Use sphere mesh. Add soft body test.
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149
examples/testbed/framework/sphere_mesh.cpp
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149
examples/testbed/framework/sphere_mesh.cpp
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/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <testbed/framework/sphere_mesh.h>
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// References:
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// https://github.com/caosdoar/spheres
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// https://schneide.blog/2016/07/15/generating-an-icosphere-in-c/
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struct smEdge
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{
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smEdge() { }
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smEdge(u32 _v1, u32 _v2)
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{
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v1 = _v1;
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v2 = _v2;
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}
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u32 v1, v2;
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};
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struct smEdgeVertexPair
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{
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smEdgeVertexPair() { }
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smEdgeVertexPair(const smEdge& _edge, u32 _vertex)
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{
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edge = _edge;
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vertex = _vertex;
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}
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smEdge edge;
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u32 vertex;
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};
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struct smEdgeVertexMap
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{
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smEdgeVertexMap() { }
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smEdgeVertexPair* Find(const smEdge& edge)
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{
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for (u32 i = 0; i < pairs.Count(); ++i)
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{
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smEdgeVertexPair* pair = pairs.Get(i);
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if ((pair->edge.v1 == edge.v1 && pair->edge.v2 == edge.v2) ||
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(pair->edge.v1 == edge.v2 && pair->edge.v2 == edge.v1) )
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{
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return pair;
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}
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}
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return nullptr;
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}
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b3StackArray<smEdgeVertexPair, 32> pairs;
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};
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//
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static inline u32 smSubdivideEdge(u32 i1, u32 i2,
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const b3Vec3& v1, const b3Vec3& v2,
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smEdgeVertexMap& edgeVertexMap,
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smMesh& output)
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{
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smEdge edge(i1, i2);
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smEdgeVertexPair* pair = edgeVertexMap.Find(edge);
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if (pair)
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{
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return pair->vertex;
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}
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smEdge newEdge(i1, i2);
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u32 newVertex = output.vertices.Count();
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b3Vec3 v = 0.5f * (v1 + v2);
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float32 len = v.Normalize();
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output.AddVertex(v.x, v.y, v.z);
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smEdgeVertexPair newPair(newEdge, newVertex);
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edgeVertexMap.pairs.PushBack(newPair);
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return newVertex;
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}
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//
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static inline void smSubdivideMesh(smMesh& output, const smMesh& input)
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{
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output.vertices = input.vertices;
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smEdgeVertexMap edgeVertexMap;
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for (u32 i = 0; i < input.triangleIndices.Count() / 3; ++i)
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{
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u32 vi1 = input.triangleIndices[3 * i + 0];
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u32 vi2 = input.triangleIndices[3 * i + 1];
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u32 vi3 = input.triangleIndices[3 * i + 2];
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b3Vec3 v1 = input.vertices[vi1];
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b3Vec3 v2 = input.vertices[vi2];
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b3Vec3 v3 = input.vertices[vi3];
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u32 vi4 = smSubdivideEdge(vi1, vi2, v1, v2, edgeVertexMap, output);
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u32 vi5 = smSubdivideEdge(vi2, vi3, v2, v3, edgeVertexMap, output);
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u32 vi6 = smSubdivideEdge(vi3, vi1, v3, v1, edgeVertexMap, output);
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output.AddTriangle(vi1, vi4, vi6);
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output.AddTriangle(vi4, vi2, vi5);
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output.AddTriangle(vi5, vi3, vi6);
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output.AddTriangle(vi4, vi5, vi6);
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}
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}
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//
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void smCreateMesh(smMesh& output, u32 subdivisions)
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{
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B3_ASSERT(output.vertices.Count() == 0);
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B3_ASSERT(output.triangleIndices.Count() == 0);
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smMesh input;
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input.SetAsIcosahedron();
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for (u32 i = 0; i < subdivisions; ++i)
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{
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smMesh subOutput;
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smSubdivideMesh(subOutput, input);
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input = subOutput;
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}
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output = input;
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}
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