/
mesh.cpp
589 lines (458 loc) · 12.8 KB
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mesh.cpp
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#include "mesh.h"
void Mesh::set_name(string n)
{
name = n;
}
void Mesh::set_mtl_file(string file)
{
mtl_file = file;
}
void Mesh::addGroup(Group* newGroup){
groups.push_back(newGroup);
}
void Mesh::addVerts(Vertex newV){
verts.push_back(newV);
}
void Mesh::addNorms(Vertex newN){
norms.push_back(newN);
}
void Mesh::addTexts(Texts newT){
texts.push_back(newT);
}
void Mesh::addMats(Material* newM){
string name = newM->getName();
if(!name.empty()){
mats[name] = newM;
}
}
void Mesh::set_face_selected(int group, int face)
{
face_selected.group_pos = group;
face_selected.face_pos = face;
face_selected.face = groups.at(group)->getFaces().at(face);
selection = SELECTION_FACE;
}
void Mesh::set_vertex_selected(int vertex)
{
vertex_selected = vertex;
selection = SELECTION_VERTEX;
}
string Mesh::get_name()
{
return name;
}
string Mesh::get_mtl_file()
{
return mtl_file;
}
vector<Group*> Mesh::getGroups(void){
return groups;
}
Group* Mesh::getGroupAt(int i){
return groups[i];
}
vector<Vertex> Mesh::getVerts(void){
return verts;
}
vector<Vertex> Mesh::getNorms(void){
return norms;
}
vector<Texts> Mesh::getTexts(void){
return texts;
}
map<string, Material*> Mesh::getMats(void){
return mats;
}
Material* Mesh::getMtl(string name){
return mats[name];
}
Mesh::FaceSel* Mesh::get_face_selected()
{
return &face_selected;
}
float* Mesh::get_selected_vertex_xyz()
{
return verts[vertex_selected].getCoords();
}
void Mesh::renderVerts(void)
{
int vertex_name = 0;
glColor3f(1.0f, 1.0f, 0.0f);
for (unsigned int i = 0; i < verts.size(); i++)
{
if (selection == SELECTION_VERTEX && (int) i == vertex_selected)
glColor3f(1.0f, 0.0f, 1.0f);
glLoadName(vertex_name++);
glBegin(GL_POINTS);
glVertex3fv(verts[i].getCoords());
glEnd();
if (selection == SELECTION_VERTEX && (int) i == vertex_selected)
glColor3f(1.0f, 1.0f, 0.0f);
}
}
void Mesh::render(int renderMode, int glMode){
int group_name = 0;
int currentID = 0;
glBindTexture(GL_TEXTURE_2D, currentID);
if (glMode == GL_LINE_LOOP)
{
renderVerts();
if (renderMode == GL_SELECT) return;
}
for(Group* g : groups){
if(renderMode == GL_SELECT && glMode == GL_POLYGON){
glLoadName(group_name++);
}
if(!g->getVisible()){
continue;
}
string mtlName = g->getMtl();
if(!mtlName.empty()){
Material* mtl = getMtl(mtlName);
glMaterialfv(GL_FRONT, GL_SPECULAR, mtl->getSpecular());
glMaterialfv(GL_FRONT, GL_AMBIENT, mtl->getAmbient());
glMaterialfv(GL_FRONT, GL_DIFFUSE, mtl->getDiffuse());
glMaterialf(GL_FRONT, GL_SHININESS, mtl->getShininess());
int tID = mtl->getID();
if(tID != currentID){
currentID = tID;
glBindTexture(GL_TEXTURE_2D, currentID);
}
}
int face_name = 0;
glColor3f(1.0, 1.0, 1.0);
for(Face* f : g->getFaces()){
if (f == face_selected.face)
glColor3f(0.603922f, 0.803922f, 0.196078f);
vector<int> v = f->getVerts();
vector<int> n = f->getNorms();
vector<int> t = f->getTexts();
bool hasNorm = !n.empty();
bool hasText = !t.empty();
int nv = v.size();
if (renderMode == GL_SELECT && glMode == GL_POLYGON)
glPushName(face_name++);
glBegin(glMode);
for(int x = 0; x < nv; ++x){
if(hasNorm) {
glNormal3fv(norms[n[x]].getCoords());
}
if(hasText){
glTexCoord2fv(texts[t[x]].getCoords());
}
glVertex3fv(verts[v[x]].getCoords());
}
glEnd();
if (renderMode == GL_SELECT && glMode == GL_POLYGON)
glPopName();
if (f == face_selected.face)
glColor3f(1.0, 1.0, 1.0);
}
}
}
void Mesh::upload_to_gpu()
{
int it = 0;
/*
* array sizes
*/
geometry_size = verts.size() * 6;
indices_size = 0;
/*
* filling geometry array
*
* pos 0, 1, 2 -> vertex X, Y, Z
* pos 3, 4, 5 -> normal X, Y, Z
*
* if necessary will add 2 positions for the texture
* resulting in an 8 dim. array
*/
geometry = new GLfloat[geometry_size];
for (unsigned int i = 0; i < verts.size(); i++)
{
for (int j = 0; j < 3; j++)
geometry[it++] = (GLfloat) verts.at(i).getCoords()[j];
for (int j = 0; j < 3; j++)
geometry[it++] = (GLfloat) norms.at(i).getCoords()[j];
}
it = 0;
/*
* filling indices array
*/
for (Group* group : groups)
for (Face* face : group->getFaces())
indices_size += face->getVerts().size();
indices = new GLuint[indices_size];
for (Group* group : groups)
for (Face* face : group->getFaces())
for (int index : face->getVerts())
indices[it++] = (GLuint) index;
/*
* setting up geometry buffer
*/
glGenBuffersARB(1, &geometry_vboid);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, geometry_vboid);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(GLfloat) * geometry_size, geometry, GL_STATIC_DRAW_ARB);
/*
* setting indices buffer
*/
glGenBuffersARB(1, &indices_vboid);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, indices_vboid);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(GLuint) * indices_size, indices, GL_STATIC_DRAW_ARB);
delete [] geometry;
delete [] indices;
}
void Mesh::render_gpu_data()
{
glColor3f(1.0, 1.0, 1.0);
/*
* binding buffers with the VBO id pointer
*/
glBindBufferARB(GL_ARRAY_BUFFER_ARB, geometry_vboid);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indices_vboid);
/*
* enabling normals and vertices
*/
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
/* rendering */
glNormalPointer(GL_FLOAT, sizeof(GLfloat) * 6, (float*)(sizeof(GLfloat) * 3));
glVertexPointer(3, GL_FLOAT, sizeof(GLfloat) * 6, 0);
glDrawElements(GL_TRIANGLES, indices_size, GL_UNSIGNED_INT, 0);
/*
* disabling normals and vertices
*/
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
/*
* unbinding buffers
*/
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
void Mesh::clear_selection()
{
selection = SELECTION_NONE;
face_selected.group_pos = -1;
face_selected.face_pos = -1;
face_selected.face = NULL;
vertex_selected = -1;
}
int Mesh::selection_type()
{
return selection;
}
void Mesh::delete_selected_face()
{
groups[face_selected.group_pos]->eraseFaceAt(face_selected.face_pos);
clear_selection();
}
bool Mesh::complexify()
{
if (selection != SELECTION_FACE)
return false;
float xyz[3] = {0};
for (int v : face_selected.face->getVerts())
for (int i = 0; i < 3; i++)
xyz[i] += verts[v].getCoords()[i] / face_selected.face->getVerts().size();
Vertex centroid = Vertex(xyz);
centroid.set_deletable(true);
addVerts(centroid);
for (unsigned int i = 0; i < face_selected.face->getVerts().size(); i++)
{
Face* f = new Face();
f->addVert(face_selected.face->getVerts()[i]);
f->addVert(face_selected.face->getVerts()[(i + 1) % (face_selected.face->getVerts().size())]);
f->addVert(verts.size() - 1);
groups[face_selected.group_pos]->addFace(f);
}
groups[face_selected.group_pos]->eraseFaceAt(face_selected.face_pos);
clear_selection();
return true;
}
void Mesh::random_complexify()
{
int random_group_index = rand_lim(groups.size() - 1);
int random_face_index = rand_lim(groups[random_group_index]->getFaces().size() - 1);
face_selected.group_pos = random_group_index;
face_selected.face_pos = random_face_index;
face_selected.face = groups[random_group_index]->getFaceAt(random_face_index);
selection = SELECTION_FACE;
complexify();
}
void Mesh::triangulate()
{
stack<Mesh::FaceSel> not_a_triangle;
for (unsigned int i = 0; i < groups.size(); i++)
{
for (unsigned int j = 0; j < groups[i]->getFaces().size(); j++)
{
Face* curr_face = groups[i]->getFaceAt(j);
if (curr_face->getVerts().size() == 3)
continue;
Mesh::FaceSel sel;
sel.group_pos = i;
sel.face_pos = j;
sel.face = curr_face;
not_a_triangle.push(sel);
}
}
while (!not_a_triangle.empty())
{
Mesh::FaceSel nat = not_a_triangle.top();
face_selected.group_pos = nat.group_pos;
face_selected.face_pos = nat.face_pos;
face_selected.face = nat.face;
selection = SELECTION_FACE;
not_a_triangle.pop();
complexify();
}
}
void Mesh::render_new_face(float* xyz) {
Vertex new_vertex = Vertex(xyz);
new_vertex.set_deletable(true);
unsigned int vertex_pos_first = 0;
unsigned int vertex_pos_second;
float min_dist = distance_bet(new_vertex, verts[vertex_pos_first]);
for (unsigned int i = 1; i < verts.size(); i++)
{
float dist = distance_bet(new_vertex, verts[i]);
if (dist < min_dist)
{
min_dist = dist;
vertex_pos_first = i;
}
}
do
vertex_pos_second = rand_lim(verts.size());
while (vertex_pos_second == vertex_pos_first);
min_dist = distance_bet(new_vertex, verts[vertex_pos_second]);
for (unsigned int i = 0; i < verts.size(); i++)
{
float dist = distance_bet(new_vertex, verts[i]);
if (dist < min_dist && i != vertex_pos_first)
{
min_dist = dist;
vertex_pos_second = i;
}
}
addVerts(new_vertex);
Face* new_face = new Face();
new_face->addVert(verts.size() - 1);
new_face->addVert(vertex_pos_first);
new_face->addVert(vertex_pos_second);
groups[groups.size() - 1]->addFace(new_face);
}
void Mesh::move_selected_vertex(int side)
{
switch (side)
{
case MOVE_VERTEX_X_POS:
verts[vertex_selected].getCoords()[0] += VERTEX_MOV;
break;
case MOVE_VERTEX_X_NEG:
verts[vertex_selected].getCoords()[0] -= VERTEX_MOV;
break;
case MOVE_VERTEX_Y_POS:
verts[vertex_selected].getCoords()[1] += VERTEX_MOV;
break;
case MOVE_VERTEX_Y_NEG:
verts[vertex_selected].getCoords()[1] -= VERTEX_MOV;
break;
case MOVE_VERTEX_Z_POS:
verts[vertex_selected].getCoords()[2] += VERTEX_MOV;
break;
case MOVE_VERTEX_Z_NEG:
verts[vertex_selected].getCoords()[2] -= VERTEX_MOV;
break;
}
}
void Mesh::delete_selected_vertex()
{
if (!verts[vertex_selected].is_deletable())
return;
vector<int> new_face_vertex;
vector<Face*> deleted_faces;
for (int i = 0; i < groups.size(); i++)
{
Group* g = groups[i];
for (int j = g->getFaces().size() - 1; j >= 0; j--)
{
Face* f = g->getFaces()[j];
if (f->has_vertex(vertex_selected)){
g->eraseFaceAt(j);
deleted_faces.push_back(f);
}
}
}
cout << "b" << endl;
verts.erase(verts.begin() + vertex_selected);
// map<int, bool> a;
bool initialized = false;
for(unsigned int x = 0; x < deleted_faces.size(); ++x){
Face* f = deleted_faces[x];
vector<int> v=f->getVerts();
vector<int>::iterator it0 = find(new_face_vertex.begin(), new_face_vertex.end(), v[0]);
vector<int>::iterator it1 = find(new_face_vertex.begin(), new_face_vertex.end(), v[1]);
if(it0 == new_face_vertex.end()){
if(it1 == new_face_vertex.end()){
if(!initialized){
initialized = true;
new_face_vertex.push_back(v[0]);
// a[v[0]] = true;
new_face_vertex.push_back(v[1]);
cout<<"v[0]: "<<v[0]<<endl;
cout<<"v[1]: "<<v[1]<<endl;
}else{
deleted_faces.erase(deleted_faces.begin() + x);
--x;
deleted_faces.push_back(f);
}
}else{
// if(!a[v[1]]){
if(it1 != new_face_vertex.begin()){
// a[v[1]] = true;
++it1;
}
new_face_vertex.insert(it1, v[0]);
cout<<"v[1]->v[0]: "<<v[1]<<" -> "<<v[0]<<endl;
}
}else{
if(it0 != new_face_vertex.begin()){
// if(!a[v[0]]){
// a[v[0]] = true;
++it0;
}
if(it1 == new_face_vertex.end()){
new_face_vertex.insert(it0, v[1]);
cout<<"v[0]->v[1]: "<<v[0]<<" -> "<<v[1]<<endl;
}
}
}
Face* new_face = new Face();
cout<<"vertexes"<<endl;
for(int t : new_face_vertex){
new_face->addVert(t);
cout<<t<<endl;
}
groups.back()->addFace(new_face);
}
void Mesh::mess()
{
random_shuffle(verts.begin(), verts.end());
}
int Mesh::rand_lim(int limit)
{
int divisor = RAND_MAX / (limit + 1);
int retval;
do
retval = rand() / divisor;
while (retval > limit);
return retval;
}
float Mesh::distance_bet(Vertex v1, Vertex v2)
{
float* v1xyz = v1.getCoords();
float* v2xyz = v2.getCoords();
return sqrt(pow(v2xyz[0] - v1xyz[0], 2) + pow(v2xyz[1] - v1xyz[1], 2) + pow(v2xyz[2] - v2xyz[1], 2));
}