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Generate vertices/edges for a n-dimensional cube
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// Generate n-dimensional cube vertex/edges (opengl) | |
void genVerts (int dimensions, float scale = 1.0f) { | |
assert(dimensions > 1 && dimensions <= 4); | |
auto posVal = scale * 0.5f; | |
auto negVal = -posVal; | |
auto n = 1 << dimensions; | |
for (auto i = 0; i < n; ++i) { | |
for (auto bit_scan = 1; bit_scan & (n - 1); bit_scan <<= 1) { | |
emitVertexComponent( i & bit_scan ? posVal : negVal ); | |
} | |
} | |
} | |
void genEdges (int dimensions) { | |
// Algorithm based (sort of) on graycode: | |
// If vertex (0, 0, 0) is at index 000, vertex (0, 1, 0) at index 010, etc., then generating | |
// edges between the vertices becomes a matter of connecting the vertices whose components differ | |
// by at most 1 (x-axis, y-axis, or z-axis). To prevent duplicates, we only connect verts *upwards* | |
// (eg 010 -> 110, 011, but not 110 -> 010 or 100, and do this via connecting an index i to each | |
// other i w/ one extra set bit (if it exists)). In three dimensions, this works as follows: | |
// 000 -> 100, 010, 001 | |
// 100 -> 110, 101 | |
// 010 -> 110, 011 | |
// 110 -> 111 | |
// ... | |
// 111 -> (nothing) | |
// | |
assert(dimensions > 1 && dimensions <= 4); | |
auto n = 1 << dimensions; | |
auto mask = n - 1; | |
for (auto i = 0; i < n; ++i) { | |
for (auto b = 1; b & mask; b <<= 1) { | |
if ((i & b) == 0) { | |
emitEdgeIndexPair(i, i | b); | |
} | |
} | |
} | |
} |
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Shared credit w/ Michael Snowden (the genEdges algorithm and the bitwise optimizations are mine).
For a full graphical impl, see https://gist.github.com/MichaelSnowden/0d03155e3cbd20fcd04c.