106 lines
3.9 KiB
Markdown
106 lines
3.9 KiB
Markdown
Generates the shapes and then serializes them to a file with a list of vertices
|
|
(`positions`) and a list of triangle faces (`cells`) that index into the list of
|
|
vertices. Suitable for input into [Three.js's
|
|
BufferGeometry](https://threejs.org/docs/#api/en/core/BufferGeometry) or
|
|
[regl](https://github.com/regl-project/regl/blob/gh-pages/example/camera.js).
|
|
|
|
Icosahedrons can be generated significantly faster than Three.js's version in
|
|
JavaScript (which I pretty much copied into Rust).
|
|
|
|
Trunacated icosahedrons (I call them hexspheres) are a bit slower to generate
|
|
since they are made by generating a icosahedron and then truncating every point
|
|
into hexagon and pentagon faces.
|
|
|
|
The program can also add color to each face by assigning each vertex a color,
|
|
but this comes at the cost of duplicating the shared vertices in the base model
|
|
so each face has a unique set of vertices, greatly increasing the size of the
|
|
mesh.
|
|
|
|
When rendering hexspheres of detail level 5 and higher and icosahedrons of
|
|
detail level of 7 and higher in WebGL, make sure to enable the
|
|
[`OES_element_index_uint`](https://developer.mozilla.org/en-US/docs/Web/API/OES_element_index_uint)
|
|
extension since the number of vertices might overflow the normal int index.
|
|
|
|
View the shapes in 3D at: https://www.hallada.net/planet/
|
|
|
|
## Screenshots
|
|
|
|
To generate a detailed hexsphere, it starts with base icosahedron:
|
|
|
|
![icosahedron](img/icosahedron_colored_1.png)
|
|
|
|
Subdivides its sides into a more detailed icosahedron:
|
|
|
|
![subdivided icosahedron](img/icosahedron_colored_3.png)
|
|
|
|
Then, truncates every point in the icosahedron into hexagons and 12 pentagons:
|
|
|
|
![hexsphere detail 3](img/hexsphere_colored_3.png)
|
|
|
|
Up to any detail level:
|
|
|
|
![hexsphere detail 7](img/hexsphere_colored_7.png)
|
|
|
|
## Install
|
|
|
|
To install, either run `cargo install icosahedron` or checkout the repo and run
|
|
`cargo build --release`.
|
|
|
|
## Usage
|
|
|
|
Run it with the following options:
|
|
|
|
```
|
|
icosahedron 0.1.1
|
|
Tyler Hallada <tyler@hallada.net>
|
|
Generates 3D icosahedra meshes
|
|
|
|
USAGE:
|
|
icosahedron [FLAGS] [OPTIONS] [OUTPUT]
|
|
|
|
FLAGS:
|
|
-c, --colored Assigns a random color to every face (increases vertices count).
|
|
-h, --help Prints help information
|
|
-t, --truncated Generate truncated icosahedra (hexspheres).
|
|
-V, --version Prints version information
|
|
|
|
OPTIONS:
|
|
-d, --detail <detail> Maximum detail level to generate. Each level multiplies the number of triangles by 4.
|
|
[default: 7]
|
|
-f, --format <format> Format to write the files in. [default: Bin] [possible values: Json, Bin]
|
|
-r, --radius <radius> Radius of the polyhedron, [default: 1.0]
|
|
|
|
ARGS:
|
|
<OUTPUT> Directory to write the output files to. [default: output/]
|
|
```
|
|
|
|
## Output Format
|
|
|
|
Outputs in either JSON or custom binary format. The binary format (all little
|
|
endian) is laid out as:
|
|
|
|
1. 1 32 bit unsigned integer specifying the number of vertices (`V`)
|
|
2. 1 32 bit unsigned integer specifying the number of triangles (`T`)
|
|
3. `V` * 3 number of 32 bit floats for every vertex's x, y, and z coordinate
|
|
4. `V` * 3 number of 32 bit floats for the normals of every vertex
|
|
5. `V` * 3 number of 32 bit floats for the color of every vertex
|
|
6. `T` * 3 number of 32 bit unsigned integers for the 3 indices into the vertex
|
|
array that make every triangle
|
|
|
|
An example of reading the binary format in JavaScript:
|
|
|
|
```javascript
|
|
fetch(binaryFile)
|
|
.then(response => response.arrayBuffer())
|
|
.then(buffer => {
|
|
let reader = new DataView(buffer);
|
|
let numVertices = reader.getUint32(0, true);
|
|
let numCells = reader.getUint32(4, true);
|
|
let shape = {
|
|
positions: new Float32Array(buffer, 8, numVertices * 3),
|
|
normals: new Float32Array(buffer, numVertices * 12 + 8, numVertices * 3),
|
|
colors: new Float32Array(buffer, numVertices * 24 + 8, numVertices * 3),
|
|
cells: new Uint32Array(buffer, numVertices * 36 + 8, numCells * 3),
|
|
})
|
|
```
|