// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2008 Gael Guennebaud // // This Source Code Form is subject to the terms of the Mozilla // Public License v. 2.0. If a copy of the MPL was not distributed // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. #include "icosphere.h" #include #include using namespace Eigen; //-------------------------------------------------------------------------------- // icosahedron data //-------------------------------------------------------------------------------- #define X .525731112119133606 #define Z .850650808352039932 static GLfloat vdata[12][3] = {{-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z}, {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X}, {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0}}; static GLint tindices[20][3] = {{0, 4, 1}, {0, 9, 4}, {9, 5, 4}, {4, 5, 8}, {4, 8, 1}, {8, 10, 1}, {8, 3, 10}, {5, 3, 8}, {5, 2, 3}, {2, 7, 3}, {7, 10, 3}, {7, 6, 10}, {7, 11, 6}, {11, 0, 6}, {0, 1, 6}, {6, 1, 10}, {9, 0, 11}, {9, 11, 2}, {9, 2, 5}, {7, 2, 11}}; //-------------------------------------------------------------------------------- IcoSphere::IcoSphere(unsigned int levels) { // init with an icosahedron for (int i = 0; i < 12; i++) mVertices.push_back(Map(vdata[i])); mIndices.push_back(new std::vector); std::vector& indices = *mIndices.back(); for (int i = 0; i < 20; i++) { for (int k = 0; k < 3; k++) indices.push_back(tindices[i][k]); } mListIds.push_back(0); while (mIndices.size() < levels) _subdivide(); } const std::vector& IcoSphere::indices(int level) const { while (level >= int(mIndices.size())) const_cast(this)->_subdivide(); return *mIndices[level]; } void IcoSphere::_subdivide(void) { typedef unsigned long long Key; std::map edgeMap; const std::vector& indices = *mIndices.back(); mIndices.push_back(new std::vector); std::vector& refinedIndices = *mIndices.back(); int end = indices.size(); for (int i = 0; i < end; i += 3) { int ids0[3], // indices of outer vertices ids1[3]; // indices of edge vertices for (int k = 0; k < 3; ++k) { int k1 = (k + 1) % 3; int e0 = indices[i + k]; int e1 = indices[i + k1]; ids0[k] = e0; if (e1 > e0) std::swap(e0, e1); Key edgeKey = Key(e0) | (Key(e1) << 32); std::map::iterator it = edgeMap.find(edgeKey); if (it == edgeMap.end()) { ids1[k] = mVertices.size(); edgeMap[edgeKey] = ids1[k]; mVertices.push_back((mVertices[e0] + mVertices[e1]).normalized()); } else ids1[k] = it->second; } refinedIndices.push_back(ids0[0]); refinedIndices.push_back(ids1[0]); refinedIndices.push_back(ids1[2]); refinedIndices.push_back(ids0[1]); refinedIndices.push_back(ids1[1]); refinedIndices.push_back(ids1[0]); refinedIndices.push_back(ids0[2]); refinedIndices.push_back(ids1[2]); refinedIndices.push_back(ids1[1]); refinedIndices.push_back(ids1[0]); refinedIndices.push_back(ids1[1]); refinedIndices.push_back(ids1[2]); } mListIds.push_back(0); } void IcoSphere::draw(int level) { while (level >= int(mIndices.size())) const_cast(this)->_subdivide(); if (mListIds[level] == 0) { mListIds[level] = glGenLists(1); glNewList(mListIds[level], GL_COMPILE); glVertexPointer(3, GL_FLOAT, 0, mVertices[0].data()); glNormalPointer(GL_FLOAT, 0, mVertices[0].data()); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glDrawElements(GL_TRIANGLES, mIndices[level]->size(), GL_UNSIGNED_INT, &(mIndices[level]->at(0))); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glEndList(); } glCallList(mListIds[level]); }