gutter_runner/game/halfedge/halfedge.odin
2025-01-12 19:29:29 +04:00

102 lines
2.0 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,
allocator := context.allocator,
) -> Half_Edge_Mesh {
mesh: Half_Edge_Mesh
verts := make([]Vertex, len(vertices), allocator)
faces := make([]Face, len(indices) / 3, 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)
triangle_num := len(indices) / 3
for i in 0 ..< triangle_num {
i1, i2, i3 := indices[i * 3 + 0], indices[i * 3 + 1], indices[i * 3 + 2]
// v1, v2, v3 := vertices[i1], vertices[i2], vertices[i3]
e1, e2, e3 := i * 3 + 0, i * 3 + 1, i * 3 + 2
faces[i].edge = Edge_Index(e1)
edges[e1] = {
origin = Vertex_Index(i1),
twin = -1,
face = Face_Index(i),
next = Edge_Index(e2),
prev = Edge_Index(e3),
}
edges[e2] = {
origin = Vertex_Index(i2),
twin = -1,
face = Face_Index(i),
next = Edge_Index(e3),
prev = Edge_Index(e1),
}
edges[e3] = {
origin = Vertex_Index(i3),
twin = -1,
face = Face_Index(i),
next = Edge_Index(e1),
prev = Edge_Index(e2),
}
edge_stable_indices := [][2]u16 {
{min(i1, i2), max(i1, i2)},
{min(i2, i3), max(i2, i3)},
{min(i3, i1), max(i3, i1)},
}
for stable_idx, j in edge_stable_indices {
twin, ok := temp_edges[stable_idx]
ei := i * 3 + j
if ok {
edges[ei].twin = twin
edges[twin].twin = Edge_Index(ei)
} else {
temp_edges[stable_idx] = Edge_Index(ei)
}
}
}
return mesh
}