Torque3D/Engine/source/math/util/sphereMesh.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "math/util/sphereMesh.h"
SphereMesh::SphereMesh(U32 baseType)
{
VECTOR_SET_ASSOCIATION(mDetails);
switch(baseType)
{
case Tetrahedron:
mDetails.push_back(createTetrahedron());
break;
case Octahedron:
mDetails.push_back(createOctahedron());
break;
case Icosahedron:
mDetails.push_back(createIcosahedron());
break;
}
calcNormals(mDetails[0]);
}
//------------------------------------------------------------------------------
SphereMesh::TriangleMesh * SphereMesh::createTetrahedron()
{
const F32 sqrt3 = 0.5773502692f;
static Point3F spherePnts[] = {
Point3F( sqrt3, sqrt3, sqrt3 ),
Point3F(-sqrt3,-sqrt3, sqrt3 ),
Point3F(-sqrt3, sqrt3,-sqrt3 ),
Point3F( sqrt3,-sqrt3,-sqrt3 )
};
static Triangle tetrahedron[] = {
Triangle(spherePnts[0], spherePnts[1], spherePnts[2]),
Triangle(spherePnts[0], spherePnts[3], spherePnts[1]),
Triangle(spherePnts[2], spherePnts[1], spherePnts[3]),
Triangle(spherePnts[3], spherePnts[0], spherePnts[2]),
};
static TriangleMesh tetrahedronMesh = {
Tetrahedron,
&tetrahedron[0]
};
return(&tetrahedronMesh);
}
//------------------------------------------------------------------------------
SphereMesh::TriangleMesh * SphereMesh::createOctahedron()
{
//
static Point3F spherePnts[] = {
Point3F( 1, 0, 0),
Point3F(-1, 0, 0),
Point3F( 0, 1, 0),
Point3F( 0,-1, 0),
Point3F( 0, 0, 1),
Point3F( 0, 0,-1)
};
//
static Triangle octahedron[] = {
Triangle(spherePnts[0], spherePnts[4], spherePnts[2]),
Triangle(spherePnts[2], spherePnts[4], spherePnts[1]),
Triangle(spherePnts[1], spherePnts[4], spherePnts[3]),
Triangle(spherePnts[3], spherePnts[4], spherePnts[0]),
Triangle(spherePnts[0], spherePnts[2], spherePnts[5]),
Triangle(spherePnts[2], spherePnts[1], spherePnts[5]),
Triangle(spherePnts[1], spherePnts[3], spherePnts[5]),
Triangle(spherePnts[3], spherePnts[0], spherePnts[5])
};
//
static TriangleMesh octahedronMesh = {
Octahedron,
&octahedron[0]
};
return(&octahedronMesh);
}
SphereMesh::TriangleMesh * SphereMesh::createIcosahedron()
{
const F32 tau = 0.8506508084f;
const F32 one = 0.5257311121f;
static Point3F spherePnts[] = {
Point3F( tau, one, 0),
Point3F(-tau, one, 0),
Point3F(-tau,-one, 0),
Point3F( tau,-one, 0),
Point3F( one, 0, tau),
Point3F( one, 0,-tau),
Point3F(-one, 0,-tau),
Point3F(-one, 0, tau),
Point3F( 0, tau, one),
Point3F( 0,-tau, one),
Point3F( 0,-tau,-one),
Point3F( 0, tau,-one),
};
static Triangle icosahedron[] = {
Triangle(spherePnts[4], spherePnts[8], spherePnts[7]),
Triangle(spherePnts[4], spherePnts[7], spherePnts[9]),
Triangle(spherePnts[5], spherePnts[6], spherePnts[11]),
Triangle(spherePnts[5], spherePnts[10], spherePnts[6]),
Triangle(spherePnts[0], spherePnts[4], spherePnts[3]),
Triangle(spherePnts[0], spherePnts[3], spherePnts[5]),
Triangle(spherePnts[2], spherePnts[7], spherePnts[1]),
Triangle(spherePnts[2], spherePnts[1], spherePnts[6]),
Triangle(spherePnts[8], spherePnts[0], spherePnts[11]),
Triangle(spherePnts[8], spherePnts[11], spherePnts[1]),
Triangle(spherePnts[9], spherePnts[10], spherePnts[3]),
Triangle(spherePnts[9], spherePnts[2], spherePnts[10]),
Triangle(spherePnts[8], spherePnts[4], spherePnts[0]),
Triangle(spherePnts[11], spherePnts[0], spherePnts[5]),
Triangle(spherePnts[4], spherePnts[9], spherePnts[3]),
Triangle(spherePnts[5], spherePnts[3], spherePnts[10]),
Triangle(spherePnts[7], spherePnts[8], spherePnts[1]),
Triangle(spherePnts[6], spherePnts[1], spherePnts[11]),
Triangle(spherePnts[7], spherePnts[2], spherePnts[9]),
Triangle(spherePnts[6], spherePnts[10], spherePnts[2]),
};
static TriangleMesh icosahedronMesh = {
Icosahedron,
&icosahedron[0]
};
return(&icosahedronMesh);
}
//------------------------------------------------------------------------------
void SphereMesh::calcNormals(TriangleMesh * mesh)
{
for(U32 i = 0; i < mesh->numPoly; i++)
{
Triangle & tri = mesh->poly[i];
mCross(tri.pnt[1] - tri.pnt[0], tri.pnt[2] - tri.pnt[0], &tri.normal);
}
}
//------------------------------------------------------------------------------
SphereMesh::~SphereMesh()
{
// level 0 is static data
for(U32 i = 1; i < mDetails.size(); i++)
{
delete [] mDetails[i]->poly;
delete mDetails[i];
}
}
//------------------------------------------------------------------------------
const SphereMesh::TriangleMesh * SphereMesh::getMesh(U32 level)
{
AssertFatal(mDetails.size(), "SphereMesh::getMesh: no details!");
if(level > MaxLevel)
level = MaxLevel;
//
while(mDetails.size() <= level)
mDetails.push_back(subdivideMesh(mDetails.last()));
return(mDetails[level]);
}
SphereMesh::TriangleMesh * SphereMesh::subdivideMesh(TriangleMesh * prevMesh)
{
AssertFatal(prevMesh, "SphereMesh::subdivideMesh: invalid previous mesh level!");
//
TriangleMesh * mesh = new TriangleMesh;
mesh->numPoly = prevMesh->numPoly * 4;
mesh->poly = new Triangle [mesh->numPoly];
//
for(U32 i = 0; i < prevMesh->numPoly; i++)
{
Triangle * pt = &prevMesh->poly[i];
Triangle * nt = &mesh->poly[i*4];
Point3F a = (pt->pnt[0] + pt->pnt[2]) / 2;
Point3F b = (pt->pnt[0] + pt->pnt[1]) / 2;
Point3F c = (pt->pnt[1] + pt->pnt[2]) / 2;
// force the point onto the unit sphere surface
a.normalize();
b.normalize();
c.normalize();
//
nt->pnt[0] = pt->pnt[0];
nt->pnt[1] = b;
nt->pnt[2] = a;
nt++;
//
nt->pnt[0] = b;
nt->pnt[1] = pt->pnt[1];
nt->pnt[2] = c;
nt++;
//
nt->pnt[0] = a;
nt->pnt[1] = b;
nt->pnt[2] = c;
nt++;
//
nt->pnt[0] = a;
nt->pnt[1] = c;
nt->pnt[2] = pt->pnt[2];
}
calcNormals(mesh);
return(mesh);
}