// // KRMeshSphere.cpp // KREngine // // Copyright 2012 Kearwood Gilbert. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, this list // of conditions and the following disclaimer in the documentation and/or other materials // provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of Kearwood Gilbert. // #include "KRMeshSphere.h" KRMeshSphere::KRMeshSphere(KRContext &context) : KRMesh(context, "__sphere") { m_constant = true; KRMesh::mesh_info mi; // Create a triangular facet approximation to a sphere // Based on algorithm from Paul Bourke: http://paulbourke.net/miscellaneous/sphere_cylinder/ int iterations = 3; int facet_count = (int)(pow(4, iterations) * 8.0f); std::vector f = std::vector(facet_count); int i,it; float a; Vector3 p[6] = { Vector3::Create(0,0,1), Vector3::Create(0,0,-1), Vector3::Create(-1,-1,0), Vector3::Create(1,-1,0), Vector3::Create(1,1,0), Vector3::Create(-1,1,0) }; Vector3 pa,pb,pc; int nt = 0,ntold; /* Create the level 0 object */ a = 1.0f / sqrtf(2.0f); for (i=0;i<6;i++) { p[i].x *= a; p[i].y *= a; } f[0][0] = p[0]; f[0][1] = p[3]; f[0][2] = p[4]; f[1][0] = p[0]; f[1][1] = p[4]; f[1][2] = p[5]; f[2][0] = p[0]; f[2][1] = p[5]; f[2][2] = p[2]; f[3][0] = p[0]; f[3][1] = p[2]; f[3][2] = p[3]; f[4][0] = p[1]; f[4][1] = p[4]; f[4][2] = p[3]; f[5][0] = p[1]; f[5][1] = p[5]; f[5][2] = p[4]; f[6][0] = p[1]; f[6][1] = p[2]; f[6][2] = p[5]; f[7][0] = p[1]; f[7][1] = p[3]; f[7][2] = p[2]; nt = 8; /* Bisect each edge and move to the surface of a unit sphere */ for (it=0;it