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#ifndef Magnum_Primitives_Icosphere_h
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#define Magnum_Primitives_Icosphere_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Primitives::Icosahedron, Magnum::Primitives::Icosphere
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*/
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#include "AbstractPrimitive.h"
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#include "MeshBuilder.h"
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#include "SizeTraits.h"
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namespace Magnum { namespace Primitives {
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/**
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@brief Icosahedron
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@todo Use own computed (and more precise) icosahedron data, not these stolen
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from Blender.
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*/
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class Icosahedron {
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public:
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static const Vector4 vertices[]; /**< @brief Vertices */
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static const GLubyte indices[]; /**< @brief Indices */
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};
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/**
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* @brief %Icosphere primitive
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* @tparam subdivisions Number of subdivisions
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*/
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template<size_t subdivisions> class Icosphere: public AbstractPrimitive<typename SizeTraits<Log<256, Pow<4, subdivisions>::value*20*3>::value>::SizeType> {
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public:
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Icosphere() {
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if(vertexCount() == 0) subdivide();
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}
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inline Mesh::Primitive primitive() const { return Mesh::Triangles; }
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inline size_t vertexCount() const { return builder()->vertexCount(); }
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inline size_t indexCount() const { return builder()->indexCount(); }
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inline void build(IndexedMesh* mesh, Buffer* vertexBuffer) {
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/* mesh is prepared by the builder, no need to call prepareMesh */
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builder()->build(mesh, vertexBuffer, Buffer::DrawStatic, Buffer::DrawStatic);
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}
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private:
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static MeshBuilder<Vector4>* builder() {
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static MeshBuilder<Vector4>* _builder = nullptr;
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if(!_builder) _builder = new MeshBuilder<Vector4>();
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return _builder;
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}
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static void subdivide() {
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builder()->setData(Icosahedron::vertices, Icosahedron::indices, 12, 60);
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for(size_t i = 0; i != subdivisions; ++i)
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builder()->subdivide([](const Vector4& a, const Vector4& b) {
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return (a+b).xyz().normalized();
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});
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if(subdivisions) builder()->cleanMesh();
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}
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};
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}}
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#endif
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