113 lines
2.7 KiB
C
113 lines
2.7 KiB
C
/*
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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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#ifndef SPHERE_MESH_H
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#define SPHERE_MESH_H
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#include <bounce/bounce.h>
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//
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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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{
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Copy(other);
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return *this;
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}
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void Copy(const smMesh& other)
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{
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vertices = other.vertices;
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triangleIndices = other.triangleIndices;
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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));
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AddVertex(-1.0f, t, 0.0f);
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AddVertex(1.0f, t, 0.0f);
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AddVertex(-1.0f, -t, 0.0f);
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AddVertex(1.0f, -t, 0.0f);
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AddVertex(0.0f, -1.0f, t);
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AddVertex(0.0f, 1.0f, t);
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AddVertex(0.0f, -1.0f, -t);
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AddVertex(0.0f, 1.0f, -t);
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AddVertex(t, 0.0f, -1.0f);
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AddVertex(t, 0.0f, 1.0f);
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AddVertex(-t, 0.0f, -1.0f);
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AddVertex(-t, 0.0f, 1.0f);
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for (u32 i = 0; i < vertices.Count(); ++i)
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{
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vertices[i].Normalize();
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}
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assert(triangleIndices.Count() == 0);
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AddTriangle(0, 11, 5);
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AddTriangle(0, 5, 1);
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AddTriangle(0, 1, 7);
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AddTriangle(0, 7, 10);
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AddTriangle(0, 10, 11);
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AddTriangle(1, 5, 9);
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AddTriangle(5, 11, 4);
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AddTriangle(11, 10, 2);
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AddTriangle(10, 7, 6);
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AddTriangle(7, 1, 8);
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AddTriangle(3, 9, 4);
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AddTriangle(3, 4, 2);
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AddTriangle(3, 2, 6);
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AddTriangle(3, 6, 8);
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AddTriangle(3, 8, 9);
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AddTriangle(4, 9, 5);
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AddTriangle(2, 4, 11);
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AddTriangle(6, 2, 10);
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AddTriangle(8, 6, 7);
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AddTriangle(9, 8, 1);
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}
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b3StackArray<b3Vec3, 256> vertices;
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b3StackArray<u32, 256> triangleIndices;
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};
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// Generate an icosphere given the number of subdivisions.
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void smCreateMesh(smMesh& output, u32 subdivisions);
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#endif |