Exemple #1
0
DiskHole::DiskHole(int nvertices, float radius, int ndisk)
    : TriMesh()
{
    _name = "Disk Hole";
    // using same algorithm as cone but with a constant Z

    //vertices
    for (int i=0;i<ndisk;++i) {
        float r = 1-(1-radius)*i/((float)ndisk-1);
        this->addVertex(0,0,0);
        for (float i=0; i<2*M_PI ; i+=(2/(float)nvertices)*M_PI)
            this->addVertex(r*cos(i),r*sin(i),0);
    }



    // triangles
    for(int i=0;i<ndisk-1;++i) {
        for (int j=1; j<nvertices+1; ++j)
            this->addTriangle(1+j%nvertices+i*(nvertices+1),
                              j+i*(nvertices+1),
                              j+1+nvertices+i*(nvertices+1));
        for (int j=1; j<nvertices+1; ++j)
            this->addTriangle(j%nvertices+2+nvertices+i*(nvertices+1),
                              j%nvertices+1+i*(nvertices+1),
                              nvertices+j+1+i*(nvertices+1));
    }

    computeNormalsT();
    computeNormalsV();
}
Exemple #2
0
my::DiskHole::DiskHole(const float & bigRadius, const float & smallRadius, const int & nbSlices, const int & nbCirc)
    :ParametricMesh("DiskHole", nbCirc+2, 2*nbSlices),
      _bigRadius(bigRadius),
      _smallRadius(smallRadius),
      _nbSlices(nbSlices),
      _nbCirc(nbCirc)
{
    _preDiskHole(_bigRadius, _smallRadius, _nbSlices, _nbCirc);

    Circular coord(_bigRadius);

    parametricVertexInsertion(imax(), jmax(), coord);
    parametricTriangleInsertion(imax()-1, jmax());

    computeNormalsT();
    computeNormalsV();
}
Exemple #3
0
my::Torus::Torus(const float & pathRadius, const float & tubeRadius, const int & nbSlices, const int & nbStacks)
    :ParametricMesh("Torus", 2*nbSlices, 2*(nbStacks+1)),
      _pathRadius(pathRadius),
      _tubeRadius(tubeRadius),
      _nbSlices(nbSlices),
      _nbStacks(nbStacks)
{
    _preTorus(_pathRadius, _tubeRadius, _nbSlices, _nbStacks);

    my::Toric coord(_pathRadius, _tubeRadius);

    parametricVertexInsertion(imax(), jmax(), coord);
    parametricTriangleInsertion(imax(), jmax());

    computeNormalsT();
    computeNormalsV();

}
Exemple #4
0
CubeCorner::CubeCorner()
{
    _name = "CubeCorner";
    // vertex coordinates
    //The corner is on the right up side
    static const GLfloat v[13][3] = {
        //bottom vertexes
        {-1,-1,1},{-1,-1,-1},{1,-1,1},{1,-1,-1},
        //top vertexes
        {-1,1, 1},{-1,1,-1},{1,1,-1},
        //corner vertexes
        {0,1,1},{1,1,0},{1,0,1},
        //front center
        {0,0,1},
        //right center
        {1,0,0},
        //top center
        {0,1,0}
    };

    // triangles vertex indices
    static const GLint t[19][3] = {
        {0,1,2},{3,2,1},  // bottom triangles
        {1,0,4},{4,5,1},  // cornerless left side triangles
        {1,5,3},{3,5,6},        // Back triangles
        {4,0,2},{7,4,10},{9,10,2},{9,7,10},       // front face
        {6,2,3},{11,9,2},{11,6,8},{9,11,8},   // right face
        {5,4,6},{12,4,7},{12,8,6},{12,7,8},//top face
        {8,7,9} //corner triangle
    };

    //--- Fill vertices and triangles vectors

    // Fill vertices vector
    for (int i=0; i<13 ; ++i)
        this->addVertex(v[i][0], v[i][1], v[i][2]);

    // Fill triangles vector
    for (int i=0; i<19; ++i)
        this->addTriangle(t[i][0], t[i][1], t[i][2]);

    computeNormalsT();
    computeNormalsV();
}
Exemple #5
0
my::ConicMesh::ConicMesh(const float & height, const float & aperture, const int & nbSlices, const int & nbStacks)
    :ParametricMesh("ConicMesh", nbStacks+2, 2*nbSlices),
      _height(height),
      _aperture(aperture),
      _nbSlices(nbSlices),
      _nbStacks(nbStacks)
{
    _preConicMesh(_height, _aperture, _nbSlices, _nbStacks);

    my::Conic coord(Point(0,-1,0), _aperture);

    parametricVertexInsertion(imax()-1, jmax(), coord);
    this->addVertex(0,-1,0);

    parametricTriangleInsertion(imax()-1, jmax());

    flipTriangles();

    computeNormalsT();
    computeNormalsV();
}
Exemple #6
0
Torus::Torus(int nbCircles, int nbVertexCircle)
{

    _name="Torus";
    _vertices.clear();
    double x,y,z;
    double circleStep=(2.*M_PI)/nbVertexCircle;
    double longStep=(2.*M_PI)/nbCircles;

    //Adding Vertex
    for(double i=0.;i<2.*M_PI;i+=longStep)
    {

        for(double j=0.;j<2.*M_PI;j+=circleStep)
        {
            x=((2./3.)+(1./3.)*cos(j))*cos(i);
            y=((2./3.)+(1./3.)*cos(j))*sin(i);
            z=(1./3.)*sin(j);
            addVertex(x,y,z);
        }

    }

    int nbVertex = nbCircles*nbVertexCircle;
    //Adding triangles
    for(int i=0;i<nbCircles;++i)
        for(int j=0;j<nbVertexCircle;++j)
        {
            addTriangle((i*nbVertexCircle+j+1)%(nbVertex),
                        (i*nbVertexCircle+j)%(nbVertex),
                        ((i+1)*nbVertexCircle+j)%(nbVertex));
            addTriangle(((i+1)*nbVertexCircle+j)%(nbVertex),
                        ((i+1)*nbVertexCircle+j+1)%(nbVertex),
                        (i*nbVertexCircle+j+1)%(nbVertex));
        }

    computeNormalsT();
    computeNormalsV();
}
Exemple #7
0
Pyramid::Pyramid()
  : TriMesh("Pyramid")
{
  static const GLfloat ps[5][3] = {
    {-1,-1,-1},{-1,1,-1},{1,1,-1},{1,-1,-1},
    {0,0,1}
  };
  static const GLint ts[6][3] = {
    {0,1,2},{0,2,3},    // bottom triangles
    {0,3,4},{3,2,4},{2,1,4},{1,0,4} // side triangles
  };

  int i;

  for (i=0; i<5 ; ++i)
    this->addVertex(ps[i][0], ps[i][1], ps[i][2]);

  for (i=0; i<6; ++i)
    this->addTriangle(ts[i][0], ts[i][1], ts[i][2]);

  computeNormalsT();  // to be fixed
  computeNormalsV();  // to be fixed
}
Exemple #8
0
Torus::Torus(int nbpoint):TriMesh()
{
    _name = "Torus";

    //angle variation computing
    if(nbpoint < 4){
        throw std::domain_error("Dot number deficient: at least 4 dots are required to create Torus");
    }
    float angle=0;
    float angleV=360/nbpoint;

    //vertices coordinates///////////////////////////////////////////////////////////////
    std::vector<std::vector<GLfloat> > allVtx;           //container to store all vertices
    std::vector<std::vector<GLfloat> > primaryCircle;    //container to store a primary circle
    std::vector<GLfloat> aVtx(3,0);                      //any vertex

    //Triangles vertex indices///////////////////////////////////////////////////////////
    //--The primary circle definition----------------------------------------------------
    int nbPcVtx=0;
    while(angle<360){
        aVtx[0]=0;
        aVtx[1]=0.25 * cos(angle * PI/180.0);
        aVtx[2]=0.25 * sin(angle * PI/180.0);

        primaryCircle.push_back(aVtx);
        nbPcVtx++;

        angle+=angleV;
    }

    //primary circle translation following y to get the right position for the torus construction
    for(unsigned int i=0;i<primaryCircle.size();i++)
        primaryCircle[i][1]+=0.75;

    //we add the primary circle to allVtx container
    for(unsigned int i=0;i<primaryCircle.size();i++){
        allVtx.push_back(primaryCircle[i]);
    }

    //torus remaining circle computing
    angle=0;
    while(angle<360){
        for(unsigned int i=0;i<primaryCircle.size();i++){
            glm::vec3 vtxToRotate(primaryCircle[i][0],allVtx[i][1],allVtx[i][2]);
            glm::vec3 vtxRotated = glm::rotateZ(vtxToRotate,angle);
            aVtx[0]=vtxRotated[0];
            aVtx[1]=vtxRotated[1];
            aVtx[2]=vtxRotated[2];

            allVtx.push_back(aVtx);
        }
        angle+=angleV;
    }
    //triangles vertex indices///////////////////////////////////////////////////////////
    int nbTrgl=2 * allVtx.size();
    std::vector<GLint> aTrgl(3,0);
    std::vector<std::vector<GLint> > torusTrgl(nbTrgl,aTrgl);

    int r=0;
    int s=nbPcVtx;
    int t=s+1;

    for (unsigned int i=0;i<torusTrgl.size()-(2 * nbPcVtx);i++){
        torusTrgl[i][0]=r;
        torusTrgl[i][1]=s;
        torusTrgl[i][2]=t;

        if((std::abs(r-s)==1) && (std::abs(s-t)==nbPcVtx)){
            r++;
            s=s+(nbPcVtx);
            t=t+(2 * nbPcVtx)+1;
        }else{
            //r variable behavior
            if((i % 2)==1)
                r++;

            //t variable behavior
            if(((t+1) % nbPcVtx)==0 && (i % 2)==1){
                    t=t+1;
            }else{
                if((i % 2)==1)
                    t=t+nbPcVtx+1;

                if((i % 2)==0)
                    t=t-(nbPcVtx);
            }

            //s variable behavior
            if(((s+1) % (nbPcVtx)) == 0 && (i % 2)==0){
                    s=s-(nbPcVtx-1);
            }else{
                if((i % 2)==0)
                    s++;
            }
        }

        int r=allVtx.size()-nbPcVtx;
        int s=0;
        int t=s+1;

        for(unsigned int i=torusTrgl.size()-(2 * nbPcVtx);i<torusTrgl.size();i++){
            torusTrgl[i][0]=r;
            torusTrgl[i][1]=s;
            torusTrgl[i][2]=t;

            //r variable behavior
            if((i % 2)==1)
                r++;

            //t variable behavior
            if(t==(allVtx.size()-1) && (i % 2)==1){
                    t=0;
            }else{
                if((i % 2)==1)
                    t=t-(allVtx.size()-nbPcVtx-1);

                if((i % 2)==0)
                    t=t+(allVtx.size()-nbPcVtx);
            }

            //s variable behavior
            if(((s+1) % (nbPcVtx)) == 0 && (i % 2)==0){
                    s=s-(nbPcVtx-1);
            }else{
                if((i % 2)==0)
                    s++;
            }

        }
}

    //--- Fill vertices vector-----------------------------------------------------------
    for(unsigned int i=0;i<allVtx.size();i++){
        /*std::cout<<allVtx[i][0]<<"|"<<allVtx[i][1]<<"|"<<allVtx[i][2]<<endl;
        std::cout<<"-------------------------------"<<endl;*/
        this->addVertex(allVtx[i][0],allVtx[i][1],allVtx[i][2]);
    }

    //--Fill surface triangles-----------------------------------------------------------
    for(unsigned int i=0;i<torusTrgl.size();i++){
        //std::cout<<torusTrgl[i][0]<<"|"<<torusTrgl[i][1]<<"|"<<torusTrgl[i][2]<<endl;
        this->addTriangle(torusTrgl[i][0],torusTrgl[i][1],torusTrgl[i][2]);
    }

        computeNormalsT();
        computeNormalsV();  //to be fixed.
}
Exemple #9
0
Cube::Cube()
  : TriMesh()
{
  _name = "Cube";

  // vertex coordinates
  static const GLfloat v[8][3] = {
    {-1,-1,-1},{-1,1,-1},{1,1,-1},{1,-1,-1},
    {-1,-1, 1},{-1,1, 1},{1,1, 1},{1,-1, 1}
  };

  // triangles vertex indices
  static const GLint t[12][3] = {
    {1,2,0},{3,0,2},  // bottom triangles
    {1,5,6},{2,1,6},{2,6,3},{3,6,7},{3,7,0},{0,7,4},{0,4,1},{1,4,5},    // side triangles
    {4,7,5},{7,6,5}   // top triangles
  };

  // triangle normals
  static const GLint nt[12][3] = {
    {0,0,-1},{0,0,-1}, // bottom triangle normals
    {0,1,0},{0,1,0},{1,0,0},{1,0,0},{0,-1,0},{0,-1,0},{-1,0,0},{-1,0,0}, // side triangle normals
    {0,0,1},{0,0,1}    // top triangle normals
  };

  // triangle vertex normals
  static const GLint nv[36][3] = {
    {0,0,-1},{0,0,-1},{0,0,-1},{0,0,-1},{0,0,-1},{0,0,-1}, // bottom triangle vertex normals

    {0,1,0},{0,1,0},{0,1,0},{0,1,0},{0,1,0},{0,1,0},       // side triangle vertex normals
    {1,0,0},{1,0,0},{1,0,0},{1,0,0},{1,0,0},{1,0,0},
    {0,-1,0},{0,-1,0},{0,-1,0},{0,-1,0},{0,-1,0},{0,-1,0},
    {-1,0,0},{-1,0,0},{-1,0,0},{-1,0,0},{-1,0,0},{-1,0,0},

    {0,0,1},{0,0,1},{0,0,1},{0,0,1},{0,0,1},{0,0,1}        // top triangle vertex normals
  };


  //--- Fill vertices and triangles vectors

  // Fill vertices vector
  for (int i=0; i<8 ; ++i)
    this->addVertex(v[i][0], v[i][1], v[i][2]);

  // Fill triangles vector
  for (int i=0; i<12; ++i)
    this->addTriangle(t[i][0], t[i][1], t[i][2]);

  // Fill normals vectors
  bool use_computed_normals = true;

  if (use_computed_normals) {

      computeNormalsT();  // to be fixed
      computeNormalsV();  // to be fixed

    } else { // use manually defined normals

      // set triangle normals
      for (int i=0; i<12; ++i) {
          Normal nT(nt[i][0], nt[i][1], nt[i][2]);
          this->addNormalT(nT);
        }
      // set triangle vertex normals
      for (int i=0; i<36; ++i) {
          Normal nV(nv[i][0], nv[i][1], nv[i][2]);
          this->addNormalV(nV);
        }
    }

}