pub struct Subdivided<T, S: BaseShape> { /* private fields */ }
Expand description
A subdivided shape generated from some BaseShape
and a subdivision level.
The subdivided shape is defined, as is conventional in most 3D graphics systems,
as a list of vertices, and a list of indices into the vertex list which connect
the vertices into primitive shapes. Subdivided
can provide triangle-list indices
indices for solid surface rendering, and line-strip indices for wireframe rendering.
All main triangles specified by S
in BaseShape
are expected to be in counter clockwise winding.
Points are preferably stored with coordinates less
than or equal to 1.0
. This is why all default shapes
lie on the unit sphere.
Implementations§
Source§impl<T> Subdivided<T, IcoSphereBase>
impl<T> Subdivided<T, IcoSphereBase>
Sourcepub fn radius_shapes(&self) -> f32
pub fn radius_shapes(&self) -> f32
Calculate distance from the center of a shape (pentagon or hexagon) to one of the vertices of the shape.
In other words, the radius of the circumscribed circle.
Source§impl<T, S: BaseShape> Subdivided<T, S>
impl<T, S: BaseShape> Subdivided<T, S>
Sourcepub fn new(subdivisions: usize, generator: impl FnMut(Vec3A) -> T) -> Selfwhere
S: Default,
pub fn new(subdivisions: usize, generator: impl FnMut(Vec3A) -> T) -> Selfwhere
S: Default,
Creates the base shape from S
and subdivides it.
This is equivalent to
Subdivided::new_custom_shape(subdivisions, generator, S::default())
and is convenient when S
implements Default
.
Sourcepub fn new_custom_shape(
subdivisions: usize,
generator: impl FnMut(Vec3A) -> T,
shape: S,
) -> Self
pub fn new_custom_shape( subdivisions: usize, generator: impl FnMut(Vec3A) -> T, shape: S, ) -> Self
Creates the base shape from S
and subdivides it.
-
subdivisions
specifies the number of auxiliary points that will be created along the edges the vertices of the base shape. For example, ifsubdivisions
is 0, then the base shape is unaltered; ifsubdivisions
is 3, then each edge of the base shape will have 3 added points, forming 4 triangle edges. -
generator
is a function run for each vertex once all the subdivisions are applied, and its values are stored in an internalVec
, accessible fromSelf::raw_data()
.
Sourcepub fn subdivide(&mut self, amount: usize)
pub fn subdivide(&mut self, amount: usize)
Increases the current subdivision count by amount
.
After calling this, you must call Self::calculate_values()
to compute new vertex data.
Sourcepub fn calculate_values(&mut self, generator: impl FnMut(Vec3A) -> T)
pub fn calculate_values(&mut self, generator: impl FnMut(Vec3A) -> T)
Recalculate data after Self::subdivide()
.
Sourcepub fn raw_points(&self) -> &[Vec3A]
pub fn raw_points(&self) -> &[Vec3A]
The vertex positions created by the subdivision process.
Sourcepub fn get_indices(&self, triangle: usize, buffer: &mut Vec<u32>)
pub fn get_indices(&self, triangle: usize, buffer: &mut Vec<u32>)
Appends the indices for the subdivided form of the specified
main triangle into buffer
.
The specified triangle
is a main triangle on the base
shape. The range of this should be limited to the number
of triangles in the base shape.
Alternatively, use Self::get_all_indices
to get all the
indices.
Each element put into buffer
is an index into Self::raw_data
or Self::raw_points
specifying the position of a triangle vertex.
The first three elements specify the three vertices of a triangle
to be drawn, and the next three elements specify another triangle,
and so on.
Sourcepub fn get_all_indices(&self) -> Vec<u32>
pub fn get_all_indices(&self) -> Vec<u32>
Gets the indices for the triangles making up the subdivided shape.
Each element of the returned Vec
is an index into Self::raw_data
or Self::raw_points
specifying the position of a triangle vertex.
The first three elements specify the three vertices of a triangle
to be drawn, and the next three elements specify another triangle,
and so on.
Together, these triangles cover the entire surface of the shape.
Sourcepub fn get_line_indices(
&self,
buffer: &mut Vec<u32>,
triangle: usize,
delta: usize,
breaks: impl FnMut(&mut Vec<u32>),
)
pub fn get_line_indices( &self, buffer: &mut Vec<u32>, triangle: usize, delta: usize, breaks: impl FnMut(&mut Vec<u32>), )
Appends indices for the wireframe of the subdivided form of
the specified main triangle to buffer
.
This is equivalent to Self::get_all_line_indices
except that it
selects a single main triangle from the base shape. See its documentation
for the format of the result, and how to use delta
and breaks
.
Sourcepub fn get_major_edge_line_indices(
&self,
edge: usize,
buffer: &mut Vec<u32>,
delta: usize,
)
👎Deprecated: Flawed. Use get_major_edges_line_indices()
instead.
pub fn get_major_edge_line_indices( &self, edge: usize, buffer: &mut Vec<u32>, delta: usize, )
get_major_edges_line_indices()
instead.Appends indices for the wireframe of the subdivided form of
the specified main triangle edge to buffer
.
The valid range of edge
is 0..(S::EDGES)
.
See Self::get_line_indices
for more on delta
.
Sourcepub fn get_major_edges_line_indices(
&self,
buffer: &mut Vec<u32>,
delta: u32,
breaks: impl FnMut(&mut Vec<u32>),
)
pub fn get_major_edges_line_indices( &self, buffer: &mut Vec<u32>, delta: u32, breaks: impl FnMut(&mut Vec<u32>), )
Appends indices for the wireframe of the subdivided form of
the base shape’s main triangles’ edges to buffer
.
Compared to Self::get_all_line_indices
, this does not return edges of any of the
triangles which were created by subdivision — only edges of the original triangles.
See that method’s documentation for how to use delta
and breaks
.
Sourcepub fn get_all_line_indices(
&self,
delta: usize,
breaks: impl FnMut(&mut Vec<u32>),
) -> Vec<u32>
pub fn get_all_line_indices( &self, delta: usize, breaks: impl FnMut(&mut Vec<u32>), ) -> Vec<u32>
Returns a vector of indices for the wireframe of the subdivided mesh.
Each element in the returned Vec
is an index into Self::raw_data
or Self::raw_points
specifying the position of a triangle vertex.
The indices are formatted as “line strips”; that is, each vertex
should be connected to the previous by a line, except where a break is
specified.
The breaks
function is run every time there is a necessary break in
the line strip. Use this to, for example, swap out the buffer using
std::mem::take
, or push a special break-marking index into the buffer.
delta
is added to all of the indices pushed into the buffer, and
is generally intended to be used together with breaks
to allow a
marker index at zero.
This marker index might be used to refer to a vertex with position
set to NaN, or parsed in some other way by the graphics API the indices
are fed to.
Sourcepub fn subdivisions(&self) -> usize
pub fn subdivisions(&self) -> usize
Returns the number of subdivisions applied when this shape was created.
Sourcepub fn raw_data(&self) -> &[T]
pub fn raw_data(&self) -> &[T]
Returns the custom data for each vertex created by the generator function.
The length of this slice is equal to the number of vertices in the subdivided shape.
Sourcepub fn raw_data_mut(&mut self) -> &mut [T]
pub fn raw_data_mut(&mut self) -> &mut [T]
Returns mutable access to the custom data created by the generator function.
The length of this slice is equal to the number of vertices in the subdivided shape.
Sourcepub fn indices_per_main_triangle(&self) -> usize
pub fn indices_per_main_triangle(&self) -> usize
Calculate the number of indices which each main triangle will add to the vertex buffer.
§Equation
(subdivisions + 1)²
Calculate the number of vertices contained within each main triangle including the vertices which are shared with another main triangle.
§Equation
(subdivisions + 1) * (subdivisions + 2) / 2
Sourcepub fn vertices_per_main_triangle_unique(&self) -> usize
pub fn vertices_per_main_triangle_unique(&self) -> usize
Calculate the number of vertices contained within each main triangle excluding the ones that are shared with other main triangles.
§Equation
{
{ subdivisions < 2 : 0
{
{ subdivisions >= 2 : (subdivisions - 1) * subdivisions / 2
{
Calculate the number of vertices along the edges of the main triangles and the vertices of the main triangles.
§Equation
subdivisions * EDGES + INITIAL_POINTS