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00025 #include "icosphere.h"
00026
00027 #include <GL/gl.h>
00028 #include <map>
00029
00030 using namespace Eigen;
00031
00032
00033
00034
00035 #define X .525731112119133606
00036 #define Z .850650808352039932
00037
00038 static GLfloat vdata[12][3] = {
00039 {-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z},
00040 {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X},
00041 {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0}
00042 };
00043
00044 static GLint tindices[20][3] = {
00045 {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
00046 {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
00047 {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
00048 {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };
00049
00050
00051 IcoSphere::IcoSphere(unsigned int levels)
00052 {
00053
00054 for (int i = 0; i < 12; i++)
00055 mVertices.push_back(Map<Vector3f>(vdata[i]));
00056 mIndices.push_back(new std::vector<int>);
00057 std::vector<int>& indices = *mIndices.back();
00058 for (int i = 0; i < 20; i++)
00059 {
00060 for (int k = 0; k < 3; k++)
00061 indices.push_back(tindices[i][k]);
00062 }
00063 mListIds.push_back(0);
00064
00065 while(mIndices.size()<levels)
00066 _subdivide();
00067 }
00068
00069 const std::vector<int>& IcoSphere::indices(int level) const
00070 {
00071 while (level>=int(mIndices.size()))
00072 const_cast<IcoSphere*>(this)->_subdivide();
00073 return *mIndices[level];
00074 }
00075
00076 void IcoSphere::_subdivide(void)
00077 {
00078 typedef unsigned long long Key;
00079 std::map<Key,int> edgeMap;
00080 const std::vector<int>& indices = *mIndices.back();
00081 mIndices.push_back(new std::vector<int>);
00082 std::vector<int>& refinedIndices = *mIndices.back();
00083 int end = indices.size();
00084 for (int i=0; i<end; i+=3)
00085 {
00086 int ids0[3],
00087 ids1[3];
00088 for (int k=0; k<3; ++k)
00089 {
00090 int k1 = (k+1)%3;
00091 int e0 = indices[i+k];
00092 int e1 = indices[i+k1];
00093 ids0[k] = e0;
00094 if (e1>e0)
00095 std::swap(e0,e1);
00096 Key edgeKey = Key(e0) | (Key(e1)<<32);
00097 std::map<Key,int>::iterator it = edgeMap.find(edgeKey);
00098 if (it==edgeMap.end())
00099 {
00100 ids1[k] = mVertices.size();
00101 edgeMap[edgeKey] = ids1[k];
00102 mVertices.push_back( (mVertices[e0]+mVertices[e1]).normalized() );
00103 }
00104 else
00105 ids1[k] = it->second;
00106 }
00107 refinedIndices.push_back(ids0[0]); refinedIndices.push_back(ids1[0]); refinedIndices.push_back(ids1[2]);
00108 refinedIndices.push_back(ids0[1]); refinedIndices.push_back(ids1[1]); refinedIndices.push_back(ids1[0]);
00109 refinedIndices.push_back(ids0[2]); refinedIndices.push_back(ids1[2]); refinedIndices.push_back(ids1[1]);
00110 refinedIndices.push_back(ids1[0]); refinedIndices.push_back(ids1[1]); refinedIndices.push_back(ids1[2]);
00111 }
00112 mListIds.push_back(0);
00113 }
00114
00115 void IcoSphere::draw(int level)
00116 {
00117 while (level>=int(mIndices.size()))
00118 const_cast<IcoSphere*>(this)->_subdivide();
00119 if (mListIds[level]==0)
00120 {
00121 mListIds[level] = glGenLists(1);
00122 glNewList(mListIds[level], GL_COMPILE);
00123 glVertexPointer(3, GL_FLOAT, 0, mVertices[0].data());
00124 glNormalPointer(GL_FLOAT, 0, mVertices[0].data());
00125 glEnableClientState(GL_VERTEX_ARRAY);
00126 glEnableClientState(GL_NORMAL_ARRAY);
00127 glDrawElements(GL_TRIANGLES, mIndices[level]->size(), GL_UNSIGNED_INT, &(mIndices[level]->at(0)));
00128 glDisableClientState(GL_VERTEX_ARRAY);
00129 glDisableClientState(GL_NORMAL_ARRAY);
00130 glEndList();
00131 }
00132 glCallList(mListIds[level]);
00133 }
00134
00135