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#ifndef VISUAL_SPHMODEL_H
#define VISUAL_SPHMODEL_H
// Copyright (c) 2000, 2001, 2002, 2003 by David Scherer and others.
// See the file license.txt for complete license terms.
// See the file authors.txt for a complete list of contributors.
#include <cmath>
#include <cstdlib>
#include "vertex.h"
// sphmodel.h - Deep magic to generate sphere models
// I generate spheres by subdividing an icosahedron, a Platonic
// solid with 12 vertices and 20 sides, each an equilateral
// triangle. Each triangle is subdivided into four, yielding
// a figure with 80 sides, 320 sides, and so on. The complexity
// is due to the fact that an 80-face "sphere" should have 42
// vertices, but a naiive algorithm will generate many more
// (multiple vertices at the same spot). I avoid this with lots
// of unmaintainable pointer goop. If you have to modify this
// file significantly, just start over. I warned you!
namespace visual {
struct sph_model
{
float* verts;
vertex* proj;
float* color;
int* indices;
int nverts;
int ni;
static inline void
normalize(float v[3])
{
float n = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
float m = 1.0 / std::sqrt( n );
v[0] *= m;
v[1] *= m;
v[2] *= m;
}
static sph_model& get( int depth);
inline float*
newe( int span)
{
float* e = verts + 3*(nverts - 1); // one before the beginning
nverts += span-1;
return e;
}
sph_model( int depth);
inline float*
avgptr( float* a, float* b)
{ return (float*)( std::ptrdiff_t(a) + ((std::ptrdiff_t(b)-std::ptrdiff_t(a))>>1) ); }
void subdivide( int span, float* v1, float* v2, float *v3
, float* s1, float* s2, float* s3
, float* e1, float* e2, float* e3 );
};
} // !namespace visual
#endif // !VISUAL_SPHMODEL_H
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