesh mesh;
smCreateMesh(mesh, 1);
smCreateMesh(mesh, 2);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
@ -654,7 +654,7 @@ struct DrawSolidSphere
DrawSolidSphere()
{
smMesh mesh;
smCreateMesh(mesh, 1);
smCreateMesh(mesh, 2);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;

View File

@ -556,7 +556,7 @@ struct DrawWireSphere
DrawWireSphere()
{
smMesh mesh;
smCreateMesh(mesh, 1);
smCreateMesh(mesh, 2);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
@ -669,7 +669,7 @@ struct DrawSolidSphere
DrawSolidSphere()
{
smMesh mesh;
smCreateMesh(mesh, 1);
smCreateMesh(mesh, 2);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;

View File

@ -30,57 +30,28 @@ static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
mesh.indices[mesh.indexCount++] = v3;
}
static inline void smSetAsIcosahedron(smMesh& mesh)
static inline void smSetAsOctahedron(smMesh& mesh)
{
assert(mesh.vertexCount == 0);
float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
smAddVertex(mesh, -1.0f, t, 0.0f);
smAddVertex(mesh, 1.0f, t, 0.0f);
smAddVertex(mesh, -1.0f, -t, 0.0f);
smAddVertex(mesh, 1.0f, -t, 0.0f);
smAddVertex(mesh, 0.0f, -1.0f, t);
smAddVertex(mesh, 0.0f, 1.0f, t);
smAddVertex(mesh, 0.0f, -1.0f, -t);
smAddVertex(mesh, 0.0f, 1.0f, -t);
smAddVertex(mesh, t, 0.0f, -1.0f);
smAddVertex(mesh, t, 0.0f, 1.0f);
smAddVertex(mesh, -t, 0.0f, -1.0f);
smAddVertex(mesh, -t, 0.0f, 1.0f);
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
mesh.vertices[i].Normalize();
}
smAddVertex(mesh, 0.0f, -1.0f, 0.0f);
smAddVertex(mesh, 0.0f, 0.0f, 1.0f);
smAddVertex(mesh, -1.0f, 0.0f, 0.0f);
smAddVertex(mesh, 0.0f, 0.0f, -1.0f);
smAddVertex(mesh, 1.0f, 0.0f, 0.0f);
smAddVertex(mesh, 0.0f, 1.0f, 0.0f);
assert(mesh.indexCount == 0);
smAddTriangle(mesh, 0, 11, 5);
smAddTriangle(mesh, 0, 5, 1);
smAddTriangle(mesh, 0, 1, 7);
smAddTriangle(mesh, 0, 7, 10);
smAddTriangle(mesh, 0, 10, 11);
smAddTriangle(mesh, 1, 5, 9);
smAddTriangle(mesh, 5, 11, 4);
smAddTriangle(mesh, 11, 10, 2);
smAddTriangle(mesh, 10, 7, 6);
smAddTriangle(mesh, 7, 1, 8);
smAddTriangle(mesh, 3, 9, 4);
smAddTriangle(mesh, 3, 4, 2);
smAddTriangle(mesh, 3, 2, 6);
smAddTriangle(mesh, 3, 6, 8);
smAddTriangle(mesh, 3, 8, 9);
smAddTriangle(mesh, 4, 9, 5);
smAddTriangle(mesh, 2, 4, 11);
smAddTriangle(mesh, 6, 2, 10);
smAddTriangle(mesh, 8, 6, 7);
smAddTriangle(mesh, 9, 8, 1);
smAddTriangle(mesh, 0, 1, 2);
smAddTriangle(mesh, 0, 2, 3);
smAddTriangle(mesh, 0, 3, 4);
smAddTriangle(mesh, 0, 4, 1);
smAddTriangle(mesh, 5, 2, 1);
smAddTriangle(mesh, 5, 3, 2);
smAddTriangle(mesh, 5, 4, 3);
smAddTriangle(mesh, 5, 1, 4);
}
struct smEdge
@ -179,8 +150,8 @@ static void smSubdivideMesh(smMesh& in_out, smEdgeVertexMap& map)
// Also compute the maximum number of edge-vertex pairs per subdivision step
static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPairCount, u32 subdivisions)
{
vertexCount = 12;
indexCount = 3 * 20;
vertexCount = 6;
indexCount = 3 * 8;
for (u32 i = 0; i < subdivisions; ++i)
{
vertexCount += 3 * (indexCount / 3);
@ -214,7 +185,7 @@ void smCreateMesh(smMesh& output, u32 subdivisions)
map.pairCount = 0;
map.pairs = (smEdgeVertexPair*) ((u8*)(out.indices) + (indexCount * sizeof(u32)));
smSetAsIcosahedron(out);
smSetAsOctahedron(out);
for (u32 i = 0; i < subdivisions; ++i)
{

View File

@ -30,7 +30,7 @@ struct b3SphereClothMesh : public b3ClothMesh
b3SphereClothMesh()
{
smMesh mesh;
smCreateMesh(mesh, 1);
smCreateMesh(mesh, 2);
sphereVertices.Resize(mesh.vertexCount);
for (u32 i = 0; i < mesh.vertexCount; ++i)