Created
October 28, 2013 23:26
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Icosahedron
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ofMesh ico = createIcosahedron(120); | |
ofMesh testApp::createIcosahedron(float size) { | |
ofMesh mesh; | |
GLdouble vertexB[][3]= { | |
{0, -0.525731, 0.850651}, // vertices[0] | |
{0.850651, 0, 0.525731}, // vertices[1] | |
{0.850651, 0, -0.525731}, // vertices[2] | |
{-0.850651, 0, -0.525731}, // vertices[3] | |
{-0.850651, 0, 0.525731}, // vertices[4] | |
{-0.525731, 0.850651, 0}, // vertices[5] | |
{0.525731, 0.850651, 0}, // vertices[6] | |
{0.525731, -0.850651, 0}, // vertices[7] | |
{-0.525731, -0.850651, 0}, // vertices[8] | |
{0, -0.525731, -0.850651}, // vertices[9] | |
{0, 0.525731, -0.850651}, // vertices[10] | |
{0, 0.525731, 0.850651} // vertices[11] | |
}; | |
GLdouble colorsB[][4] = { | |
{1.0, 0.0, 0.0, 1.0}, | |
{1.0, 0.5, 0.0, 1.0}, | |
{1.0, 1.0, 0.0, 1.0}, | |
{0.5, 1.0, 0.0, 1.0}, | |
{0.0, 1.0, 0.0, 1.0}, | |
{0.0, 1.0, 0.5, 1.0}, | |
{0.0, 1.0, 1.0, 1.0}, | |
{0.0, 0.5, 1.0, 1.0}, | |
{0.0, 0.0, 1.0, 1.0}, | |
{0.5, 0.0, 1.0, 1.0}, | |
{1.0, 0.0, 1.0, 1.0}, | |
{1.0, 0.0, 0.5, 1.0} | |
}; | |
// indicates the order | |
// 20 triangle faces & 3 points = 60 | |
// sucks we have to use this | |
// what are the defautls | |
static const GLubyte icosahedronFaces[] = { | |
1, 2, 6, | |
1, 7, 2, | |
3, 4, 5, | |
4, 3, 8, | |
6, 5, 11, | |
5, 6, 10, | |
9, 10, 2, | |
10, 9, 3, | |
7, 8, 9, | |
8, 7, 0, | |
11, 0, 1, | |
0, 11, 4, | |
6, 2, 10, | |
1, 6, 11, | |
3, 5, 10, | |
5, 4, 11, | |
2, 7, 9, | |
7, 1, 0, | |
3, 9, 8, | |
4, 8, 0, | |
}; | |
GLdouble normalB[][3] = { | |
{0.000000, -0.417775, 0.675974}, | |
{0.675973, 0.000000, 0.417775}, | |
{0.675973, -0.000000, -0.417775}, | |
{-0.675973, 0.000000, -0.417775}, | |
{-0.675973, -0.000000, 0.417775}, | |
{-0.417775, 0.675974, 0.000000}, | |
{0.417775, 0.675973, -0.000000}, | |
{0.417775, -0.675974, 0.000000}, | |
{-0.417775, -0.675974, 0.000000}, | |
{0.000000, -0.417775, -0.675973}, | |
{0.000000, 0.417775, -0.675974}, | |
{0.000000, 0.417775, 0.675973} | |
}; //36 | |
for(int i = 0 ; i < 12; i++) { | |
// vertex | |
ofVec3f v; | |
v.x = vertexB[i][0] * size; | |
v.y = vertexB[i][1] * size; | |
v.z = vertexB[i][2] * size; | |
mesh.addVertex(v); | |
// normal- meeded for lighting | |
ofVec3f n; | |
n.x = normalB[i][0];// * 100; | |
n.y = normalB[i][1];// * 100; | |
n.z = normalB[i][2];// * 100; | |
mesh.addNormal(n); | |
// color | |
ofFloatColor c; | |
c.set( colorsB[i][0], colorsB[i][1], colorsB[i][2], 1.0f); | |
mesh.addColor( c ); | |
} | |
for(int i = 0 ; i < 60; i++) { | |
mesh.addIndex(icosahedronFaces[i]); | |
} | |
return mesh; | |
} |
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