Ejemplo n.º 1
0
/**
 *	Constructor for mesh object which is stored in file 'file_name'.
 *	Assume that the file content is in the correct format.
 */
MeshData::MeshData(char *file_name) {
	FILE *fp = fopen(file_name, "rt");
	char line[LINE_MAX];
	char delims[] = " ";
	char *type = NULL;
	char *var1 = NULL;
	char *var2 = NULL;
	char *var3 = NULL;

	if (fp != NULL) {
		while (fgets(line, LINE_MAX, fp) != NULL) {
			if (strlen(line) == 0)
				continue;

			// data is stored in 'line' now
			type = strtok(line, delims);
			if (strcmp(type, "#") == 0 || strcmp(type, "g") == 0) {	// just comments
				continue;
			}

			var1 = strtok(NULL, delims);
			var2 = strtok(NULL, delims);
			var3 = strtok(NULL, delims);

			if (strcmp(type, "v") == 0) {			// this line represents a vertex
				Vec3f vertex(atof(var1), atof(var2), atof(var3));
				PositionList.push_back(vertex);
			}
			else if (strcmp(type, "f") == 0) {	// this line represents a face
				Vec3i face(atoi(var1), atoi(var2), atoi(var3));
				TriIndices.push_back(face);
			}
		}

		// end of file reached
		fclose(fp);

		computeFaceNormals();
		computeUnitVertexNormals();
	}
	else {
		perror("error opening mesh file");
		exit(1);
	}
}
Ejemplo n.º 2
0
void TetrahedralMesh::init(){
	computeBBox();
	computeFaceNormals();
}
Ejemplo n.º 3
0
void SphereGeometry::initialize( float radius,
                                 float segmentsWidth,
                                 float segmentsHeight,
                                 float phiStart,
                                 float phiLength,
                                 float thetaStart,
                                 float thetaLength ) {

  const auto segmentsX = Math::max( 3, ( int )Math::floor( segmentsWidth ) );
  const auto segmentsY = Math::max( 2, ( int )Math::floor( segmentsHeight ) );

  std::vector<std::vector<int>> indices;
  std::vector<std::vector<Vector2>> uvs;

  for ( int y = 0; y <= segmentsY; y ++ ) {

    std::vector<int> indicesRow;
    std::vector<Vector2> uvsRow;

    for ( int x = 0; x <= segmentsX; x ++ ) {

      const auto u = ( float )x / segmentsX;
      const auto v = ( float )y / segmentsY;

      Vertex vertex;
      vertex.x = - radius * Math::cos( phiStart + u * phiLength ) * Math::sin( thetaStart + v * thetaLength );
      vertex.y = radius * Math::cos( thetaStart + v * thetaLength );
      vertex.z = radius * Math::sin( phiStart + u * phiLength ) * Math::sin( thetaStart + v * thetaLength );

      vertices.push_back( vertex );

      indicesRow.push_back( ( int )vertices.size() - 1 );
      uvsRow.push_back( Vector2( u, 1 - v ) );

    }

    indices.push_back( indicesRow );
    uvs.push_back( uvsRow );

  }

  for ( int y = 0; y < segmentsY; y ++ ) {

    for ( int x = 0; x < segmentsX; x ++ ) {

      const auto v1 = indices[ y ][ x + 1 ];
      const auto v2 = indices[ y ][ x ];
      const auto v3 = indices[ y + 1 ][ x ];
      const auto v4 = indices[ y + 1 ][ x + 1 ];

      const auto n1 = vertices[ v1 ].clone().normalize();
      const auto n2 = vertices[ v2 ].clone().normalize();
      const auto n3 = vertices[ v3 ].clone().normalize();
      const auto n4 = vertices[ v4 ].clone().normalize();

      const auto& uv1 = uvs[ y ][ x + 1 ];
      const auto& uv2 = uvs[ y ][ x ];
      const auto& uv3 = uvs[ y + 1 ][ x ];
      const auto& uv4 = uvs[ y + 1 ][ x + 1 ];

      if ( Math::abs( vertices[ v1 ].y ) == radius ) {

        faces.push_back( Face( v1, v3, v4, n1, n3, n4 ) );
        faceVertexUvs[ 0 ].push_back( toArray( uv1, uv3, uv4 ) );

      } else if ( Math::abs( vertices[ v3 ].y ) ==  radius ) {

        faces.push_back( Face( v1, v2, v3, n1, n2, n3 ) );
        faceVertexUvs[ 0 ].push_back( toArray( uv1, uv2, uv3 ) );

      } else {

        faces.push_back( Face( v1, v2, v4,  n1, n2, n4  ) );
        faceVertexUvs[ 0 ].push_back( toArray( uv1, uv2, uv4 ) );

        faces.push_back( Face( v2, v3, v4, n2.clone(), n3, n4.clone() ) );
        faceVertexUvs[ 0 ].push_back( toArray( uv2.clone(), uv3, uv4.clone() ) );

      }

    }

  }

  computeCentroids();
  computeFaceNormals();

  boundingSphere = Sphere( Vector3(), radius);

}