tge/engine/game/sphere.cc
2017-04-17 06:17:10 -06:00

234 lines
6.5 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/sphere.h"
Sphere::Sphere(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]);
}
//------------------------------------------------------------------------------
Sphere::TriangleMesh * Sphere::createTetrahedron()
{
const F32 sqrt3 = 0.5773502692;
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);
}
//------------------------------------------------------------------------------
Sphere::TriangleMesh * Sphere::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);
}
Sphere::TriangleMesh * Sphere::createIcosahedron()
{
const F32 tau = 0.8506508084;
const F32 one = 0.5257311121;
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 Sphere::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);
}
}
//------------------------------------------------------------------------------
Sphere::~Sphere()
{
// level 0 is static data
for(U32 i = 1; i < mDetails.size(); i++)
{
delete [] mDetails[i]->poly;
delete mDetails[i];
}
}
//------------------------------------------------------------------------------
const Sphere::TriangleMesh * Sphere::getMesh(U32 level)
{
AssertFatal(mDetails.size(), "Sphere::getMesh: no details!");
if(level > MaxLevel)
level = MaxLevel;
//
while(mDetails.size() <= level)
mDetails.push_back(subdivideMesh(mDetails.last()));
return(mDetails[level]);
}
Sphere::TriangleMesh * Sphere::subdivideMesh(TriangleMesh * prevMesh)
{
AssertFatal(prevMesh, "Sphere::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);
}