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