コード例 #1
0
ファイル: sgquad.cpp プロジェクト: GraphicsEmpire/tetcutter
void SGQuad::setup(float w, float h) {
    float hw = 0.5f * w;
    float hh = 0.5f * h;
    vec3f n = vec3f(0,0,1);

    Geometry g;
    g.init();
    g.addVertex(vec3f(-hw, -hh, 0.0f));
    g.addVertex(vec3f(hw, -hh, 0.0f));
    g.addVertex(vec3f(hw, hh, 0.0f));
    g.addVertex(vec3f(-hw, hh, 0.0f));
    g.addNormal(n);
    g.addNormal(n);
    g.addNormal(n);
    g.addNormal(n);


    g.addTexCoord(vec2f(0, 0));
    g.addTexCoord(vec2f(1, 0));
    g.addTexCoord(vec2f(1, 1));
    g.addTexCoord(vec2f(0, 1));
    g.addTriangle(vec3u32(0, 1, 2));
    g.addTriangle(vec3u32(2, 3, 0));
    SGMesh::setup(g);

    if(TheShaderManager::Instance().has("textured")) {
        m_spEffect = SmartPtrSGEffect(new TexturedEffect(TheShaderManager::Instance().get("textured")));
    }
}
コード例 #2
0
ファイル: svg.cpp プロジェクト: frapa/sistragatiwe
    void Path::createGeom(Geometry& geom) {
        // clear geom from previous data
        geom.clear();

        // add vertices to the geom
        for (sf::Vector2f& p: points) {
            geom.addVertex(p);
        }

        // triangulate polygon (only with no holes)
        std::vector<sf::Vector2f> triangles;

        Triangulate::Process(points, triangles);

        for (int i = 0; i != triangles.size(); i += 3) {
            geom.addFace(triangles[i], triangles[i + 1], triangles[i + 2]);
        }
    }
コード例 #3
0
ファイル: ObjLoader.cpp プロジェクト: scanberg/fake-SSS
bool loadObj( std::vector<Geometry> &geomList, const std::string &filename, float scale, int flags)
{
    std::ifstream file;
    file.open(filename.c_str(), std::ios::in);

    std::cout<<"loading "<<filename<<std::endl;

    if(file.fail())
    {
        std::cout<<"loadObj failed, could not read "<<std::endl;
        return 1;
    }

    VertexBank vb;

    Geometry g;
    std::string line,param;

    std::vector<vec3> tempVertex;
    std::vector<vec3> tempNormal;
    std::vector<vec2> tempTexCoord;

    tempVertex.reserve(10000);
    tempNormal.reserve(10000);
    tempTexCoord.reserve(10000);
    
    std::vector<std::vector<int> > vertexUsed;
    std::vector<int> texCoordUsed;
    int tempSG = 0;

    std::vector<size_t> vertexRemap;
    std::vector<size_t> normalRemap;
    std::vector<size_t> texCoordRemap;

    std::vector<int> resetVector;
    resetVector.resize(1,-1);

    std::string tempName;

    while( !file.eof() && file.good() )
    {
        std::getline(file,line);

        #ifdef DEBUG
        std::cout<<line<<"\n";
        #endif
        Tokenizer token(line);

        param = token.getToken();
        if(param == "v")
        {
            vec3 vertex;

            vertex.x = scale*toFloat(token.getToken());
            vertex.y = scale*toFloat(token.getToken());
            vertex.z = scale*toFloat(token.getToken());

            //tempVertex.push_back(vertex);
            //vertexUsed.push_back(resetVector);
            vertexRemap.push_back( insertUnique(tempVertex, vertex) );
        }
        else if(param == "f")
        {
            ivec4 vdata(-1), tdata(-1), ndata(-1), fdata(-1);

            for(int i=0; i<(int)token.size()-1; ++i)
            {
                param = token.getToken();
                getIndices(param, vdata[i], tdata[i], ndata[i],
                    hasVertex,
                    hasTexCoord && !(flags & LOADOBJ_IGNORE_TEXCOORDS),
                    hasNormal && !(flags & LOADOBJ_IGNORE_NORMALS) );

                int remappedV = (vdata[i] > -1) ? vdata[i] : -1;
                int remappedN = (ndata[i] > -1) ? ndata[i] : -1;
                int remappedT = (tdata[i] > -1) ? tdata[i] : -1;

                int index;
                //printf("Checking vertex uniqueness \n");
                if(vb.isUnique(remappedV, remappedN, remappedT, index))
                {
                    index = g.getVertexSize();

                    Geometry::sVertex tv;

                    assert( remappedV < (int)tempVertex.size() );
                    tv.position = tempVertex[ remappedV ];

                    if(remappedT > -1)
                    {
                        assert( remappedT < (int)tempTexCoord.size() );
                        tv.texCoord = tempTexCoord[ remappedT ];
                    }
                    if(remappedN > -1)
                    {
                        assert( remappedN < (int)tempNormal.size() );
                        tv.normal = tempNormal[ remappedN ];
                    }

                    g.addVertex(tv);
                }

                assert(index < (int)g.getVertexSize());
                fdata[i] = index;

                // if(tempSG > (int)vertexUsed[vdata[i]].size()-1)
                //     vertexUsed[vdata[i]].resize(tempSG+1,-1);

                // if(vertexUsed[vdata[i]][tempSG] > -1)
                //     fdata[i] = vertexUsed[vdata[i]][tempSG];
                // else
                // {
                //     vertexUsed[vdata[i]][tempSG] = (int)g.vertices.size();

                //     fdata[i] = g.getVertexSize();

                //     Geometry::sVertex tv;
                //     tv.position = tempVertex[vdata[i]];
                //     //tv.nx = tv.ny = tv.nz = tv.s = tv.t = 0.0f;

                //     if(vtdata[i]>-1 && !(flags & LOADOBJ_IGNORE_TEXCOORDS))
                //     {
                //         assert( vtdata[i] < tempTexCoord.size() );
                //         tv.texCoord = tempTexCoord[vtdata[i]];
                //     }
                //     if(ndata[i]>-1 && !(flags & LOADOBJ_IGNORE_NORMALS))
                //     {
                //         assert( ndata[i] < tempNormal.size() );
                //         tv.normal = tempNormal[ndata[i]];
                //     }

                //     g.addVertex(tv);
                // }
            }
            // if its a triangle, just insert.
            // However if its a quad, then insert the two triangles forming the quad.
            uvec3 t;
            t[0] = fdata[0];
            t[1] = fdata[1];
            t[2] = fdata[2];

            g.addTriangle(t);

            if(fdata[3] != -1)
            {
                t[0] = fdata[3];
                t[1] = fdata[0];
                t[2] = fdata[2];

                g.addTriangle(t);
            }
        }
        else if(param == "vt")
        {
            vec2 tc;

            tc.x = toFloat(token.getToken());
            tc.y = toFloat(token.getToken());

            //tempTexCoord.push_back(tc);
            texCoordRemap.push_back( insertUnique(tempTexCoord, tc) );
        }
        else if(param == "vn")
        {
            vec3 normal;

            normal.x = toFloat(token.getToken());
            normal.y = toFloat(token.getToken());
            normal.z = toFloat(token.getToken());

            //tempNormal.push_back(normal);
            normalRemap.push_back( insertUnique(tempNormal, normal) );
        }
        else if(param == "s")
            tempSG = toInt(token.getToken());
        else if(param == "g")
        {
            /*if(first)
                first=false;
            else
            {
                g.process();
                geomList.push_back(g);
            }

            for(unsigned int i=0; i<vertexUsed.size(); ++i)
                vertexUsed[i].clear();
            
            g.clear();
            */
        }

        if(file.eof())
            break;
    }
    file.close();
    printf("tempVertex.size() = %i \n", (int)tempVertex.size());
    printf("tempNormal.size() = %i \n", (int)tempNormal.size());
    printf("tempTexCoord.size() = %i \n", (int)tempTexCoord.size());
    printf("Reading is done, gonna process \n");
    g.process();
    geomList.push_back(g);

    std::cout<<"done reading "<<filename<<std::endl;

    return 0;
}