Mesh generation to everybody

Add cylinder mesh generation
Mesh generation can be used by everyone
Mesh generation also gives vertex normals for convenience
This commit is contained in:
Irlan 2019-04-21 16:06:51 -03:00
parent 77ad799d94
commit 490a2963df
9 changed files with 276 additions and 271 deletions

View File

@ -28,7 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#include <bounce/meshgen/sphere_mesh.h>
#include <bounce/meshgen/cylinder_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
@ -666,7 +667,7 @@ struct DrawSolidSphere
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
@ -691,96 +692,25 @@ struct DrawSolidSphere
struct DrawSolidCylinder
{
enum
{
e_segments = 64,
e_vertexCount = e_segments * 6,
};
DrawSolidCylinder()
{
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
cymMesh mesh;
cymCreateMesh(mesh, 20);
u32 vc = 0;
for (u32 i = 0; i < e_segments; ++i)
{
float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments);
float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments);
float32 c0 = cos(t0);
float32 s0 = sin(t0);
float32 c1 = cos(t1);
float32 s1 = sin(t1);
b3Vec3 v1;
v1.x = s0;
v1.y = -0.5f;
v1.z = c0;
b3Vec3 v2;
v2.x = s1;
v2.y = -0.5f;
v2.z = c1;
b3Vec3 v3;
v3.x = s1;
v3.y = 0.5f;
v3.z = c1;
b3Vec3 v4;
v4.x = s0;
v4.y = 0.5f;
v4.z = c0;
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();
vs[vc] = v1;
ns[vc] = n;
++vc;
vs[vc] = v2;
ns[vc] = n;
++vc;
vs[vc] = v3;
ns[vc] = n;
++vc;
vs[vc] = v1;
ns[vc] = n;
++vc;
vs[vc] = v3;
ns[vc] = n;
++vc;
vs[vc] = v4;
ns[vc] = n;
++vc;
}
u32 is[e_vertexCount];
u32 ic = vc;
for (u32 i = 0; i < vc; ++i)
{
is[i] = i;
}
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(2, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
@ -796,6 +726,8 @@ struct DrawSolidCylinder
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolid
@ -875,7 +807,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId);
glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_normalAttribute);

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@ -28,7 +28,8 @@
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <testbed/framework/sphere_mesh.h>
#include <bounce/meshgen/sphere_mesh.h>
#include <bounce/meshgen/cylinder_mesh.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i))
@ -706,96 +707,25 @@ struct DrawSolidSphere
struct DrawSolidCylinder
{
enum
{
e_segments = 64,
e_vertexCount = e_segments * 6,
};
DrawSolidCylinder()
{
b3Vec3 vs[e_vertexCount];
b3Vec3 ns[e_vertexCount];
cymMesh mesh;
cymCreateMesh(mesh, 20);
u32 vc = 0;
for (u32 i = 0; i < e_segments; ++i)
{
float32 t0 = 2.0f * B3_PI * float32(i) / float32(e_segments);
float32 t1 = 2.0f * B3_PI * float32(i + 1) / float32(e_segments);
float32 c0 = cos(t0);
float32 s0 = sin(t0);
float32 c1 = cos(t1);
float32 s1 = sin(t1);
b3Vec3 v1;
v1.x = s0;
v1.y = -0.5f;
v1.z = c0;
b3Vec3 v2;
v2.x = s1;
v2.y = -0.5f;
v2.z = c1;
b3Vec3 v3;
v3.x = s1;
v3.y = 0.5f;
v3.z = c1;
b3Vec3 v4;
v4.x = s0;
v4.y = 0.5f;
v4.z = c0;
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();
vs[vc] = v1;
ns[vc] = n;
++vc;
vs[vc] = v2;
ns[vc] = n;
++vc;
vs[vc] = v3;
ns[vc] = n;
++vc;
vs[vc] = v1;
ns[vc] = n;
++vc;
vs[vc] = v3;
ns[vc] = n;
++vc;
vs[vc] = v4;
ns[vc] = n;
++vc;
}
u32 is[e_vertexCount];
u32 ic = vc;
for (u32 i = 0; i < vc; ++i)
{
is[i] = i;
}
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(2, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), vs, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, vc * sizeof(b3Vec3), ns, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ic * sizeof(u32), is, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
@ -811,6 +741,8 @@ struct DrawSolidCylinder
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolid
@ -891,7 +823,7 @@ struct DrawSolid
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId);
glDrawElements(GL_TRIANGLES, m_cylinder.e_vertexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);

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@ -19,44 +19,46 @@
#ifndef SOFT_BODY_H
#define SOFT_BODY_H
#include <testbed/framework/sphere_mesh.h>
#include <bounce/meshgen/sphere_mesh.h>
struct b3SphereClothMesh : public b3ClothMesh
struct b3QClothMesh : public b3ClothMesh
{
b3StackArray<b3Vec3, 256> sphereVertices;
b3StackArray<b3ClothMeshTriangle, 256> sphereTriangles;
b3ClothMeshMesh sphereMesh;
b3ClothMeshMesh qMesh;
b3SphereClothMesh()
~b3QClothMesh()
{
free(vertices);
free(triangles);
}
b3QClothMesh()
{
smMesh mesh;
smCreateMesh(mesh, 2);
sphereVertices.Resize(mesh.vertexCount);
vertexCount = mesh.vertexCount;
vertices = (b3Vec3*) malloc(vertexCount * sizeof(b3Vec3));
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
sphereVertices[i] = mesh.vertices[i];
vertices[i] = mesh.vertices[i];
}
sphereTriangles.Resize(mesh.indexCount / 3);
for (u32 i = 0; i < mesh.indexCount / 3; ++i)
triangleCount = mesh.indexCount / 3;
triangles = (b3ClothMeshTriangle*) malloc(triangleCount * sizeof(b3ClothMeshTriangle));
for (u32 i = 0; i < triangleCount; ++i)
{
sphereTriangles[i].v1 = mesh.indices[3 * i + 0];
sphereTriangles[i].v2 = mesh.indices[3 * i + 1];
sphereTriangles[i].v3 = mesh.indices[3 * i + 2];
triangles[i].v1 = mesh.indices[3 * i + 0];
triangles[i].v2 = mesh.indices[3 * i + 1];
triangles[i].v3 = mesh.indices[3 * i + 2];
}
sphereMesh.startTriangle = 0;
sphereMesh.triangleCount = sphereTriangles.Count();
sphereMesh.startVertex = 0;
sphereMesh.vertexCount = sphereVertices.Count();
qMesh.startTriangle = 0;
qMesh.triangleCount = triangleCount;
qMesh.startVertex = 0;
qMesh.vertexCount = vertexCount;
vertexCount = sphereVertices.Count();
vertices = sphereVertices.Begin();
triangleCount = sphereTriangles.Count();
triangles = sphereTriangles.Begin();
meshCount = 1;
meshes = &sphereMesh;
meshes = &qMesh;
sewingLineCount = 0;
sewingLines = nullptr;
}
@ -270,7 +272,7 @@ public:
return new SoftBody();
}
b3SphereClothMesh m_mesh;
b3QClothMesh m_mesh;
b3Cloth* m_cloth;
b3ClothDragger* m_clothDragger;
};

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@ -0,0 +1,54 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef CYM_MESH_H
#define CYM_MESH_H
#include <bounce/common/math/vec3.h>
// This structure represents a triangle mesh.
struct cymMesh
{
cymMesh()
{
vertexCount = 0;
vertices = nullptr;
normals = nullptr;
indexCount = 0;
indices = nullptr;
}
~cymMesh()
{
b3Free(vertices);
b3Free(normals);
b3Free(indices);
}
u32 vertexCount; // number of unique vertices
b3Vec3* vertices; // list of unique vertices
b3Vec3* normals; // list of vertex normals
u32 indexCount; // number of triangle vertex indices
u32* indices; // list of triangle vertex index
};
// Create a unit cylinder along the y-axis given the number of segments.
// The number of segments must be greater than 2.
void cymCreateMesh(cymMesh& output, u32 segments);
#endif

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@ -16,8 +16,8 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SPHERE_MESH_H
#define SPHERE_MESH_H
#ifndef SM_MESH_H
#define SM_MESH_H
#include <bounce/common/math/vec3.h>
@ -28,18 +28,21 @@ struct smMesh
{
vertexCount = 0;
vertices = nullptr;
normals = nullptr;
indexCount = 0;
indices = nullptr;
}
~smMesh()
{
free(vertices);
free(indices);
b3Free(vertices);
b3Free(normals);
b3Free(indices);
}
u32 vertexCount; // number of unique vertices
b3Vec3* vertices; // list of unique vertices
b3Vec3* normals; // list of vertex normals
u32 indexCount; // number of triangle vertex indices
u32* indices; // list of triangle vertex index
};

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@ -273,10 +273,6 @@ workspace(solution_name)
examples_src_dir .. "/testbed/framework/test.h",
examples_src_dir .. "/testbed/framework/sphere_mesh.h",
examples_src_dir .. "/testbed/framework/sphere_mesh.cpp",
examples_src_dir .. "/testbed/framework/body_dragger.h",
examples_src_dir .. "/testbed/framework/cloth_dragger.h",

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@ -19,6 +19,9 @@
#include <bounce/collision/shapes/qhull.h>
#include <bounce/quickhull/qh_hull.h>
#include <bounce/meshgen/sphere_mesh.h>
#include <bounce/meshgen/cylinder_mesh.h>
template <class T>
struct b3UniqueStackArray
{
@ -348,35 +351,17 @@ void b3QHull::Set(u32 vtxStride, const void* vtxBase, u32 vtxCount, bool simplif
void b3QHull::SetAsSphere(float32 radius)
{
enum
B3_ASSERT(radius > 0.0f);
smMesh mesh;
smCreateMesh(mesh, 2);
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
e_rings = 8,
e_sectors = 8,
e_vertexCount = e_rings * e_sectors
};
float32 R = 1.0f / float32(e_rings - 1);
float32 S = 1.0f / float32(e_sectors - 1);
b3Vec3 vs[e_vertexCount];
u32 vc = 0;
for (u32 r = 0; r < e_rings; r++)
{
for (u32 s = 0; s < e_sectors; s++)
{
float32 y = sin(-0.5f * B3_PI + B3_PI * r * R);
float32 x = cos(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
float32 z = sin(2.0f * B3_PI * s * S) * sin(B3_PI * r * R);
vs[vc].Set(x, y, z);
vs[vc] *= radius;
++vc;
}
mesh.vertices[i] *= radius;
}
// Set
Set(sizeof(b3Vec3), vs, e_vertexCount, false);
Set(sizeof(b3Vec3), mesh.vertices, mesh.vertexCount, false);
}
void b3QHull::SetAsCylinder(float32 radius, float32 ey)
@ -384,51 +369,19 @@ void b3QHull::SetAsCylinder(float32 radius, float32 ey)
B3_ASSERT(radius > 0.0f);
B3_ASSERT(ey > 0.0f);
const u32 kEdgeCount = 20;
const u32 kVertexCount = 4 * kEdgeCount;
b3Vec3 vs[kVertexCount];
float32 height = 2.0f * ey;
u32 count = 0;
float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount);
b3Quat q = b3QuatRotationY(kAngleInc);
cymMesh mesh;
cymCreateMesh(mesh, 20);
for (u32 i = 0; i < mesh.vertexCount; ++i)
{
b3Vec3 center(0.0f, -ey, 0.0f);
b3Vec3 n1(1.0f, 0.0f, 0.0f);
b3Vec3 v1 = center + radius * n1;
for (u32 i = 0; i < kEdgeCount; ++i)
{
b3Vec3 n2 = b3Mul(q, n1);
b3Vec3 v2 = center + radius * n2;
vs[count++] = v1;
vs[count++] = v2;
n1 = n2;
v1 = v2;
}
mesh.vertices[i].x *= radius;
mesh.vertices[i].y *= height;
mesh.vertices[i].z *= radius;
}
{
b3Vec3 center(0.0f, ey, 0.0f);
b3Vec3 n1(1.0f, 0.0f, 0.0f);
b3Vec3 v1 = center + radius * n1;
for (u32 i = 0; i < kEdgeCount; ++i)
{
b3Vec3 n2 = b3Mul(q, n1);
b3Vec3 v2 = center + radius * n2;
vs[count++] = v1;
vs[count++] = v2;
n1 = n2;
v1 = v2;
}
}
// Set
Set(sizeof(b3Vec3), vs, count, false);
Set(sizeof(b3Vec3), mesh.vertices, mesh.vertexCount, false);
}
void b3QHull::SetAsCone(float32 radius, float32 ey)

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@ -0,0 +1,129 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/meshgen/cylinder_mesh.h>
#include <bounce/common/math/quat.h>
void cymCreateMesh(cymMesh& output, u32 segments)
{
B3_ASSERT(segments > 2);
u32 vertexCount = 2 * segments;
b3Vec3* vertices = (b3Vec3*)b3Alloc(vertexCount * sizeof(b3Vec3));
b3Vec3* normals = (b3Vec3*)b3Alloc(vertexCount * sizeof(b3Vec3));
u32 indexCount = 3 * (2 * segments) + 2 * 3 * (segments - 2);
u32* indices = (u32*)b3Alloc(indexCount * sizeof(u32));
float32 angle = 2.0f * B3_PI / float32(segments);
b3Quat q(b3Vec3_y, angle);
// Lower
b3Vec3 v(1.0f, -0.5f, 0.0f);
for (u32 i = 0; i < segments; ++i)
{
vertices[i] = v;
v = b3Mul(q, v);
}
// Upper
v.Set(1.0f, 0.5f, 0.0f);
for (u32 i = 0; i < segments; ++i)
{
vertices[segments + i] = v;
v = b3Mul(q, v);
}
u32 idx = 0;
// Side triangles
for (u32 i = 0; i < segments; ++i)
{
u32 i1 = i;
u32 i2 = i1 + 1 < segments ? i1 + 1 : 0;
u32 i3 = segments + i;
u32 i4 = i3 + 1 < 2 * segments ? i3 + 1 : segments;
indices[idx++] = i1;
indices[idx++] = i2;
indices[idx++] = i4;
indices[idx++] = i4;
indices[idx++] = i3;
indices[idx++] = i1;
}
// Side normals
for (u32 i = 0; i < vertexCount; ++i)
{
normals[i].SetZero();
}
for (u32 i = 0; i < idx / 3; ++i)
{
u32 i1 = indices[3 * i + 0];
u32 i2 = indices[3 * i + 1];
u32 i3 = indices[3 * i + 2];
b3Vec3 v1 = vertices[i1];
b3Vec3 v2 = vertices[i2];
b3Vec3 v3 = vertices[i3];
b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
n.Normalize();
normals[i1] += n;
normals[i2] += n;
normals[i3] += n;
}
for (u32 i = 0; i < vertexCount; ++i)
{
normals[i].Normalize();
}
// Lower. Reverse loop to ensure CCW
u32 i1 = segments - 1;
for (u32 i2 = i1 - 1; i2 > 0; --i2)
{
u32 i3 = i2 - 1;
indices[idx++] = i1;
indices[idx++] = i2;
indices[idx++] = i3;
}
// Upper
i1 = segments;
for (u32 i2 = i1 + 1; i2 < 2 * segments - 1; ++i2)
{
u32 i3 = i2 + 1;
indices[idx++] = i1;
indices[idx++] = i2;
indices[idx++] = i3;
}
B3_ASSERT(idx == indexCount);
output.vertexCount = vertexCount;
output.vertices = vertices;
output.normals = normals;
output.indexCount = indexCount;
output.indices = indices;
}

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@ -16,7 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <testbed/framework/sphere_mesh.h>
#include <bounce/meshgen/sphere_mesh.h>
static inline void smAddVertex(smMesh& mesh, float32 x, float32 y, float32 z)
{
@ -32,7 +32,7 @@ static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
static inline void smSetAsOctahedron(smMesh& mesh)
{
assert(mesh.vertexCount == 0);
B3_ASSERT(mesh.vertexCount == 0);
smAddVertex(mesh, 0.0f, -1.0f, 0.0f);
smAddVertex(mesh, 0.0f, 0.0f, 1.0f);
@ -41,7 +41,7 @@ static inline void smSetAsOctahedron(smMesh& mesh)
smAddVertex(mesh, 1.0f, 0.0f, 0.0f);
smAddVertex(mesh, 0.0f, 1.0f, 0.0f);
assert(mesh.indexCount == 0);
B3_ASSERT(mesh.indexCount == 0);
smAddTriangle(mesh, 0, 1, 2);
smAddTriangle(mesh, 0, 2, 3);
@ -162,8 +162,8 @@ static inline void smCount(u32& vertexCount, u32& indexCount, u32& edgeVertexPai
void smCreateMesh(smMesh& output, u32 subdivisions)
{
assert(output.vertexCount == 0);
assert(output.indexCount == 0);
B3_ASSERT(output.vertexCount == 0);
B3_ASSERT(output.indexCount == 0);
u32 vertexCount, indexCount, edgeVertexPairCount;
smCount(vertexCount, indexCount, edgeVertexPairCount, subdivisions);
@ -173,11 +173,12 @@ void smCreateMesh(smMesh& output, u32 subdivisions)
byteCount += indexCount * sizeof(u32);
byteCount += edgeVertexPairCount * sizeof(smEdgeVertexPair);
u8* bytes = (u8*)malloc(byteCount);
u8* bytes = (u8*)b3Alloc(byteCount);
smMesh out;
out.vertexCount = 0;
out.vertices = (b3Vec3*)bytes;
out.normals = nullptr;
out.indexCount = 0;
out.indices = (u32*) ((u8*)(out.vertices) + (vertexCount * sizeof(b3Vec3)));
@ -192,21 +193,24 @@ void smCreateMesh(smMesh& output, u32 subdivisions)
smSubdivideMesh(out, map);
}
assert(map.pairCount < edgeVertexPairCount);
assert(out.vertexCount <= vertexCount);
assert(out.indexCount == indexCount);
B3_ASSERT(out.vertexCount <= vertexCount);
B3_ASSERT(out.indexCount == indexCount);
B3_ASSERT(map.pairCount < edgeVertexPairCount);
output.vertexCount = out.vertexCount;
output.vertices = (b3Vec3*)malloc(out.vertexCount * sizeof(b3Vec3));
output.vertices = (b3Vec3*)b3Alloc(out.vertexCount * sizeof(b3Vec3));
memcpy(output.vertices, out.vertices, out.vertexCount * sizeof(b3Vec3));
output.normals = (b3Vec3*)b3Alloc(out.vertexCount * sizeof(b3Vec3));
memcpy(output.normals, output.vertices, output.vertexCount * sizeof(b3Vec3));
output.indexCount = out.indexCount;
output.indices = (u32*)malloc(out.indexCount * sizeof(u32));
output.indices = (u32*)b3Alloc(out.indexCount * sizeof(u32));
memcpy(output.indices, out.indices, out.indexCount * sizeof(u32));
free(bytes);
b3Free(bytes);
out.vertices = nullptr;
out.normals = nullptr;
out.indices = nullptr;
}