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Edited
Aug 31, 2019
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import {vec3normalize} from '@rreusser/gl-vec3'
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createIcosphere = {
// TODO: work out the second half of loop subdivision
// and extract this into its own module.
function subdivide(complex) {
var positions = complex.positions
var cells = complex.cells

var newCells = []
var newPositions = []
var midpoints = {}
var f = [0, 1, 2]
var l = 0

for (var i = 0; i < cells.length; i++) {
var cell = cells[i]
var c0 = cell[0]
var c1 = cell[1]
var c2 = cell[2]
var v0 = positions[c0]
var v1 = positions[c1]
var v2 = positions[c2]

var a = getMidpoint(v0, v1)
var b = getMidpoint(v1, v2)
var c = getMidpoint(v2, v0)

var ai = newPositions.indexOf(a)
if (ai === -1) ai = l++, newPositions.push(a)
var bi = newPositions.indexOf(b)
if (bi === -1) bi = l++, newPositions.push(b)
var ci = newPositions.indexOf(c)
if (ci === -1) ci = l++, newPositions.push(c)

var v0i = newPositions.indexOf(v0)
if (v0i === -1) v0i = l++, newPositions.push(v0)
var v1i = newPositions.indexOf(v1)
if (v1i === -1) v1i = l++, newPositions.push(v1)
var v2i = newPositions.indexOf(v2)
if (v2i === -1) v2i = l++, newPositions.push(v2)

newCells.push([v0i, ai, ci])
newCells.push([v1i, bi, ai])
newCells.push([v2i, ci, bi])
newCells.push([ai, bi, ci])
}

return {
cells: newCells
, positions: newPositions
}

// reuse midpoint vertices between iterations.
// Otherwise, there'll be duplicate vertices in the final
// mesh, resulting in sharp edges.
function getMidpoint(a, b) {
var point = midpoint(a, b)
var pointKey = pointToKey(point)
var cachedPoint = midpoints[pointKey]
if (cachedPoint) {
return cachedPoint
} else {
return midpoints[pointKey] = point
}
}

function pointToKey(point) {
return point[0].toPrecision(6) + ','
+ point[1].toPrecision(6) + ','
+ point[2].toPrecision(6)
}

function midpoint(a, b) {
return [
(a[0] + b[0]) / 2
, (a[1] + b[1]) / 2
, (a[2] + b[2]) / 2
]
}
}

return function icosphere (subdivisions) {
subdivisions = +subdivisions|0

var positions = []
var faces = []
var t = 0.5 + Math.sqrt(5) / 2

positions.push([-1, +t, 0])
positions.push([+1, +t, 0])
positions.push([-1, -t, 0])
positions.push([+1, -t, 0])

positions.push([ 0, -1, +t])
positions.push([ 0, +1, +t])
positions.push([ 0, -1, -t])
positions.push([ 0, +1, -t])

positions.push([+t, 0, -1])
positions.push([+t, 0, +1])
positions.push([-t, 0, -1])
positions.push([-t, 0, +1])

faces.push([0, 11, 5])
faces.push([0, 5, 1])
faces.push([0, 1, 7])
faces.push([0, 7, 10])
faces.push([0, 10, 11])

faces.push([1, 5, 9])
faces.push([5, 11, 4])
faces.push([11, 10, 2])
faces.push([10, 7, 6])
faces.push([7, 1, 8])

faces.push([3, 9, 4])
faces.push([3, 4, 2])
faces.push([3, 2, 6])
faces.push([3, 6, 8])
faces.push([3, 8, 9])

faces.push([4, 9, 5])
faces.push([2, 4, 11])
faces.push([6, 2, 10])
faces.push([8, 6, 7])
faces.push([9, 8, 1])

var complex = {
cells: faces
, positions: positions
}

while (subdivisions-- > 0) {
complex = subdivide(complex)
}

positions = complex.positions
for (var i = 0; i < positions.length; i++) {
vec3normalize(positions[i], positions[i])
}

return complex
}
}
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