Use a octosphere instead of a icosahedron
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34c5d6f157
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@ -540,7 +540,7 @@ struct DrawWireSphere
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DrawWireSphere()
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{
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smMesh mesh;
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smCreateMesh(mesh, 1);
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smCreateMesh(mesh, 2);
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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@ -654,7 +654,7 @@ struct DrawSolidSphere
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DrawSolidSphere()
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{
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smMesh mesh;
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smCreateMesh(mesh, 1);
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smCreateMesh(mesh, 2);
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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@ -556,7 +556,7 @@ struct DrawWireSphere
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DrawWireSphere()
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{
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smMesh mesh;
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smCreateMesh(mesh, 1);
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smCreateMesh(mesh, 2);
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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@ -669,7 +669,7 @@ struct DrawSolidSphere
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DrawSolidSphere()
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{
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smMesh mesh;
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smCreateMesh(mesh, 1);
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smCreateMesh(mesh, 2);
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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@ -30,57 +30,28 @@ static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
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mesh.indices[mesh.indexCount++] = v3;
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}
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static inline void smSetAsIcosahedron(smMesh& mesh)
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static inline void smSetAsOctahedron(smMesh& mesh)
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{
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assert(mesh.vertexCount == 0);
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float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
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smAddVertex(mesh, -1.0f, t, 0.0f);
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smAddVertex(mesh, 1.0f, t, 0.0f);
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smAddVertex(mesh, -1.0f, -t, 0.0f);
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smAddVertex(mesh, 1.0f, -t, 0.0f);
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smAddVertex(mesh, 0.0f, -1.0f, t);
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smAddVertex(mesh, 0.0f, 1.0f, t);
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smAddVertex(mesh, 0.0f, -1.0f, -t);
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smAddVertex(mesh, 0.0f, 1.0f, -t);
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smAddVertex(mesh, t, 0.0f, -1.0f);
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smAddVertex(mesh, t, 0.0f, 1.0f);
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smAddVertex(mesh, -t, 0.0f, -1.0f);
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smAddVertex(mesh, -t, 0.0f, 1.0f);
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for (u32 i = 0; i < mesh.vertexCount; ++i)
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{
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mesh.vertices[i].Normalize();
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}
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smAddVertex(mesh, 0.0f, -1.0f, 0.0f);
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smAddVertex(mesh, 0.0f, 0.0f, 1.0f);
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smAddVertex(mesh, -1.0f, 0.0f, 0.0f);
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smAddVertex(mesh, 0.0f, 0.0f, -1.0f);
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smAddVertex(mesh, 1.0f, 0.0f, 0.0f);
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smAddVertex(mesh, 0.0f, 1.0f, 0.0f);
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assert(mesh.indexCount == 0);
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smAddTriangle(mesh, 0, 11, 5);
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smAddTriangle(mesh, 0, 5, 1);
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smAddTriangle(mesh, 0, 1, 7);
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smAddTriangle(mesh, 0, 7, 10);
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smAddTriangle(mesh, 0, 10, 11);
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smAddTriangle(mesh, 1, 5, 9);
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smAddTriangle(mesh, 5, 11, 4);
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smAddTriangle(mesh, 11, 10, 2);
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smAddTriangle(mesh, 10, 7, 6);
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smAddTriangle(mesh, 7, 1, 8);
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smAddTriangle(mesh, 3, 9, 4);
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smAddTriangle(mesh, 3, 4, 2);
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smAddTriangle(mesh, 3, 2, 6);
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smAddTriangle(mesh, 3, 6, 8);
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smAddTriangle(mesh, 3, 8, 9);
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smAddTriangle(mesh, 4, 9, 5);
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smAddTriangle(mesh, 2, 4, 11);
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smAddTriangle(mesh, 6, 2, 10);
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smAddTriangle(mesh, 8, 6, 7);
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smAddTriangle(mesh, 9, 8, 1);
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smAddTriangle(mesh, 0, 1, 2);
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smAddTriangle(mesh, 0, 2, 3);
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smAddTriangle(mesh, 0, 3, 4);
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smAddTriangle(mesh, 0, 4, 1);
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smAddTriangle(mesh, 5, 2, 1);
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smAddTriangle(mesh, 5, 3, 2);
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smAddTriangle(mesh, 5, 4, 3);
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smAddTriangle(mesh, 5, 1, 4);
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}
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struct smEdge
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@ -179,8 +150,8 @@ static void smSubdivideMesh(smMesh& in_out, smEdgeVertexMap& map)
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// Also compute the maximum number of edge-vertex pairs per subdivision step
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static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPairCount, u32 subdivisions)
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{
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vertexCount = 12;
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indexCount = 3 * 20;
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vertexCount = 6;
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indexCount = 3 * 8;
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for (u32 i = 0; i < subdivisions; ++i)
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{
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vertexCount += 3 * (indexCount / 3);
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@ -214,7 +185,7 @@ void smCreateMesh(smMesh& output, u32 subdivisions)
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map.pairCount = 0;
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map.pairs = (smEdgeVertexPair*) ((u8*)(out.indices) + (indexCount * sizeof(u32)));
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smSetAsIcosahedron(out);
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smSetAsOctahedron(out);
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for (u32 i = 0; i < subdivisions; ++i)
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{
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@ -30,7 +30,7 @@ struct b3SphereClothMesh : public b3ClothMesh
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b3SphereClothMesh()
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{
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smMesh mesh;
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smCreateMesh(mesh, 1);
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smCreateMesh(mesh, 2);
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sphereVertices.Resize(mesh.vertexCount);
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for (u32 i = 0; i < mesh.vertexCount; ++i)
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