void MainWindow::TriangulateMesh() { if (baseMesh == NULL || triangleMesh != NULL) return; if (!triangleMesh) { try { delete triangleMesh; } catch(...) { QMessageBox::information(this, tr("Error"), "Invalid Pointer for triangleMesh"); } triangleMesh = NULL; } triangleMesh = CreateTriangleMesh(baseMesh); if (triangleMesh == NULL) { QMessageBox::information(this, tr("Error"), "Triangulate the base mesh is incompleted!"); return; } mainwidget->SetTriangleMesh(triangleMesh); mainwidget->updateGL(); return; }
std::vector<std::shared_ptr<Shape>> CreateNURBS(const Transform *o2w, const Transform *w2o, bool reverseOrientation, const ParamSet ¶ms) { int nu = params.FindOneInt("nu", -1); if (nu == -1) { Error("Must provide number of control points \"nu\" with NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } int uorder = params.FindOneInt("uorder", -1); if (uorder == -1) { Error("Must provide u order \"uorder\" with NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } int nuknots, nvknots; const Float *uknots = params.FindFloat("uknots", &nuknots); if (uknots == nullptr) { Error("Must provide u knot vector \"uknots\" with NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } if (nuknots != nu + uorder) { Error( "Number of knots in u knot vector %d doesn't match sum of " "number of u control points %d and u order %d.", nuknots, nu, uorder); return std::vector<std::shared_ptr<Shape>>(); } Float u0 = params.FindOneFloat("u0", uknots[uorder - 1]); Float u1 = params.FindOneFloat("u1", uknots[nu]); int nv = params.FindOneInt("nv", -1); if (nv == -1) { Error("Must provide number of control points \"nv\" with NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } int vorder = params.FindOneInt("vorder", -1); if (vorder == -1) { Error("Must provide v order \"vorder\" with NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } const Float *vknots = params.FindFloat("vknots", &nvknots); if (vknots == nullptr) { Error("Must provide v knot vector \"vknots\" with NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } if (nvknots != nv + vorder) { Error( "Number of knots in v knot vector %d doesn't match sum of " "number of v control points %d and v order %d.", nvknots, nv, vorder); return std::vector<std::shared_ptr<Shape>>(); } Float v0 = params.FindOneFloat("v0", vknots[vorder - 1]); Float v1 = params.FindOneFloat("v1", vknots[nv]); bool isHomogeneous = false; int npts; const Float *P = (const Float *)params.FindPoint3f("P", &npts); if (!P) { P = params.FindFloat("Pw", &npts); if (!P) { Error( "Must provide control points via \"P\" or \"Pw\" parameter to " "NURBS shape."); return std::vector<std::shared_ptr<Shape>>(); } if ((npts % 4) != 0) { Error( "Number of \"Pw\" control points provided to NURBS shape must " "be " "multiple of four"); return std::vector<std::shared_ptr<Shape>>(); } npts /= 4; isHomogeneous = true; } if (npts != nu * nv) { Error("NURBS shape was expecting %dx%d=%d control points, was given %d", nu, nv, nu * nv, npts); return std::vector<std::shared_ptr<Shape>>(); } // Compute NURBS dicing rates int diceu = 30, dicev = 30; std::unique_ptr<Float[]> ueval(new Float[diceu]); std::unique_ptr<Float[]> veval(new Float[dicev]); std::unique_ptr<Point3f[]> evalPs(new Point3f[diceu * dicev]); std::unique_ptr<Normal3f[]> evalNs(new Normal3f[diceu * dicev]); int i; for (i = 0; i < diceu; ++i) ueval[i] = Lerp((float)i / (float)(diceu - 1), u0, u1); for (i = 0; i < dicev; ++i) veval[i] = Lerp((float)i / (float)(dicev - 1), v0, v1); // Evaluate NURBS over grid of points memset(evalPs.get(), 0, diceu * dicev * sizeof(Point3f)); memset(evalNs.get(), 0, diceu * dicev * sizeof(Point3f)); std::unique_ptr<Point2f[]> uvs(new Point2f[diceu * dicev]); // Turn NURBS into triangles std::unique_ptr<Homogeneous3[]> Pw(new Homogeneous3[nu * nv]); if (isHomogeneous) { for (int i = 0; i < nu * nv; ++i) { Pw[i].x = P[4 * i]; Pw[i].y = P[4 * i + 1]; Pw[i].z = P[4 * i + 2]; Pw[i].w = P[4 * i + 3]; } } else { for (int i = 0; i < nu * nv; ++i) { Pw[i].x = P[3 * i]; Pw[i].y = P[3 * i + 1]; Pw[i].z = P[3 * i + 2]; Pw[i].w = 1.; } } for (int v = 0; v < dicev; ++v) { for (int u = 0; u < diceu; ++u) { uvs[(v * diceu + u)].x = ueval[u]; uvs[(v * diceu + u)].y = veval[v]; Vector3f dpdu, dpdv; Point3f pt = NURBSEvaluateSurface(uorder, uknots, nu, ueval[u], vorder, vknots, nv, veval[v], Pw.get(), &dpdu, &dpdv); evalPs[v * diceu + u].x = pt.x; evalPs[v * diceu + u].y = pt.y; evalPs[v * diceu + u].z = pt.z; evalNs[v * diceu + u] = Normal3f(Normalize(Cross(dpdu, dpdv))); } } // Generate points-polygons mesh int nTris = 2 * (diceu - 1) * (dicev - 1); std::unique_ptr<int[]> vertices(new int[3 * nTris]); int *vertp = vertices.get(); // Compute the vertex offset numbers for the triangles for (int v = 0; v < dicev - 1; ++v) { for (int u = 0; u < diceu - 1; ++u) { #define VN(u, v) ((v)*diceu + (u)) *vertp++ = VN(u, v); *vertp++ = VN(u + 1, v); *vertp++ = VN(u + 1, v + 1); *vertp++ = VN(u, v); *vertp++ = VN(u + 1, v + 1); *vertp++ = VN(u, v + 1); #undef VN } } int nVerts = diceu * dicev; return CreateTriangleMesh(o2w, w2o, reverseOrientation, nTris, vertices.get(), nVerts, evalPs.get(), nullptr, evalNs.get(), uvs.get(), nullptr); }
std::vector<std::shared_ptr<Shape>> CreatePLYMesh( const Transform *o2w, const Transform *w2o, bool reverseOrientation, const ParamSet ¶ms, std::map<std::string, std::shared_ptr<Texture<Float>>> *floatTextures) { const std::string filename = params.FindOneFilename("filename", ""); p_ply ply = ply_open(filename.c_str(), rply_message_callback, 0, nullptr); if (!ply) { Error("Couldn't open PLY file \"%s\"", filename.c_str()); return std::vector<std::shared_ptr<Shape>>(); } if (!ply_read_header(ply)) { Error("Unable to read the header of PLY file \"%s\"", filename.c_str()); return std::vector<std::shared_ptr<Shape>>(); } p_ply_element element = nullptr; long vertexCount = 0, faceCount = 0; /* Inspect the structure of the PLY file */ while ((element = ply_get_next_element(ply, element)) != nullptr) { const char *name; long nInstances; ply_get_element_info(element, &name, &nInstances); if (!strcmp(name, "vertex")) vertexCount = nInstances; else if (!strcmp(name, "face")) faceCount = nInstances; } if (vertexCount == 0 || faceCount == 0) { Error("PLY file \"%s\" is invalid! No face/vertex elements found!", filename.c_str()); return std::vector<std::shared_ptr<Shape>>(); } CallbackContext context; if (ply_set_read_cb(ply, "vertex", "x", rply_vertex_callback, &context, 0x030) && ply_set_read_cb(ply, "vertex", "y", rply_vertex_callback, &context, 0x031) && ply_set_read_cb(ply, "vertex", "z", rply_vertex_callback, &context, 0x032)) { context.p = new Point3f[vertexCount]; } else { Error("PLY file \"%s\": Vertex coordinate property not found!", filename.c_str()); return std::vector<std::shared_ptr<Shape>>(); } if (ply_set_read_cb(ply, "vertex", "nx", rply_vertex_callback, &context, 0x130) && ply_set_read_cb(ply, "vertex", "ny", rply_vertex_callback, &context, 0x131) && ply_set_read_cb(ply, "vertex", "nz", rply_vertex_callback, &context, 0x132)) context.n = new Normal3f[vertexCount]; /* There seem to be lots of different conventions regarding UV coordinate * names */ if ((ply_set_read_cb(ply, "vertex", "u", rply_vertex_callback, &context, 0x220) && ply_set_read_cb(ply, "vertex", "v", rply_vertex_callback, &context, 0x221)) || (ply_set_read_cb(ply, "vertex", "s", rply_vertex_callback, &context, 0x220) && ply_set_read_cb(ply, "vertex", "t", rply_vertex_callback, &context, 0x221)) || (ply_set_read_cb(ply, "vertex", "texture_u", rply_vertex_callback, &context, 0x220) && ply_set_read_cb(ply, "vertex", "texture_v", rply_vertex_callback, &context, 0x221)) || (ply_set_read_cb(ply, "vertex", "texture_s", rply_vertex_callback, &context, 0x220) && ply_set_read_cb(ply, "vertex", "texture_t", rply_vertex_callback, &context, 0x221))) context.uv = new Point2f[vertexCount]; /* Allocate enough space in case all faces are quads */ context.indices = new int[faceCount * 6]; context.vertexCount = vertexCount; ply_set_read_cb(ply, "face", "vertex_indices", rply_face_callback, &context, 0); if (!ply_read(ply)) { Error("Unable to read the contents of PLY file \"%s\"", filename.c_str()); ply_close(ply); return std::vector<std::shared_ptr<Shape>>(); } ply_close(ply); if (context.error) return std::vector<std::shared_ptr<Shape>>(); // Look up an alpha texture, if applicable std::shared_ptr<Texture<Float>> alphaTex; std::string alphaTexName = params.FindTexture("alpha"); if (alphaTexName != "") { if (floatTextures->find(alphaTexName) != floatTextures->end()) alphaTex = (*floatTextures)[alphaTexName]; else Error("Couldn't find float texture \"%s\" for \"alpha\" parameter", alphaTexName.c_str()); } else if (params.FindOneFloat("alpha", 1.f) == 0.f) { alphaTex.reset(new ConstantTexture<Float>(0.f)); } std::shared_ptr<Texture<Float>> shadowAlphaTex; std::string shadowAlphaTexName = params.FindTexture("shadowalpha"); if (shadowAlphaTexName != "") { if (floatTextures->find(shadowAlphaTexName) != floatTextures->end()) shadowAlphaTex = (*floatTextures)[shadowAlphaTexName]; else Error( "Couldn't find float texture \"%s\" for \"shadowalpha\" " "parameter", shadowAlphaTexName.c_str()); } else if (params.FindOneFloat("shadowalpha", 1.f) == 0.f) shadowAlphaTex.reset(new ConstantTexture<Float>(0.f)); return CreateTriangleMesh(o2w, w2o, reverseOrientation, context.indexCtr / 3, context.indices, vertexCount, context.p, nullptr, context.n, context.uv, alphaTex, shadowAlphaTex); }
int CBSPMapData_LW::LoadSpecificMapDataFromFile( const char *pFilename ) { int i; bool bResult = false; CLightWaveSceneLoader lightwave_scene; // load the LightWave scene file lightwave_scene.LoadFromFile( pFilename ); // MessageBox(NULL, "LW scene file has been loaded", "progress report", MB_OK); //First, we have to get the name of the mapfile in this "*.lws" file //The name of the mapfile has to be "_MAP_*.lwo" (* is can be an arbitrary string) // find the object file that has the filename starting with "_MAP_" CLWS_ObjectLayer* pObjectLayer = NULL; // char* pLWOFileName; // string strBodyFilename; char acBodyFilename[512]; for( i=0; i<lightwave_scene.GetNumObjectLayers(); i++ ) { pObjectLayer = lightwave_scene.GetObjectLayer(i); if( !pObjectLayer ) MessageBox(NULL, "invalid object layer", "error", MB_OK|MB_ICONWARNING); // pLWOFileName = pObjectLayer->GetObjectFilename().c_str(); string& strLWOFilename = pObjectLayer->GetObjectFilename(); CFileNameOperation::GetBodyFilenameBySlash( acBodyFilename, strLWOFilename.c_str() ); //find lwo2 file that represents the map object. if( strncmp( acBodyFilename, "_MAP_", 5 ) == 0 ) { // load the object bResult = m_LWO2Object.LoadLWO2Object(acBodyFilename); break; } } // compute normals on each face(polygon) in the LightWave object // m_LWO2Object.ComputeFaceNormals(); string log_filename = "DebugInfoFile\\lwo2_loaded_data.txt"; m_LWO2Object.WriteDebug(log_filename.c_str()); list<LWO2_Layer>::iterator itrLayer; this->m_aPlane.reserve(DEFAULT_NUM_PLANES); this->m_aMainFace.reserve(DEFAULT_NUM_MAINFACES); this->m_aInteriorFace.reserve(DEFAULT_NUM_MAINFACES); // itrLayer = m_LWO2Object.m_layer.begin(); list<LWO2_Layer>& lstLayer = m_LWO2Object.GetLayer(); itrLayer = lstLayer.begin(); for(; itrLayer != lstLayer.end() ; itrLayer++) { if( itrLayer->GetName() == "LYR_Slag" ) continue; if( itrLayer->GetName() == "LYR_Main" ) SetFace(&m_aMainFace, itrLayer); if( itrLayer->GetName() == "LYR_Interior" ) SetFace(&m_aInteriorFace, itrLayer); if( itrLayer->GetName() == "LYR_Skybox" ) SetFace(&m_aSkyboxFace, itrLayer); if( itrLayer->GetName() == "LYR_EnvLight" ) { C3DMeshModelBuilder_LW mesh_builder( &m_LWO2Object ); mesh_builder.BuildMeshFromLayer( *itrLayer ); m_EnvLightMesh = mesh_builder.GetArchive(); } /* if( itrLayer->GetName() == "LYR_BoundingVolume" ) SetFace; if( itrLayer->GetName() == "LYR_NoClip" ) SetFace;*/ } // Sort textures and others SetTextureFilename(); // set texture indices SetSurface(); // create additional filenames to support fake bumpy textures SetFakeBumpTextures(); //convert lightwave fog into generic fog CLWS_Fog* pLWSFog = lightwave_scene.GetFog(); if( pLWSFog ) { m_pFog = new SFog; m_pFog->cFogType = (char)pLWSFog->iType; m_pFog->fMinDist = pLWSFog->fMinDist; m_pFog->fMaxDist = pLWSFog->fMaxDist; m_pFog->fMinAmount = pLWSFog->fMinAmount; m_pFog->fMaxAmount = pLWSFog->fMaxAmount; m_pFog->color.fRed = pLWSFog->afColor[0]; // red m_pFog->color.fGreen = pLWSFog->afColor[1]; // green m_pFog->color.fBlue = pLWSFog->afColor[2]; // blue } // convert lightwave lights into generic lights SetLight( lightwave_scene ); // for occlusion testing CreateTriangleMesh(); // SetUVsForLightmaps(); return 1; }
std::vector<std::shared_ptr<Shape>> CreateTriangleMeshShape( const Transform *o2w, const Transform *w2o, bool reverseOrientation, const ParamSet ¶ms, std::map<std::string, std::shared_ptr<Texture<Float>>> *floatTextures) { int nvi, npi, nuvi, nsi, nni; const int *vi = params.FindInt("indices", &nvi); const Point3f *P = params.FindPoint3f("P", &npi); const Point2f *uvs = params.FindPoint2f("uv", &nuvi); if (!uvs) uvs = params.FindPoint2f("st", &nuvi); std::vector<Point2f> tempUVs; if (!uvs) { const Float *fuv = params.FindFloat("uv", &nuvi); if (!fuv) fuv = params.FindFloat("st", &nuvi); if (fuv) { nuvi /= 2; tempUVs.reserve(nuvi); for (int i = 0; i < nuvi; ++i) tempUVs.push_back(Point2f(fuv[2 * i], fuv[2 * i + 1])); uvs = &tempUVs[0]; } } bool discardDegenerateUVs = params.FindOneBool("discarddegenerateUVs", false); if (uvs) { if (nuvi < npi) { Error( "Not enough of \"uv\"s for triangle mesh. Expencted %d, " "found %d. Discarding.", npi, nuvi); uvs = nullptr; } else if (nuvi > npi) Warning( "More \"uv\"s provided than will be used for triangle " "mesh. (%d expcted, %d found)", npi, nuvi); } if (!vi) { Error( "Vertex indices \"indices\" not provided with triangle mesh shape"); return std::vector<std::shared_ptr<Shape>>(); } if (!P) { Error("Vertex positions \"P\" not provided with triangle mesh shape"); return std::vector<std::shared_ptr<Shape>>(); } const Vector3f *S = params.FindVector3f("S", &nsi); if (S && nsi != npi) { Error("Number of \"S\"s for triangle mesh must match \"P\"s"); S = nullptr; } const Normal3f *N = params.FindNormal3f("N", &nni); if (N && nni != npi) { Error("Number of \"N\"s for triangle mesh must match \"P\"s"); N = nullptr; } if (discardDegenerateUVs && uvs && N) { // if there are normals, check for bad uv's that // give degenerate mappings; discard them if so const int *vp = vi; for (int i = 0; i < nvi; i += 3, vp += 3) { Float area = .5f * Cross(P[vp[0]] - P[vp[1]], P[vp[2]] - P[vp[1]]).Length(); if (area < 1e-7) continue; // ignore degenerate tris. if ((uvs[vp[0]].x == uvs[vp[1]].x && uvs[vp[0]].y == uvs[vp[1]].y) || (uvs[vp[1]].x == uvs[vp[2]].x && uvs[vp[1]].y == uvs[vp[2]].y) || (uvs[vp[2]].x == uvs[vp[0]].x && uvs[vp[2]].y == uvs[vp[0]].y)) { Warning( "Degenerate uv coordinates in triangle mesh. Discarding " "all uvs."); uvs = nullptr; break; } } } for (int i = 0; i < nvi; ++i) if (vi[i] >= npi) { Error( "trianglemesh has out of-bounds vertex index %d (%d \"P\" " "values were given", vi[i], npi); return std::vector<std::shared_ptr<Shape>>(); } std::shared_ptr<Texture<Float>> alphaTex; std::string alphaTexName = params.FindTexture("alpha"); if (alphaTexName != "") { if (floatTextures->find(alphaTexName) != floatTextures->end()) alphaTex = (*floatTextures)[alphaTexName]; else Error("Couldn't find float texture \"%s\" for \"alpha\" parameter", alphaTexName.c_str()); } else if (params.FindOneFloat("alpha", 1.f) == 0.f) alphaTex.reset(new ConstantTexture<Float>(0.f)); std::shared_ptr<Texture<Float>> shadowAlphaTex; std::string shadowAlphaTexName = params.FindTexture("shadowalpha"); if (shadowAlphaTexName != "") { if (floatTextures->find(shadowAlphaTexName) != floatTextures->end()) shadowAlphaTex = (*floatTextures)[shadowAlphaTexName]; else Error( "Couldn't find float texture \"%s\" for \"shadowalpha\" " "parameter", shadowAlphaTexName.c_str()); } else if (params.FindOneFloat("shadowalpha", 1.f) == 0.f) shadowAlphaTex.reset(new ConstantTexture<Float>(0.f)); return CreateTriangleMesh(o2w, w2o, reverseOrientation, nvi / 3, vi, npi, P, S, N, uvs, alphaTex, shadowAlphaTex); }