예제 #1
0
파일: Icosphere.cs 프로젝트: keijiro/VJ05
        public void Subdivide()
        {
            var vc = new VertexCache();
            vc.vertices.AddRange(vertexCache.vertices);

            var midPoints = new MidpointTable(vc);
            foreach (var t in vertexCache.triangles) {
                var m1 = midPoints.GetMidpoint(t.i1, t.i2);
                var m2 = midPoints.GetMidpoint(t.i2, t.i3);
                var m3 = midPoints.GetMidpoint(t.i3, t.i1);
                vc.AddTriangle(t.i1, m1, m3);
                vc.AddTriangle(m1, t.i2, m2);
                vc.AddTriangle(m3, m2, t.i3);
                vc.AddTriangle(m1, m2, m3);
            }

            vertexCache = vc;
        }
예제 #2
0
        public void Subdivide()
        {
            var vc = new VertexCache();

            vc.vertices.AddRange(vertexCache.vertices);

            var midPoints = new MidpointTable(vc);

            foreach (var t in vertexCache.triangles)
            {
                var m1 = midPoints.GetMidpoint(t.i1, t.i2);
                var m2 = midPoints.GetMidpoint(t.i2, t.i3);
                var m3 = midPoints.GetMidpoint(t.i3, t.i1);
                vc.AddTriangle(t.i1, m1, m3);
                vc.AddTriangle(m1, t.i2, m2);
                vc.AddTriangle(m3, m2, t.i3);
                vc.AddTriangle(m1, m2, m3);
            }

            vertexCache = vc;
        }
예제 #3
0
        public IcosphereBuilder()
        {
            var t = (1 + Mathf.Sqrt(5)) / 2;

            vertexCache = new VertexCache();

            vertexCache.AddVertex(new Vector3(-1, +t, 0).normalized);
            vertexCache.AddVertex(new Vector3(+1, +t, 0).normalized);
            vertexCache.AddVertex(new Vector3(-1, -t, 0).normalized);
            vertexCache.AddVertex(new Vector3(+1, -t, 0).normalized);

            vertexCache.AddVertex(new Vector3(0, -1, +t).normalized);
            vertexCache.AddVertex(new Vector3(0, +1, +t).normalized);
            vertexCache.AddVertex(new Vector3(0, -1, -t).normalized);
            vertexCache.AddVertex(new Vector3(0, +1, -t).normalized);

            vertexCache.AddVertex(new Vector3(+t, 0, -1).normalized);
            vertexCache.AddVertex(new Vector3(+t, 0, +1).normalized);
            vertexCache.AddVertex(new Vector3(-t, 0, -1).normalized);
            vertexCache.AddVertex(new Vector3(-t, 0, +1).normalized);

            vertexCache.AddTriangle(0, 11, 5);
            vertexCache.AddTriangle(0, 5, 1);
            vertexCache.AddTriangle(0, 1, 7);
            vertexCache.AddTriangle(0, 7, 10);
            vertexCache.AddTriangle(0, 10, 11);

            vertexCache.AddTriangle(1, 5, 9);
            vertexCache.AddTriangle(5, 11, 4);
            vertexCache.AddTriangle(11, 10, 2);
            vertexCache.AddTriangle(10, 7, 6);
            vertexCache.AddTriangle(7, 1, 8);

            vertexCache.AddTriangle(3, 9, 4);
            vertexCache.AddTriangle(3, 4, 2);
            vertexCache.AddTriangle(3, 2, 6);
            vertexCache.AddTriangle(3, 6, 8);
            vertexCache.AddTriangle(3, 8, 9);

            vertexCache.AddTriangle(4, 9, 5);
            vertexCache.AddTriangle(2, 4, 11);
            vertexCache.AddTriangle(6, 2, 10);
            vertexCache.AddTriangle(8, 6, 7);
            vertexCache.AddTriangle(9, 8, 1);
        }
예제 #4
0
        public IcosphereBuilder()
        {
            var t = (1 + Mathf.Sqrt(5)) / 2;

            vertexCache = new VertexCache();

            vertexCache.AddVertex(new Vector3(-1, +t, 0).normalized);
            vertexCache.AddVertex(new Vector3(+1, +t, 0).normalized);
            vertexCache.AddVertex(new Vector3(-1, -t, 0).normalized);
            vertexCache.AddVertex(new Vector3(+1, -t, 0).normalized);

            vertexCache.AddVertex(new Vector3(0, -1, +t).normalized);
            vertexCache.AddVertex(new Vector3(0, +1, +t).normalized);
            vertexCache.AddVertex(new Vector3(0, -1, -t).normalized);
            vertexCache.AddVertex(new Vector3(0, +1, -t).normalized);

            vertexCache.AddVertex(new Vector3(+t, 0, -1).normalized);
            vertexCache.AddVertex(new Vector3(+t, 0, +1).normalized);
            vertexCache.AddVertex(new Vector3(-t, 0, -1).normalized);
            vertexCache.AddVertex(new Vector3(-t, 0, +1).normalized);

            vertexCache.AddTriangle(0, 11, 5);
            vertexCache.AddTriangle(0, 5, 1);
            vertexCache.AddTriangle(0, 1, 7);
            vertexCache.AddTriangle(0, 7, 10);
            vertexCache.AddTriangle(0, 10, 11);

            vertexCache.AddTriangle(1, 5, 9);
            vertexCache.AddTriangle(5, 11, 4);
            vertexCache.AddTriangle(11, 10, 2);
            vertexCache.AddTriangle(10, 7, 6);
            vertexCache.AddTriangle(7, 1, 8);

            vertexCache.AddTriangle(3, 9, 4);
            vertexCache.AddTriangle(3, 4, 2);
            vertexCache.AddTriangle(3, 2, 6);
            vertexCache.AddTriangle(3, 6, 8);
            vertexCache.AddTriangle(3, 8, 9);

            vertexCache.AddTriangle(4, 9, 5);
            vertexCache.AddTriangle(2, 4, 11);
            vertexCache.AddTriangle(6, 2, 10);
            vertexCache.AddTriangle(8, 6, 7);
            vertexCache.AddTriangle(9, 8, 1);
        }