Generates the shapes and then serializes them to a file with a list of vertices
(positions
) and a list of triangle faces (cells
) that index into the list of
vertices. Suitable for input into Three.js's
BufferGeometry or
regl.
Icosahedrons can be generated significantly faster than Three.js's version in JavaScript (which I pretty much copied into Rust).
Trunacated icosahedrons (I call them hexspheres) are a bit slower to generate since they are made by generating a icosahedron and then truncating every point into hexagon and pentagon faces.
The program can also add color to each face by assigning each vertex a color, but this comes at the cost of duplicating the shared vertices in the base model so each face has a unique set of vertices, greatly increasing the size of the mesh.
When rendering hexspheres of detail level 5 and higher and icosahedrons of
detail level of 7 and higher in WebGL, make sure to enable the
OES_element_index_uint
extension since the number of vertices might overflow the normal int index.
View the shapes in 3D at: https://www.hallada.net/planet/
To generate a detailed hexsphere, it starts with base icosahedron:
Subdivides its sides into a more detailed icosahedron:
Then, truncates every point in the icosahedron into hexagons and 12 pentagons:
Up to any detail level:
To install, either run cargo install icosahedron
or checkout the repo and run
cargo build --release
.
Run it with the following options:
icosahedron 0.1.1
Tyler Hallada <[email protected]>
Generates 3D icosahedra meshes
USAGE:
icosahedron [FLAGS] [OPTIONS] [OUTPUT]
FLAGS:
-c, --colored Assigns a random color to every face (increases vertices count).
-h, --help Prints help information
-t, --truncated Generate truncated icosahedra (hexspheres).
-V, --version Prints version information
OPTIONS:
-d, --detail <detail> Maximum detail level to generate. Each level multiplies the number of triangles by 4.
[default: 7]
-f, --format <format> Format to write the files in. [default: Bin] [possible values: Json, Bin]
-r, --radius <radius> Radius of the polyhedron, [default: 1.0]
ARGS:
<OUTPUT> Directory to write the output files to. [default: output/]
Outputs in either JSON or custom binary format. The binary format (all little endian) is laid out as:
- 1 32 bit unsigned integer specifying the number of vertices (
V
) - 1 32 bit unsigned integer specifying the number of triangles (
T
) V
* 3 number of 32 bit floats for every vertex's x, y, and z coordinateV
* 3 number of 32 bit floats for the normals of every vertexV
* 3 number of 32 bit floats for the color of every vertexT
* 3 number of 32 bit unsigned integers for the 3 indices into the vertex array that make every triangle
An example of reading the binary format in JavaScript:
fetch(binaryFile)
.then(response => response.arrayBuffer())
.then(buffer => {
let reader = new DataView(buffer);
let numVertices = reader.getUint32(0, true);
let numCells = reader.getUint32(4, true);
let shape = {
positions: new Float32Array(buffer, 8, numVertices * 3),
normals: new Float32Array(buffer, numVertices * 12 + 8, numVertices * 3),
colors: new Float32Array(buffer, numVertices * 24 + 8, numVertices * 3),
cells: new Uint32Array(buffer, numVertices * 36 + 8, numCells * 3),
})