gutter_runner/game/halfedge/halfedge.odin
2025-01-13 02:46:54 +04:00

90 lines
1.8 KiB
Odin

package halfedge
Vec3 :: [3]f32
Vertex :: struct {
pos: Vec3,
edge: Edge_Index,
}
Face :: struct {
edge: Edge_Index,
}
Vertex_Index :: distinct u16
Face_Index :: distinct u16
Edge_Index :: distinct i16
Half_Edge :: struct {
origin: Vertex_Index,
twin: Edge_Index,
face: Face_Index,
next: Edge_Index,
prev: Edge_Index,
}
Half_Edge_Mesh :: struct {
vertices: []Vertex,
faces: []Face,
edges: []Half_Edge,
}
mesh_from_vertex_index_list :: proc(
vertices: []Vec3,
indices: []u16,
vertices_per_face: int = 3,
allocator := context.allocator,
) -> Half_Edge_Mesh {
num_faces := len(indices) / vertices_per_face
mesh: Half_Edge_Mesh
verts := make([]Vertex, len(vertices), allocator)
faces := make([]Face, num_faces, allocator)
edges := make([]Half_Edge, len(indices), allocator)
mesh.vertices = verts
mesh.faces = faces
mesh.edges = edges
for pos, i in vertices {
verts[i].pos = pos
verts[i].edge = -1
}
temp_edges: map[[2]u16]Edge_Index = make_map(map[[2]u16]Edge_Index, context.temp_allocator)
for f in 0 ..< num_faces {
for i in 0..<vertices_per_face {
e := f * vertices_per_face + i
index := indices[e]
if i == 0 {
faces[f].edge = Edge_Index(e)
}
next_edge := f * vertices_per_face + ((i + 1) % vertices_per_face)
prev_edge := f * vertices_per_face + ((i - 1) % vertices_per_face)
edges[e] = {
origin = Vertex_Index(index),
twin = -1,
face = Face_Index(f),
next = Edge_Index(next_edge),
prev = Edge_Index(prev_edge),
}
next_index := indices[next_edge]
stable_idx := [2]u16{min(index, next_index), max(index, next_index)}
twin, ok := temp_edges[stable_idx]
if ok {
edges[e].twin = twin
edges[twin].twin = Edge_Index(e)
} else {
temp_edges[stable_idx] = Edge_Index(e)
}
}
}
return mesh
}