Optimize sphere mesh
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3adebe68c2
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@ -542,17 +542,17 @@ struct DrawWireSphere
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smMesh mesh;
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smCreateMesh(mesh, 1);
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m_vertexCount = mesh.vertices.Count();
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m_indexCount = mesh.triangleIndices.Count();
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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glGenBuffers(1, &m_vboId);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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AssertGL();
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@ -656,20 +656,20 @@ struct DrawSolidSphere
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smMesh mesh;
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smCreateMesh(mesh, 1);
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m_vertexCount = mesh.vertices.Count();
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m_indexCount = mesh.triangleIndices.Count();
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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glGenBuffers(3, m_vboIds);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.Count() * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.triangleIndices.Count() * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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AssertGL();
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@ -558,17 +558,17 @@ struct DrawWireSphere
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smMesh mesh;
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smCreateMesh(mesh, 1);
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m_vertexCount = mesh.vertices.Count();
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m_indexCount = mesh.triangleIndices.Count();
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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glGenBuffers(1, &m_vboId);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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AssertGL();
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@ -671,20 +671,20 @@ struct DrawSolidSphere
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smMesh mesh;
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smCreateMesh(mesh, 1);
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m_vertexCount = mesh.vertices.Count();
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m_indexCount = mesh.triangleIndices.Count();
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m_vertexCount = mesh.vertexCount;
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m_indexCount = mesh.indexCount;
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glGenBuffers(3, m_vboIds);
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glGenBuffers(1, &m_iboId);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.triangleIndices.Begin(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
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AssertGL();
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@ -18,131 +18,229 @@
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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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static inline void smAddVertex(smMesh& mesh, float32 x, float32 y, float32 z)
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{
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mesh.vertices[mesh.vertexCount++].Set(x, y, z);
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}
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static inline void smAddTriangle(smMesh& mesh, u32 v1, u32 v2, u32 v3)
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{
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mesh.indices[mesh.indexCount++] = v1;
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mesh.indices[mesh.indexCount++] = v2;
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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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{
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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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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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}
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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.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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u32 pairCount;
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smEdgeVertexPair* 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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static inline void smAddPair(smEdgeVertexMap& map, const smEdgeVertexPair& pair)
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{
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smEdge edge(i1, i2);
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map.pairs[map.pairCount++] = pair;
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}
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smEdgeVertexPair* pair = edgeVertexMap.Find(edge);
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static inline smEdgeVertexPair* smFindOpposite(smEdgeVertexMap& map, const smEdge& edge)
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{
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for (u32 i = 0; i < map.pairCount; ++i)
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{
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smEdgeVertexPair* pair = map.pairs + i;
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if (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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static inline u32 smSubdivideEdge(smMesh& in_out, smEdgeVertexMap& map,
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u32 i1, u32 i2)
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{
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smEdge edge;
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edge.v1 = i1;
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edge.v2 = i2;
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smEdgeVertexPair* pair = smFindOpposite(map, 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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smEdge newEdge;
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newEdge.v1 = i1;
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newEdge.v2 = i2;
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u32 newVertex = in_out.vertexCount;
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b3Vec3 v1 = in_out.vertices[i1];
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b3Vec3 v2 = in_out.vertices[i1];
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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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smAddVertex(in_out, v.x, v.y, v.z);
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smEdgeVertexPair newPair(newEdge, newVertex);
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smEdgeVertexPair newPair;
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newPair.edge = newEdge;
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newPair.vertex = newVertex;
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edgeVertexMap.pairs.PushBack(newPair);
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smAddPair(map, 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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static void smSubdivideMesh(smMesh& in_out, smEdgeVertexMap& map)
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{
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output.vertices = input.vertices;
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map.pairCount = 0;
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smEdgeVertexMap edgeVertexMap;
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u32 inputIndexCount = in_out.indexCount;
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for (u32 i = 0; i < input.triangleIndices.Count() / 3; ++i)
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for (u32 i = 0; i < inputIndexCount / 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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u32 vi1 = in_out.indices[3 * i + 0];
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u32 vi2 = in_out.indices[3 * i + 1];
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u32 vi3 = in_out.indices[3 * i + 2];
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u32 vi4 = smSubdivideEdge(in_out, map, vi1, vi2);
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u32 vi5 = smSubdivideEdge(in_out, map, vi2, vi3);
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u32 vi6 = smSubdivideEdge(in_out, map, vi3, vi1);
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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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smAddTriangle(in_out, vi1, vi4, vi6);
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smAddTriangle(in_out, vi4, vi2, vi5);
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smAddTriangle(in_out, vi5, vi3, vi6);
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smAddTriangle(in_out, vi4, vi5, vi6);
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}
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}
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//
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// Compute the maximum number of vertices and
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// the number of triangle vertex indices in the intermediate mesh.
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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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for (u32 i = 0; i < subdivisions; ++i)
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{
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vertexCount += 3 * (indexCount / 3);
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indexCount += 4 * 3 * (indexCount / 3);
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}
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edgeVertexPairCount = 3 * (indexCount / 3);
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}
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void smCreateMesh(smMesh& output, u32 subdivisions)
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{
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assert(output.vertices.Count() == 0);
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assert(output.triangleIndices.Count() == 0);
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assert(output.vertexCount == 0);
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assert(output.indexCount == 0);
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smMesh input;
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input.SetAsIcosahedron();
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u32 vertexCount, indexCount, edgeVertexPairCount;
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smCount(vertexCount, indexCount, edgeVertexPairCount, subdivisions);
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u32 byteCount = 0;
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byteCount += vertexCount * sizeof(b3Vec3);
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byteCount += indexCount * sizeof(u32);
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byteCount += edgeVertexPairCount * sizeof(smEdgeVertexPair);
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u8* bytes = (u8*)malloc(byteCount);
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smMesh out;
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out.vertexCount = 0;
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out.vertices = (b3Vec3*)bytes;
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out.indexCount = 0;
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out.indices = (u32*) ((u8*)(out.vertices) + (vertexCount * sizeof(b3Vec3)));
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smEdgeVertexMap map;
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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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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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smSubdivideMesh(out, map);
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}
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output = input;
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}
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assert(map.pairCount < edgeVertexPairCount);
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assert(out.vertexCount < vertexCount);
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assert(out.indexCount == indexCount);
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output.vertexCount = out.vertexCount;
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output.vertices = (b3Vec3*)malloc(out.vertexCount * sizeof(b3Vec3));
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memcpy(output.vertices, out.vertices, out.vertexCount * sizeof(b3Vec3));
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output.indexCount = out.indexCount;
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output.indices = (u32*)malloc(out.indexCount * sizeof(u32));
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memcpy(output.indices, out.indices, out.indexCount * sizeof(u32));
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free(bytes);
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out.vertices = nullptr;
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out.indices = nullptr;
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}
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@ -19,95 +19,32 @@
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#ifndef SPHERE_MESH_H
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#define SPHERE_MESH_H
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#include <bounce/bounce.h>
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#include <bounce/common/math/vec3.h>
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//
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// This structure represents a triangle mesh.
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struct smMesh
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{
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smMesh() { }
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smMesh& operator=(const smMesh& other)
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smMesh()
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{
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Copy(other);
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return *this;
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vertexCount = 0;
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vertices = nullptr;
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indexCount = 0;
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indices = nullptr;
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}
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void Copy(const smMesh& other)
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~smMesh()
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{
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vertices = other.vertices;
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triangleIndices = other.triangleIndices;
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free(vertices);
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free(indices);
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}
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void AddVertex(float32 x, float32 y, float32 z)
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{
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vertices.PushBack(b3Vec3(x, y, z));
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}
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void AddTriangle(u32 v1, u32 v2, u32 v3)
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{
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triangleIndices.PushBack(v1);
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triangleIndices.PushBack(v2);
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triangleIndices.PushBack(v3);
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}
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void SetAsIcosahedron()
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{
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assert(vertices.Count() == 0);
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float32 t = 0.5f * (1.0f + b3Sqrt(5.0f));
|
||||
|
||||
AddVertex(-1.0f, t, 0.0f);
|
||||
AddVertex(1.0f, t, 0.0f);
|
||||
AddVertex(-1.0f, -t, 0.0f);
|
||||
AddVertex(1.0f, -t, 0.0f);
|
||||
|
||||
AddVertex(0.0f, -1.0f, t);
|
||||
AddVertex(0.0f, 1.0f, t);
|
||||
AddVertex(0.0f, -1.0f, -t);
|
||||
AddVertex(0.0f, 1.0f, -t);
|
||||
|
||||
AddVertex(t, 0.0f, -1.0f);
|
||||
AddVertex(t, 0.0f, 1.0f);
|
||||
AddVertex(-t, 0.0f, -1.0f);
|
||||
AddVertex(-t, 0.0f, 1.0f);
|
||||
|
||||
for (u32 i = 0; i < vertices.Count(); ++i)
|
||||
{
|
||||
vertices[i].Normalize();
|
||||
}
|
||||
|
||||
assert(triangleIndices.Count() == 0);
|
||||
|
||||
AddTriangle(0, 11, 5);
|
||||
AddTriangle(0, 5, 1);
|
||||
AddTriangle(0, 1, 7);
|
||||
AddTriangle(0, 7, 10);
|
||||
AddTriangle(0, 10, 11);
|
||||
|
||||
AddTriangle(1, 5, 9);
|
||||
AddTriangle(5, 11, 4);
|
||||
AddTriangle(11, 10, 2);
|
||||
AddTriangle(10, 7, 6);
|
||||
AddTriangle(7, 1, 8);
|
||||
|
||||
AddTriangle(3, 9, 4);
|
||||
AddTriangle(3, 4, 2);
|
||||
AddTriangle(3, 2, 6);
|
||||
AddTriangle(3, 6, 8);
|
||||
AddTriangle(3, 8, 9);
|
||||
|
||||
AddTriangle(4, 9, 5);
|
||||
AddTriangle(2, 4, 11);
|
||||
AddTriangle(6, 2, 10);
|
||||
AddTriangle(8, 6, 7);
|
||||
AddTriangle(9, 8, 1);
|
||||
}
|
||||
|
||||
b3StackArray<b3Vec3, 256> vertices;
|
||||
b3StackArray<u32, 256> triangleIndices;
|
||||
u32 vertexCount; // number of unique vertices
|
||||
b3Vec3* vertices; // list of unique vertices
|
||||
u32 indexCount; // number of triangle vertex indices
|
||||
u32* indices; // list of triangle vertex index
|
||||
};
|
||||
|
||||
// Generate an icosphere given the number of subdivisions.
|
||||
// Create a unit icosphere given the number of subdivisions.
|
||||
void smCreateMesh(smMesh& output, u32 subdivisions);
|
||||
|
||||
#endif
|
@ -32,18 +32,18 @@ struct b3SphereClothMesh : public b3ClothMesh
|
||||
smMesh mesh;
|
||||
smCreateMesh(mesh, 1);
|
||||
|
||||
sphereVertices.Resize(mesh.vertices.Count());
|
||||
for (u32 i = 0; i < mesh.vertices.Count(); ++i)
|
||||
sphereVertices.Resize(mesh.vertexCount);
|
||||
for (u32 i = 0; i < mesh.vertexCount; ++i)
|
||||
{
|
||||
sphereVertices[i] = mesh.vertices[i];
|
||||
}
|
||||
|
||||
sphereTriangles.Resize(mesh.triangleIndices.Count() / 3);
|
||||
for (u32 i = 0; i < mesh.triangleIndices.Count() / 3; ++i)
|
||||
sphereTriangles.Resize(mesh.indexCount / 3);
|
||||
for (u32 i = 0; i < mesh.indexCount / 3; ++i)
|
||||
{
|
||||
sphereTriangles[i].v1 = mesh.triangleIndices[3 * i + 0];
|
||||
sphereTriangles[i].v2 = mesh.triangleIndices[3 * i + 1];
|
||||
sphereTriangles[i].v3 = mesh.triangleIndices[3 * i + 2];
|
||||
sphereTriangles[i].v1 = mesh.indices[3 * i + 0];
|
||||
sphereTriangles[i].v2 = mesh.indices[3 * i + 1];
|
||||
sphereTriangles[i].v3 = mesh.indices[3 * i + 2];
|
||||
}
|
||||
|
||||
sphereMesh.startTriangle = 0;
|
||||
|
Loading…
x
Reference in New Issue
Block a user