Added IcoSphere for testing. Replaced Vector3D<T> with Vector3 since it is more performant
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This commit is contained in:
parent
0b0d2360d6
commit
3912f2bd9a
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@ -1,20 +1,20 @@
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using Silk.NET.Maths;
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using System.Numerics;
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using Silk.NET.OpenGL;
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namespace Nebulix.Rendering
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{
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public sealed class Mesh
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{
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public Vector3D<float>[] Vertices { get => vertices;
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set { vertices = value; regenerate = true; normals = new Vector3D<float>[vertices.Length];} }
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public Vector3[] Vertices { get => vertices;
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set { vertices = value; regenerate = true; normals = new Vector3[vertices.Length];} }
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public uint[] Indices { get => indices; set { indices = value; regenerate = true; } }
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private uint vao = 0, vbo = 0, ebo = 0;
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private uint vao, vbo, ebo;
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private bool regenerate = true;
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private Vector3D<float>[] vertices = [];
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private Vector3[] vertices = [];
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private uint[] indices = [];
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private Vector3D<float>[] normals = [];
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private Vector3[] normals = [];
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public void Clear()
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{
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@ -29,13 +29,13 @@ namespace Nebulix.Rendering
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uint i0 = indices[i];
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uint i1 = indices[i+1];
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uint i2 = indices[i+2];
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Vector3D<float> v0 = vertices[i0];
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Vector3D<float> v1 = vertices[i1];
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Vector3D<float> v2 = vertices[i2];
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Vector3 v0 = vertices[i0];
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Vector3 v1 = vertices[i1];
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Vector3 v2 = vertices[i2];
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Vector3D<float> normal = Vector3D.Cross(v1-v0, v2-v0);
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Vector3 normal = Vector3.Cross(v1-v0, v2-v0);
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// Commenting this out, will result in the normals being weighted based on the triangle area
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normal = Vector3D.Normalize(normal);
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normal = Vector3.Normalize(normal);
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normals[i0] += normal;
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normals[i1] += normal;
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normals[i2] += normal;
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@ -43,7 +43,7 @@ namespace Nebulix.Rendering
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for (int i = 0; i < normals.Length; i++)
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{
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normals[i] = Vector3D.Normalize(normals[i]); // smoothing for shared vertices
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normals[i] = Vector3.Normalize(normals[i]); // smoothing for shared vertices
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}
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}
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@ -1,6 +1,6 @@
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL;
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using System.Numerics;
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using Silk.NET.Maths;
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namespace Nebulix.Rendering;
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@ -35,6 +35,10 @@ public class Shader
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_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
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}
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public void SetVector(string name, Vector3 value)
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{
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_glContext.Uniform3(_glContext.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
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}
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public void SetVector(string name, Vector3D<float> value)
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{
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_glContext.Uniform3(_glContext.GetUniformLocation(_shaderProgramId, name), value.X, value.Y, value.Z);
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35
Nebulix/Vector.cs
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35
Nebulix/Vector.cs
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using System.Numerics;
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namespace Nebulix;
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public static class VectorExtensions
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{
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public static Vector3 Up(this Vector3 _) => Vector3.UnitY;
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public static Vector3 Down(this Vector3 _) => -Vector3.UnitY;
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public static Vector3 Left(this Vector3 _) => Vector3.UnitX;
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public static Vector3 Right(this Vector3 _) => -Vector3.UnitX;
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public static Vector3 Front(this Vector3 _) => -Vector3.UnitZ;
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public static Vector3 Back(this Vector3 _) => -Vector3.UnitZ;
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// Thanks to: https://stackoverflow.com/a/67920029
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public static Vector3 Slerp(this Vector3 start, Vector3 end, float percent)
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{
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// the cosine of the angle between 2 vectors.
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float dot = Vector3.Dot(start, end);
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// Clamp it to be in the range of Acos()
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// This may be unnecessary, but floating point precision can be a fickle mistress.
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Math.Clamp(dot, -1.0f, 1.0f);
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// Acos(dot) returns the angle between start and end,
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// And multiplying that by percent returns the angle between start and the final result.
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float theta = (float)Math.Acos(dot) * percent;
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Vector3 relativeVec = end - start * dot;
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relativeVec = Vector3.Normalize(relativeVec);
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// Orthonormal basis
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// The final result.
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return ((start * (float)Math.Cos(theta)) + (relativeVec * (float)Math.Sin(theta)));
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}
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}
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@ -1,4 +1,4 @@
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using Silk.NET.Maths;
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using System.Numerics;
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namespace Engine_silk.NET;
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@ -14,19 +14,19 @@ public enum MovementDirection
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public class Camera
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{
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public Vector3D<float> Position => _position;
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private readonly Vector3D<float> _worldUp;
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private Vector3D<float> _position;
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private Vector3D<float> _front;
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private Vector3D<float> _right;
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private Vector3D<float> _up;
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public Vector3 Position => _position;
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private readonly Vector3 _worldUp;
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private Vector3 _position;
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private Vector3 _front;
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private Vector3 _right;
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private Vector3 _up;
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private float _yaw;
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private float _pitch;
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/// <summary>
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/// The view matrix according to the current camera position and rotation
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/// </summary>
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public Matrix4X4<float> ViewMatrix { get => Matrix4X4.CreateLookAt(_position, _position + _front, _worldUp); }
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public Matrix4x4 ViewMatrix { get => Matrix4x4.CreateLookAt(_position, _position + _front, _worldUp); }
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public float MouseSensitivity { get; set; } = 0.1f;
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/// <summary>
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/// Controlls how fast the camera moves if a key is pressed
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public float MovementSpeed { get; set; }
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public float Fov { get; set; }
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public Camera(Vector3D<float> position, float yaw = -90.0f, float pitch = 0, float movementSpeed = 2.5f, float fov = 45.0f)
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public Camera(Vector3 position, float yaw = -90.0f, float pitch = 0, float movementSpeed = 2.5f, float fov = 45.0f)
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{
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_position = position;
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_yaw = yaw;
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_pitch = pitch;
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MovementSpeed = movementSpeed;
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Fov = fov;
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_worldUp = Vector3D<float>.UnitY;
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_worldUp = Vector3.UnitY;
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UpdateCameraVectors();
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}
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private void UpdateCameraVectors()
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{
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Vector3D<float> front = new(
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Vector3 front = new(
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MathF.Cos(Maths.Convert.ToRadians(_yaw)) * MathF.Cos(Maths.Convert.ToRadians(_pitch)),
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MathF.Sin(Maths.Convert.ToRadians(_pitch)),
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MathF.Sin(Maths.Convert.ToRadians(_yaw)) * MathF.Cos(Maths.Convert.ToRadians(_pitch))
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);
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_front = Vector3D.Normalize(front);
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_front = Vector3.Normalize(front);
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_right = Vector3D.Normalize(Vector3D.Cross(_front, _worldUp));
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_up = Vector3D.Normalize(Vector3D.Cross(_right, _front));
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_right = Vector3.Normalize(Vector3.Cross(_front, _worldUp));
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_up = Vector3.Normalize(Vector3.Cross(_right, _front));
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}
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}
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183
src/IcoSphere.cs
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183
src/IcoSphere.cs
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using System.Numerics;
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using Nebulix;
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using Nebulix.Rendering;
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using Silk.NET.OpenGL;
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namespace Engine_silk.NET;
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public class IcoSphere
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{
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private readonly Mesh mesh = new();
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private readonly int resolution;
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private readonly IcoSphereGenerator generator = new();
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public IcoSphere(int resolution)
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{
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if (resolution < 2)
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throw new ArgumentOutOfRangeException(nameof(resolution), resolution,
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"Resolution must be greater than 1");
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this.resolution = resolution;
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}
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public void CreateSphere()
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{
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generator.Generate(resolution);
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mesh.Clear();
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mesh.Vertices = generator.Vertices;
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mesh.Indices = Array.ConvertAll(generator.Triangles, x => (uint)x);
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mesh.CalculateNormals();
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}
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public void RenderSphere(GL gl) // Will not be needed
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{
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mesh.Render(gl);
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}
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}
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// Thank you Sebastian Lague
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class IcoSphereGenerator
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{
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// Output:
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public Vector3[] Vertices => vertices?.Items ?? Array.Empty<Vector3>();
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public int[] Triangles => triangles?.Items ?? Array.Empty<int>();
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// Internal:
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FixedSizeList<Vector3>? vertices;
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FixedSizeList<int>? triangles;
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int numDivisions;
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int numVertsPerFace;
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// Indices of the vertex pairs that make up each of the initial 12 edges
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static readonly int[] VertexPairs = { 0, 1, 0, 2, 0, 3, 0, 4, 1, 2, 2, 3, 3, 4, 4, 1, 5, 1, 5, 2, 5, 3, 5, 4 };
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// Indices of the edge triplets that make up the initial 8 faces
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static readonly int[] EdgeTriplets = { 0, 1, 4, 1, 2, 5, 2, 3, 6, 3, 0, 7, 8, 9, 4, 9, 10, 5, 10, 11, 6, 11, 8, 7 };
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// The six initial vertices up left back right forward down
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static readonly Vector3[] BaseVertices = { Vector3.UnitY, -Vector3.UnitX, -Vector3.UnitZ, Vector3.UnitX, Vector3.UnitZ, -Vector3.UnitY };
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public void Generate (int resolution) {
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numDivisions = Math.Max (0, resolution);
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numVertsPerFace = ((numDivisions + 3) * (numDivisions + 3) - (numDivisions + 3)) / 2;
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int numVerts = numVertsPerFace * 8 - (numDivisions + 2) * 12 + 6;
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int numTrisPerFace = (numDivisions + 1) * (numDivisions + 1);
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vertices = new FixedSizeList<Vector3> (numVerts);
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triangles = new FixedSizeList<int> (numTrisPerFace * 8 * 3);
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vertices.AddRange (BaseVertices);
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// Create 12 edges, with n vertices added along them (n = numDivisions)
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Edge[] edges = new Edge[12];
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for (int i = 0; i < VertexPairs.Length; i += 2) {
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Vector3 startVertex = vertices.Items[VertexPairs[i]];
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Vector3 endVertex = vertices.Items[VertexPairs[i + 1]];
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int[] edgeVertexIndices = new int[numDivisions + 2];
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edgeVertexIndices[0] = VertexPairs[i];
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// Add vertices along edge
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for (int divisionIndex = 0; divisionIndex < numDivisions; divisionIndex++) {
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float t = (divisionIndex + 1f) / (numDivisions + 1f);
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edgeVertexIndices[divisionIndex + 1] = vertices.NextIndex;
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vertices.Add (startVertex.Slerp(endVertex, t));
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}
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edgeVertexIndices[numDivisions + 1] = VertexPairs[i + 1];
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int edgeIndex = i / 2;
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edges[edgeIndex] = new Edge (edgeVertexIndices);
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}
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// Create faces
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for (int i = 0; i < EdgeTriplets.Length; i += 3) {
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int faceIndex = i / 3;
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bool reverse = faceIndex >= 4;
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CreateFace (edges[EdgeTriplets[i]], edges[EdgeTriplets[i + 1]], edges[EdgeTriplets[i + 2]], reverse);
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}
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}
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void CreateFace (Edge sideA, Edge sideB, Edge bottom, bool reverse)
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{
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if (vertices is null) throw new ArgumentException("Vertices cannot be null", nameof(vertices));
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if (triangles is null) throw new ArgumentException("triangles cannot be null", nameof(triangles));
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int numPointsInEdge = sideA.VertexIndices.Length;
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var vertexMap = new FixedSizeList<int> (numVertsPerFace);
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vertexMap.Add (sideA.VertexIndices[0]); // top of triangle
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for (int i = 1; i < numPointsInEdge - 1; i++) {
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// Side A vertex
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vertexMap.Add (sideA.VertexIndices[i]);
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// Add vertices between sideA and sideB
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Vector3 sideAVertex = vertices.Items[sideA.VertexIndices[i]];
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Vector3 sideBVertex = vertices.Items[sideB.VertexIndices[i]];
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int numInnerPoints = i - 1;
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for (int j = 0; j < numInnerPoints; j++) {
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float t = (j + 1f) / (numInnerPoints + 1f);
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vertexMap.Add (vertices.NextIndex);
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vertices.Add (sideAVertex.Slerp(sideBVertex, t));
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}
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// Side B vertex
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vertexMap.Add (sideB.VertexIndices[i]);
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}
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// Add bottom edge vertices
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for (int i = 0; i < numPointsInEdge; i++) {
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vertexMap.Add (bottom.VertexIndices[i]);
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}
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// Triangulate
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int numRows = numDivisions + 1;
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for (int row = 0; row < numRows; row++) {
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// vertices down left edge follow quadratic sequence: 0, 1, 3, 6, 10, 15...
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// the nth term can be calculated with: (n^2 - n)/2
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int topVertex = ((row + 1) * (row + 1) - row - 1) / 2;
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int bottomVertex = ((row + 2) * (row + 2) - row - 2) / 2;
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int numTrianglesInRow = 1 + 2 * row;
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for (int column = 0; column < numTrianglesInRow; column++) {
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int v0, v1, v2;
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if (column % 2 == 0) {
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v0 = topVertex;
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v1 = bottomVertex + 1;
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v2 = bottomVertex;
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topVertex++;
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bottomVertex++;
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} else {
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v0 = topVertex;
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v1 = bottomVertex;
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v2 = topVertex - 1;
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}
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triangles.Add (vertexMap.Items[v0]);
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triangles.Add (vertexMap.Items[(reverse) ? v2 : v1]);
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triangles.Add (vertexMap.Items[(reverse) ? v1 : v2]);
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}
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}
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}
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// Convenience classes:
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private record Edge(int[] VertexIndices);
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private class FixedSizeList<T>(int size)
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{
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public readonly T[] Items = new T[size];
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public int NextIndex;
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public void Add (T item) {
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Items[NextIndex] = item;
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NextIndex++;
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}
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public void AddRange (IEnumerable<T> items) {
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foreach (var item in items) {
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Add (item);
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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using Nebulix;
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using Silk.NET.Maths;
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namespace Engine_silk.NET;
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@ -6,7 +7,6 @@ using Engine_silk.NET.Textures;
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using Nebulix.InputSystem;
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using Nebulix.Rendering;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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using Silk.NET.Windowing;
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using System;
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@ -19,7 +19,6 @@ using System.Numerics;
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// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
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// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
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using Vector3 = Silk.NET.Maths.Vector3D<float>;
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public static class Program
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{
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|
@ -33,7 +32,7 @@ public static class Program
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private static Camera _cam;
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private static Vector2 _lastMousePosition;
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private static uint _vao, _vbo;
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private static Sphere sphere;
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private static IcoSphere sphere;
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public static void Main(string[] args)
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{
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@ -141,7 +140,7 @@ public static class Program
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// Sphere
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sphere = new Sphere(10);
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sphere = new IcoSphere(10);
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sphere.CreateSphere();
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_sphereShader =
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new Nebulix.Rendering.Shader(_gl, "./Shaders/Sphere/sphere.vert", "./Shaders/Sphere/sphere.frag");
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|
@ -180,7 +179,7 @@ public static class Program
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var difference = (float)(_window.Time * 10);
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var modelMatrix = Matrix4x4.CreateRotationY(Maths.Convert.ToRadians(difference)) * Matrix4x4.CreateRotationX(Maths.Convert.ToRadians(difference));
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var viewMatrix = _cam.ViewMatrix;
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var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / (float)Height, 0.1f, 100.0f);
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var projectionMatrix = Matrix4x4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / (float)Height, 0.1f, 100.0f);
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_shader.Use();
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_shader.SetMatrix("modelMatrix", modelMatrix);
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@ -1,6 +1,6 @@
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using Nebulix;
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using System.Numerics;
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using Nebulix;
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using Nebulix.Rendering;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace Engine_silk.NET
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@ -22,14 +22,14 @@ namespace Engine_silk.NET
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public void CreateSphere()
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{
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// TODO: merge the individual meshes to one mesh
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Vector3D<float>[] directions =
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Vector3[] directions =
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[
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Vector3D<float>.UnitZ, -Vector3D<float>.UnitZ,
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Vector3D<float>.UnitY, -Vector3D<float>.UnitY,
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Vector3D<float>.UnitX, -Vector3D<float>.UnitX
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Vector3.UnitZ, -Vector3.UnitZ,
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Vector3.UnitY, -Vector3.UnitY,
|
||||
Vector3.UnitX, -Vector3.UnitX
|
||||
];
|
||||
|
||||
List<Vector3D<float>> vertices = new();
|
||||
List<Vector3> vertices = new();
|
||||
List<uint> indices = new();
|
||||
for (int i = 0; i < directions.Length; i++)
|
||||
{
|
||||
|
@ -64,24 +64,24 @@ namespace Engine_silk.NET
|
|||
public Mesh Mesh => _mesh;
|
||||
|
||||
private readonly Mesh _mesh;
|
||||
private readonly Vector3D<float> _localX;
|
||||
private readonly Vector3D<float> _localY;
|
||||
private readonly Vector3 _localX;
|
||||
private readonly Vector3 _localY;
|
||||
|
||||
private readonly Vector3D<float> _localUp;
|
||||
private readonly Vector3 _localUp;
|
||||
private readonly uint _resolution;
|
||||
|
||||
public Face(Vector3D<float> localUp, Mesh mesh, uint resolution)
|
||||
public Face(Vector3 localUp, Mesh mesh, uint resolution)
|
||||
{
|
||||
_mesh = mesh;
|
||||
_localX = new(localUp.Y, localUp.Z, localUp.X);
|
||||
_localY = Vector3D.Cross(localUp, _localX);
|
||||
_localY = Vector3.Cross(localUp, _localX);
|
||||
_localUp = localUp;
|
||||
_resolution = resolution;
|
||||
}
|
||||
|
||||
internal void GenerateMesh()
|
||||
{
|
||||
var vertices = new Vector3D<float>[_resolution * _resolution];
|
||||
var vertices = new Vector3[_resolution * _resolution];
|
||||
// _resolution - 1 because the vertices index starts at 0
|
||||
// * 6 because each triangle needs 3 points and each small quad has 2 triangles 3*2 = 6
|
||||
var indices = new uint[(_resolution - 1) * (_resolution - 1) * 6];
|
||||
|
@ -93,9 +93,9 @@ namespace Engine_silk.NET
|
|||
for (uint x = 0; x < _resolution; x++)
|
||||
{
|
||||
i = x + y * _resolution;
|
||||
Vector2D<float> percent = new Vector2D<float>(x, y) / (_resolution - 1);
|
||||
Vector2 percent = new Vector2(x, y) / (_resolution - 1);
|
||||
// place vertex on correct position of the plane to easily calculate indices
|
||||
Vector3D<float> vertexPosition = _localUp + (percent.X - 0.5f) * 2 * _localX + (percent.Y - 0.5f) * 2 * _localY;
|
||||
Vector3 vertexPosition = _localUp + (percent.X - 0.5f) * 2 * _localX + (percent.Y - 0.5f) * 2 * _localY;
|
||||
vertices[i] = PointOnCubeToPointOnSphere(vertexPosition);
|
||||
|
||||
if (x != _resolution - 1 && y != _resolution - 1) // we didn't reach the bottom right point yet
|
||||
|
@ -121,7 +121,7 @@ namespace Engine_silk.NET
|
|||
|
||||
// Smooth mapping so that the points are not clumped on the former corners of the cube
|
||||
// http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
|
||||
private Vector3D<float> PointOnCubeToPointOnSphere(Vector3D<float> point)
|
||||
private Vector3 PointOnCubeToPointOnSphere(Vector3 point)
|
||||
{
|
||||
float x2 = point.X * point.X;
|
||||
float y2 = point.Y * point.Y;
|
||||
|
@ -129,7 +129,7 @@ namespace Engine_silk.NET
|
|||
float newX = point.X * MathF.Sqrt(1 - y2 / 2 - z2 / 2 + (y2 * z2) / 3);
|
||||
float newY = point.Y * MathF.Sqrt(1 - z2 / 2 - x2 / 2 + (z2 * x2) / 3);
|
||||
float newZ = point.Z * MathF.Sqrt(1 - x2 / 2 - y2 / 2 + (x2 * y2) / 3);
|
||||
return new Vector3D<float>(newX, newY, newZ);
|
||||
return new Vector3(newX, newY, newZ);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user