void GeometryGenerator::Subdivide(MeshData& meshData)
{
// Save a copy of the input geometry.
MeshData inputCopy = meshData;
meshData.Vertices.resize(0);
meshData.Indices.resize(0);
// v1
// *
// / \
// / \
// m0*-----*m1
// / \ / \
// / \ / \
// *-----*-----*
// v0 m2 v2
UINT numTris = inputCopy.Indices.size()/3;
for(UINT i = 0; i < numTris; ++i)
{
Vertex v0 = inputCopy.Vertices[ inputCopy.Indices[i*3+0] ];
Vertex v1 = inputCopy.Vertices[ inputCopy.Indices[i*3+1] ];
Vertex v2 = inputCopy.Vertices[ inputCopy.Indices[i*3+2] ];
//
// Generate the midpoints.
//
Vertex m0, m1, m2;
// For subdivision, we just care about the position component. We
// derive the other
// vertex components in CreateGeosphere.
m0.Position = XMFLOAT3(
0.5f*(v0.Position.x + v1.Position.x),
0.5f*(v0.Position.y + v1.Position.y),
0.5f*(v0.Position.z + v1.Position.z));
m1.Position = XMFLOAT3(
0.5f*(v1.Position.x + v2.Position.x),
0.5f*(v1.Position.y + v2.Position.y),
0.5f*(v1.Position.z + v2.Position.z));
m2.Position = XMFLOAT3(
0.5f*(v0.Position.x + v2.Position.x),
0.5f*(v0.Position.y + v2.Position.y),
0.5f*(v0.Position.z + v2.Position.z));
//
// Add new geometry.
//
meshData.Vertices.push_back(v0); // 0
meshData.Vertices.push_back(v1); // 1
meshData.Vertices.push_back(v2); // 2
meshData.Vertices.push_back(m0); // 3
meshData.Vertices.push_back(m1); // 4
meshData.Vertices.push_back(m2); // 5
meshData.Indices.push_back(i*6+0);
meshData.Indices.push_back(i*6+3);
meshData.Indices.push_back(i*6+5);
meshData.Indices.push_back(i*6+3);
meshData.Indices.push_back(i*6+4);
meshData.Indices.push_back(i*6+5);
meshData.Indices.push_back(i*6+5);
meshData.Indices.push_back(i*6+4);
meshData.Indices.push_back(i*6+2);
meshData.Indices.push_back(i*6+3);
meshData.Indices.push_back(i*6+1);
meshData.Indices.push_back(i*6+4);
}
}
This function is in 'GeometryGenerator.cpp' file and does subdivide a mesh. Before this fuction is called, a icosahedron is created and transmitted as the parameter meshData. The members of MeshData, Vertices and Indices, are vectors of STL.
In my opinion, after this function calls those series of functions, meshData.Vertices.push_back, in the next iteration of the loop some of vertices may be repeatedly stored.
Anyone could answer
- whether I am wrong,
- why the author make the codes like this,
- or whether there is more efficient way if my thought is right.
Thank you all who read my poor English.