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public ConwayPoly Subdivide(float offset) | |
{ | |
var faceIndices = new List<int[]>(); | |
var vertexPoints = new List<Vector3>(); | |
// Add existing vertices | |
for (int vertexIndex = 0; vertexIndex < Vertices.Count; vertexIndex++) | |
{ | |
var x = Vertices[vertexIndex]; | |
vertexPoints.Add(x.Position + x.Normal * offset); | |
} | |
// Create new vertices, one at the midpoint of each edge | |
var newVertices = new Dictionary<(Guid, Guid)?, int>(); | |
int currentVertexIndex = vertexPoints.Count; | |
foreach (var edge in Halfedges) | |
{ | |
vertexPoints.Add(edge.Midpoint); | |
newVertices[edge.PairedName] = currentVertexIndex++; | |
} | |
for (var faceIndex = 0; faceIndex < Faces.Count; faceIndex++) | |
{ | |
var face = Faces[faceIndex]; | |
// Create a new face for each existing face | |
var newFace = new int[face.Sides]; | |
var edge = face.Halfedge; | |
for (int i = 0; i < face.Sides; i++) | |
{ | |
newFace[i] = newVertices[edge.PairedName]; | |
edge = edge.Next; | |
} | |
faceIndices.Add(newFace); | |
} | |
// Create new faces for each vertex | |
for (int idx = 0; idx < Vertices.Count; idx++) | |
{ | |
var vertex = Vertices[idx]; | |
var adjacentFaces = vertex.GetVertexFaces(); | |
for (var faceIndex = 0; faceIndex < adjacentFaces.Count; faceIndex++) | |
{ | |
Face face = adjacentFaces[faceIndex]; | |
var edge = face.GetHalfedges().Find(x => x.Vertex == vertex); | |
int currVertex = newVertices[edge.PairedName]; | |
int prevVertex = newVertices[edge.Next.PairedName]; | |
var triangle = new[] {idx, prevVertex, currVertex}; | |
faceIndices.Add(triangle); | |
var vertexFaceIndices = vertex.GetVertexFaces().Select(f => Faces.IndexOf(f)); | |
} | |
} | |
var poly = new ConwayPoly(vertexPoints, faceIndices); | |
return poly; | |
} |
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