/* * 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 // References: // https://github.com/caosdoar/spheres // https://schneide.blog/2016/07/15/generating-an-icosphere-in-c/ struct smEdge { smEdge() { } smEdge(u32 _v1, u32 _v2) { v1 = _v1; v2 = _v2; } u32 v1, v2; }; struct smEdgeVertexPair { smEdgeVertexPair() { } smEdgeVertexPair(const smEdge& _edge, u32 _vertex) { edge = _edge; vertex = _vertex; } smEdge edge; u32 vertex; }; struct smEdgeVertexMap { smEdgeVertexMap() { } smEdgeVertexPair* Find(const smEdge& edge) { for (u32 i = 0; i < pairs.Count(); ++i) { smEdgeVertexPair* pair = pairs.Get(i); if ((pair->edge.v1 == edge.v1 && pair->edge.v2 == edge.v2) || (pair->edge.v1 == edge.v2 && pair->edge.v2 == edge.v1) ) { return pair; } } return nullptr; } b3StackArray pairs; }; // static inline u32 smSubdivideEdge(u32 i1, u32 i2, const b3Vec3& v1, const b3Vec3& v2, smEdgeVertexMap& edgeVertexMap, smMesh& output) { smEdge edge(i1, i2); smEdgeVertexPair* pair = edgeVertexMap.Find(edge); if (pair) { return pair->vertex; } smEdge newEdge(i1, i2); u32 newVertex = output.vertices.Count(); b3Vec3 v = 0.5f * (v1 + v2); float32 len = v.Normalize(); output.AddVertex(v.x, v.y, v.z); smEdgeVertexPair newPair(newEdge, newVertex); edgeVertexMap.pairs.PushBack(newPair); return newVertex; } // static inline void smSubdivideMesh(smMesh& output, const smMesh& input) { output.vertices = input.vertices; smEdgeVertexMap edgeVertexMap; for (u32 i = 0; i < input.triangleIndices.Count() / 3; ++i) { u32 vi1 = input.triangleIndices[3 * i + 0]; u32 vi2 = input.triangleIndices[3 * i + 1]; u32 vi3 = input.triangleIndices[3 * i + 2]; b3Vec3 v1 = input.vertices[vi1]; b3Vec3 v2 = input.vertices[vi2]; b3Vec3 v3 = input.vertices[vi3]; u32 vi4 = smSubdivideEdge(vi1, vi2, v1, v2, edgeVertexMap, output); u32 vi5 = smSubdivideEdge(vi2, vi3, v2, v3, edgeVertexMap, output); u32 vi6 = smSubdivideEdge(vi3, vi1, v3, v1, edgeVertexMap, output); output.AddTriangle(vi1, vi4, vi6); output.AddTriangle(vi4, vi2, vi5); output.AddTriangle(vi5, vi3, vi6); output.AddTriangle(vi4, vi5, vi6); } } // void smCreateMesh(smMesh& output, u32 subdivisions) { assert(output.vertices.Count() == 0); assert(output.triangleIndices.Count() == 0); smMesh input; input.SetAsIcosahedron(); for (u32 i = 0; i < subdivisions; ++i) { smMesh subOutput; smSubdivideMesh(subOutput, input); input = subOutput; } output = input; }