Esempio n. 1
0
struct mesh *mesh_fabricate_planetary_ring(float ir, float or)
{
	struct mesh *m;
	int i;

	m = malloc(sizeof(*m));
	if (!m)
		return m;
	memset(m, 0, sizeof(*m));
	m->nvertices = 360;
	m->ntriangles = m->nvertices;

	m->t = malloc(sizeof(*m->t) * m->ntriangles);
	if (!m->t)
		goto bail;
	memset(m->t, 0, sizeof(*m->t) * m->ntriangles);
	m->v = malloc(sizeof(*m->v) * m->nvertices);
	if (!m->v)
		goto bail;
	memset(m->v, 0, sizeof(*m->v) * m->nvertices);
	m->l = NULL;

	m->geometry_mode = MESH_GEOMETRY_TRIANGLES;


	/* set up vertices */
	for (i = 0; i < m->nvertices; i += 2) {
		const float angle = ((2 * M_PI)  * i) / m->nvertices;
		m->v[i].x = cos(angle) * ir;
		m->v[i].y = sin(angle) * ir;
		m->v[i].z = 0.0;
		m->v[i + 1].x = cos(angle) * or;
		m->v[i + 1].y = sin(angle) * or;
		m->v[i + 1].z = 0.0;
	}

	/* set up triangles */
	for (i = 0; i < m->nvertices; i += 2) {
		struct vertex *v1, *v2, *v3, *v4;

		v1 = &m->v[i % m->nvertices];
		v2 = &m->v[(i + 1) % m->nvertices];
		v3 = &m->v[(i + 2) % m->nvertices];
		v4 = &m->v[(i + 3) % m->nvertices];
		m->t[i].v[0] = v3;
		m->t[i].v[1] = v2;
		m->t[i].v[2] = v1;
		m->t[i + 1].v[0] = v2;
		m->t[i + 1].v[1] = v3;
		m->t[i + 1].v[2] = v4;
		/* FIXME: set coplanar flags */
	}
	m->radius = mesh_compute_radius(m);
	mesh_set_flat_shading_vertex_normals(m);
	mesh_uv_map_planetary_ring(m);
	return m;
bail:
	mesh_free(m);
	return NULL;
}
Esempio n. 2
0
void mesh_distort_helper(struct mesh *m, float distortion)
{
	int i;

	for (i = 0; i < m->nvertices; i++) {
		float dx, dy, dz;

		dx = (float) snis_randn(1000) / 1000.0 * distortion - 0.5;
		dy = (float) snis_randn(1000) / 1000.0 * distortion - 0.5;
		dz = (float) snis_randn(1000) / 1000.0 * distortion - 0.5;

		m->v[i].x += m->v[i].x * dx;
		m->v[i].y += m->v[i].y * dy;
		m->v[i].z += m->v[i].z * dz;
	}
	m->radius = mesh_compute_radius(m);
	mesh_set_flat_shading_vertex_normals(m);
}
Esempio n. 3
0
void mesh_derelict(struct mesh *m, float distortion)
{
	int i;

	for (i = 0; i < m->nvertices; i++) {
		float dx, dy, dz;

		dx = (float) (snis_randn(1000) / 1000.0 - 0.5) * distortion;
		dy = (float) (snis_randn(1000) / 1000.0 - 0.5) * (distortion / 10.0) - 0.5;
		dz = (float) (snis_randn(1000) / 1000.0 - 0.5) * (distortion / 10.0) - 0.5;

		if (m->v[i].x < 0) {
			m->v[i].x = dx;
			m->v[i].y += dy;
			m->v[i].z += dz;
		}
	}
	m->radius = mesh_compute_radius(m);
	for (i = 0; i < m->nvertices; i++)
		m->v[i].x -= m->radius / 2.0;
	m->radius = mesh_compute_radius(m);
	mesh_set_flat_shading_vertex_normals(m);
	mesh_graph_dev_init(m);
}
Esempio n. 4
0
/* See: http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html */
struct mesh *mesh_unit_icosohedron(void)
{
	const double tau = (1.0 + sqrt(5.0)) / 2.0;
	const double scale = 1.0 / sqrt(1.0 + tau * tau);
	struct mesh *m;

	m = malloc(sizeof(*m));
	if (!m)
		return m;
	memset(m, 0, sizeof(*m));
	m->nvertices = 12;
	m->ntriangles = 20;

	m->t = malloc(sizeof(*m->t) * m->ntriangles);
	if (!m->t)
		goto bail;
	memset(m->t, 0, sizeof(*m->t) * m->ntriangles);
	m->v = malloc(sizeof(*m->v) * m->nvertices);
	if (!m->v)
		goto bail;
	memset(m->v, 0, sizeof(*m->v) * m->nvertices);
	m->tex = 0;
	/* m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3);
	if (!m->tex)
		goto bail;
	memset(m->tex, 0, sizeof(*m->tex) * m->ntriangles * 3); */
	m->l = NULL;

	m->geometry_mode = MESH_GEOMETRY_TRIANGLES;

	m->v[0].x = scale * -1.0;
	m->v[0].y = scale * tau;
	m->v[0].z = scale * 0.0;

	m->v[1].x = scale * 1.0;
	m->v[1].y = scale * tau;
	m->v[1].z = scale * 0.0;

	m->v[2].x = scale * -1.0;
	m->v[2].y = scale * -tau;
	m->v[2].z = scale * 0.0;

	m->v[3].x = scale * 1.0;
	m->v[3].y = scale * -tau;
	m->v[3].z = scale * 0.0;

	m->v[4].x = scale * 0.0;
	m->v[4].y = scale * -1.0;
	m->v[4].z = scale * tau;

	m->v[5].x = scale * 0.0;
	m->v[5].y = scale * 1.0;
	m->v[5].z = scale * tau;

	m->v[6].x = scale * 0.0;
	m->v[6].y = scale * -1.0;
	m->v[6].z = scale * -tau;

	m->v[7].x = scale * 0.0;
	m->v[7].y = scale * 1.0;
	m->v[7].z = scale * -tau;

	m->v[8].x = scale * tau;
	m->v[8].y = scale * 0.0;
	m->v[8].z = scale * -1.0;

	m->v[9].x = scale * tau;
	m->v[9].y = scale * 0.0;
	m->v[9].z = scale * 1.0;

	m->v[10].x = scale * -tau;
	m->v[10].y = scale * 0.0;
	m->v[10].z = scale * -1.0;

	m->v[11].x = scale * -tau;
	m->v[11].y = scale * 0.0;
	m->v[11].z = scale * 1.0;

	m->t[0].v[0] = &m->v[0];
	m->t[0].v[1] = &m->v[11];
	m->t[0].v[2] = &m->v[5];

	m->t[1].v[0] = &m->v[0];
	m->t[1].v[1] = &m->v[5];
	m->t[1].v[2] = &m->v[1];

	m->t[2].v[0] = &m->v[0];
	m->t[2].v[1] = &m->v[1];
	m->t[2].v[2] = &m->v[7];

	m->t[3].v[0] = &m->v[0];
	m->t[3].v[1] = &m->v[7];
	m->t[3].v[2] = &m->v[10];

	m->t[4].v[0] = &m->v[0];
	m->t[4].v[1] = &m->v[10];
	m->t[4].v[2] = &m->v[11];

	m->t[5].v[0] = &m->v[1];
	m->t[5].v[1] = &m->v[5];
	m->t[5].v[2] = &m->v[9];

	m->t[6].v[0] = &m->v[5];
	m->t[6].v[1] = &m->v[11];
	m->t[6].v[2] = &m->v[4];

	m->t[7].v[0] = &m->v[11];
	m->t[7].v[1] = &m->v[10];
	m->t[7].v[2] = &m->v[2];

	m->t[8].v[0] = &m->v[10];
	m->t[8].v[1] = &m->v[7];
	m->t[8].v[2] = &m->v[6];

	m->t[9].v[0] = &m->v[7];
	m->t[9].v[1] = &m->v[1];
	m->t[9].v[2] = &m->v[8];

	m->t[10].v[0] = &m->v[3];
	m->t[10].v[1] = &m->v[9];
	m->t[10].v[2] = &m->v[4];

	m->t[11].v[0] = &m->v[3];
	m->t[11].v[1] = &m->v[4];
	m->t[11].v[2] = &m->v[2];

	m->t[12].v[0] = &m->v[3];
	m->t[12].v[1] = &m->v[2];
	m->t[12].v[2] = &m->v[6];

	m->t[13].v[0] = &m->v[3];
	m->t[13].v[1] = &m->v[6];
	m->t[13].v[2] = &m->v[8];

	m->t[14].v[0] = &m->v[3];
	m->t[14].v[1] = &m->v[8];
	m->t[14].v[2] = &m->v[9];

	m->t[15].v[0] = &m->v[4];
	m->t[15].v[1] = &m->v[9];
	m->t[15].v[2] = &m->v[5];

	m->t[16].v[0] = &m->v[2];
	m->t[16].v[1] = &m->v[4];
	m->t[16].v[2] = &m->v[11];

	m->t[17].v[0] = &m->v[6];
	m->t[17].v[1] = &m->v[2];
	m->t[17].v[2] = &m->v[10];

	m->t[18].v[0] = &m->v[8];
	m->t[18].v[1] = &m->v[6];
	m->t[18].v[2] = &m->v[7];

	m->t[19].v[0] = &m->v[9];
	m->t[19].v[1] = &m->v[8];
	m->t[19].v[2] = &m->v[1];

	m->radius = mesh_compute_radius(m);
	mesh_set_flat_shading_vertex_normals(m);
	mesh_graph_dev_init(m);

	return m;

bail:
	mesh_free(m);
	return NULL;
}
Esempio n. 5
0
struct mesh *mesh_fabricate_billboard(float cx, float cy, float width, float height)
{
	struct mesh *m;

	m = malloc(sizeof(*m));
	if (!m)
		return m;
	memset(m, 0, sizeof(*m));
	m->nvertices = 4;
	m->ntriangles = 2;

	m->t = malloc(sizeof(*m->t) * m->ntriangles);
	if (!m->t)
		goto bail;
	memset(m->t, 0, sizeof(*m->t) * m->ntriangles);
	m->v = malloc(sizeof(*m->v) * m->nvertices);
	if (!m->v)
		goto bail;
	memset(m->v, 0, sizeof(*m->v) * m->nvertices);
	m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3);
	if (!m->tex)
		goto bail;
	memset(m->tex, 0, sizeof(*m->tex) * m->ntriangles * 3);
	m->l = NULL;

	m->geometry_mode = MESH_GEOMETRY_TRIANGLES;
	m->v[0].x = -width / 2.0f + cx;
	m->v[0].y = height / 2.0f + cy;
	m->v[0].z = 0;
	m->v[1].x = width / 2.0f + cx;
	m->v[1].y = height / 2.0f + cy;
	m->v[1].z = 0;
	m->v[2].x = width / 2.0f + cx;
	m->v[2].y = -height / 2.0f + cy;
	m->v[2].z = 0;
	m->v[3].x = -width / 2.0f + cx;
	m->v[3].y = -height / 2.0f + cy;
	m->v[3].z = 0;

	m->t[0].v[0] = &m->v[0];
	m->t[0].v[1] = &m->v[2];
	m->t[0].v[2] = &m->v[1];
	m->t[0].flag = TRIANGLE_0_1_COPLANAR;
	mesh_set_triangle_texture_coords(m, 0, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f);

	m->t[1].v[0] = &m->v[0];
	m->t[1].v[1] = &m->v[3];
	m->t[1].v[2] = &m->v[2];
	m->t[1].flag = TRIANGLE_0_2_COPLANAR;
	mesh_set_triangle_texture_coords(m, 1, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	m->radius = mesh_compute_radius(m);
	mesh_set_flat_shading_vertex_normals(m);
	mesh_graph_dev_init(m);

	return m;

bail:
	mesh_free(m);
	return NULL;
}
Esempio n. 6
0
/* mesh_fabricate_crossbeam fabricates a mesh like so, out of 8 triangles:
 *          0
 *         |\
 *         | \
 *         |  \
 *  4______|   \__5
 *   \     \    \ \
 *    \     \   |3 \
 *     \     \  |   \
 *      \ 1   \ |    \
 *       \_____\|_____\6
 *      7   \   |
 *           \  |
 *            \ |
 *             \|
 *              2
 * centered on origin, length axis parallel to x axis.
 * length is the distance betwee 0 and 3, above, and
 * radius is the distance between the center of the cross
 * beam and 2,6,7,3 and 0,4,5,1.
 * 
 * 8 triangles are needed because we need to prevent backface
 * culling, so we wind one set of tris one way, and the other,
 * the other.
 */
struct mesh *mesh_fabricate_crossbeam(float length, float radius)
{
	struct mesh *m;

	m = malloc(sizeof(*m));
	if (!m)
		return m;
	memset(m, 0, sizeof(*m));
	m->nvertices = 8;
	m->ntriangles = 8;

	m->t = malloc(sizeof(*m->t) * m->ntriangles);
	if (!m->t)
		goto bail;
	memset(m->t, 0, sizeof(*m->t) * m->ntriangles);
	m->v = malloc(sizeof(*m->v) * m->nvertices);
	if (!m->v)
		goto bail;
	memset(m->v, 0, sizeof(*m->v) * m->nvertices);
	m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3);
	if (!m->tex)
		goto bail;
	memset(m->tex, 0, sizeof(*m->tex) * m->ntriangles * 3);
	m->l = NULL;

	m->geometry_mode = MESH_GEOMETRY_TRIANGLES;
	m->v[0].x = -length / 2.0f;
	m->v[0].y = radius;
	m->v[0].z = 0.0f;
	m->v[1].x = -length / 2.0f;
	m->v[1].y = -radius;
	m->v[1].z = 0.0f;
	m->v[2].x = length / 2.0f;
	m->v[2].y = -radius;
	m->v[2].z = 0.0f;
	m->v[3].x = length / 2.0f;
	m->v[3].y = radius;
	m->v[3].z = 0.0f;
	m->v[4].x = -length / 2.0f;
	m->v[4].y = 0.0f;
	m->v[4].z = radius;
	m->v[5].x = -length / 2.0f;
	m->v[5].y = 0.0f;
	m->v[5].z = -radius;
	m->v[6].x = length / 2.0f;
	m->v[6].y = 0.0f;
	m->v[6].z = -radius;
	m->v[7].x = length / 2.0f;
	m->v[7].y = 0.0f;
	m->v[7].z = radius;

	m->t[0].v[0] = &m->v[0];
	m->t[0].v[1] = &m->v[1];
	m->t[0].v[2] = &m->v[2];
	mesh_set_triangle_texture_coords(m, 0, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f);

	m->t[1].v[0] = &m->v[2];
	m->t[1].v[1] = &m->v[3];
	m->t[1].v[2] = &m->v[0];
	mesh_set_triangle_texture_coords(m, 1, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f);
	
	m->t[2].v[0] = &m->v[4];
	m->t[2].v[1] = &m->v[5];
	m->t[2].v[2] = &m->v[6];
	mesh_set_triangle_texture_coords(m, 2, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f);
	
	m->t[3].v[0] = &m->v[6];
	m->t[3].v[1] = &m->v[7];
	m->t[3].v[2] = &m->v[4];
	mesh_set_triangle_texture_coords(m, 3, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f);

	m->t[4].v[0] = &m->v[2];
	m->t[4].v[1] = &m->v[1];
	m->t[4].v[2] = &m->v[0];
	mesh_set_triangle_texture_coords(m, 4, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f);

	m->t[5].v[0] = &m->v[0];
	m->t[5].v[1] = &m->v[3];
	m->t[5].v[2] = &m->v[2];
	mesh_set_triangle_texture_coords(m, 5, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f);
	
	m->t[6].v[0] = &m->v[6];
	m->t[6].v[1] = &m->v[5];
	m->t[6].v[2] = &m->v[4];
	mesh_set_triangle_texture_coords(m, 6, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
	
	m->t[7].v[0] = &m->v[4];
	m->t[7].v[1] = &m->v[7];
	m->t[7].v[2] = &m->v[6];
	mesh_set_triangle_texture_coords(m, 7, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f);

	mesh_compute_radius(m);
	mesh_set_flat_shading_vertex_normals(m);
	mesh_graph_dev_init(m);

	return m;

bail:
	mesh_free(m);
	return NULL;
}
Esempio n. 7
0
/* fabricate a tube of length h, radius r, with nfaces, parallel to x axis */
struct mesh *mesh_tube(float h, float r, float nfaces)
{
	struct mesh *m;
	int ntris = nfaces * 2;
	int nvertices = nfaces * 2;
	int i, j;
	float angle, da;

	float l = h / 2.0;

	m = allocate_mesh_for_copy(ntris, nvertices, 0, 1);
	if (!m)
		return m;

	m->geometry_mode = MESH_GEOMETRY_TRIANGLES;
	da = 2 * M_PI / (float) nfaces;
	angle = 0.0;
	for (i = 0; i < nvertices; i += 2) {
		m->v[i].x = -l;
		m->v[i].y = r * cos(angle);
		m->v[i].z = r * -sin(angle);
		m->v[i + 1].x = l;
		m->v[i + 1].y = m->v[i].y;
		m->v[i + 1].z = m->v[i].z;
		angle += da;
	}
	m->nvertices = nvertices;

	for (i = 0; i < ntris; i += 2) {
		m->t[i].v[2] = &m->v[i % nvertices];
		m->t[i].v[1] = &m->v[(i + 1) % nvertices];
		m->t[i].v[0] = &m->v[(i + 2) % nvertices];

		m->t[i + 1].v[2] = &m->v[(i + 2) % nvertices];
		m->t[i + 1].v[1] = &m->v[(i + 1) % nvertices];
		m->t[i + 1].v[0] = &m->v[(i + 3) % nvertices];
	}
	m->ntriangles = ntris;

	for (i = 0; i < ntris; i++) {
		union vec3 normal;
		normal = compute_triangle_normal(&m->t[i]);
		m->t[i].n.x = normal.v.x;
		m->t[i].n.y = normal.v.y;
		m->t[i].n.z = normal.v.z;
		for (j = 0; j < 3; j++) {
			union vec3 normal = { { 0, -m->t[i].v[j]->y, -m->t[i].v[j]->z } };
			vec3_normalize_self(&normal);
			m->t[i].vnormal[j].x = normal.v.x;
			m->t[i].vnormal[j].y = normal.v.y;
			m->t[i].vnormal[j].z = normal.v.z;
		}
	}
	mesh_set_flat_shading_vertex_normals(m);
	for (i = 0; i < ntris; i += 2) {
		mesh_set_triangle_texture_coords(m, i,
			0.0, (float) ((int) ((i + 2) / 2)) * 1.0 / (float) nfaces,
			1.0, (float) ((int) (i / 2)) / (float) nfaces,
			0.0, (float) ((int) (i / 2)) / (float) nfaces);
		mesh_set_triangle_texture_coords(m, i + 1,
			1.0, (float) ((int) ((i + 2) / 2)) / (float) nfaces,
			1.0, (float) ((int) (i / 2)) / (float) nfaces,
			0.0, (float) ((int) ((i + 2) / 2)) / (float) nfaces);
	}
	m->nlines = 0;
	m->radius = mesh_compute_radius(m);
	mesh_graph_dev_init(m);
	return m;
}