Пример #1
0
void T3Dmesh::generateallvertexnormals()
{
	int i,j,k;
	Tvec3d v;
	T4color cl;
	T2textureidx tidx(0,0);
	if (hasvertexnormals) return;

	calcnormals();
	for (i=0; i<triangles.G_count(); i++)
		for (j=0; j<3; j++)
		{
			k=triangles[i].vertices[j];
			ASSERT(k>=0);
			ASSERT(k<vertices.G_count());
			if (vertices_normals[k].getsize()<0.000001)
			{
				v=vertices[k];vertices.add(Tvec3d(v.x,v.y,v.z));
				v=triangles[i].facenormal;vertices_normals.add(Tvec3d(v.x,v.y,v.z));
				vertices_idx.add(vertices_idx[k]);
				cl=vertices_colL[k];vertices_colL.add(T4color(cl.r,cl.g,cl.b,cl.a));
				cl=vertices_colR[k];vertices_colR.add(T4color(cl.r,cl.g,cl.b,cl.a));
				tidx=vertices_texcoord[k];vertices_texcoord.add(T2textureidx(tidx.tx1,tidx.tx2));
				triangles[i].vertices[j]=vertices.G_count()-1;
				trianglesindices[3*i+j]=vertices.G_count()-1;
			}
		}

	calcedges();
	hasvertexnormals=true;
}
Пример #2
0
void mesh(Mesh* mymesh){
  register int i;
  vecp v;
  matp m;
  int *ip,calculatedisplaykoordinates=1;  
  i=mymesh->mode;
  if ((!mymesh->normalsinitialized)
      &&((i==MESHONESIDED)||(i==SQUAREMESHONESIDED))) {
    calcnormals(&mymesh->Garray[0],1);
    mymesh->normalsinitialized=1;
    /*calculatedisplaykoordinates=0*/
  }
  ip=mymesh->transf2dc;  
  meq(mymesh->mc2wcmn,getmc2wcmn());
  meq(mymesh->mc2wcm,getmc2wcm());
  veq(mymesh->mc2wcv,getmc2wcv());
  m=mymesh->mc2wcm;
  v=mymesh->mc2wcv;
  for (i=0;i<mymesh->xdim*mymesh->ydim;i++){
    veq(mymesh->tva[i],vsum(matvecmul(m,mymesh->va[i]),v));
    *(ip++)=0;
  }
  if (calculatedisplaykoordinates)
    for (i=0;i<mymesh->xdim*mymesh->ydim;i++)
      wc2dc(&mymesh->points[i].x,&mymesh->points[i].y,mymesh->tva[i]);
  meq(mymesh->mc2wcmn,getmc2wcmn());
  for (i=0;i<(mymesh->xdim-1)*(mymesh->ydim-1);i++)insertGobject(&mymesh->Garray[i]);
}
Пример #3
0
void T3Dmesh::copyfrom(const CSGShape &shape)
{
	reset();

	Titemarray<CSGVector> tmp_normals;
	for (int i=0; i<shape.G_vertexcount(); i++)
	{
		addvertex(&Tvec3d(shape.G_vertex(i).x,shape.G_vertex(i).y,shape.G_vertex(i).z),i);
		tmp_normals.add(CSGVector(0,0,0));
		vertices_label[vertices.G_count()-1]=-1;
	}

	for (int i=0; i<shape.G_facecount(); i++)
	{
		const CSGFace &face=shape.G_face(i);
		CSGVertex* vs[3];
		const CSGVector *ns[3];
		int idxs[3];
		vs[0]=face.v1;vs[1]=face.v2;vs[2]=face.v3;
		ns[0]=&face.n1;ns[1]=&face.n2;ns[2]=&face.n3;
		for (int j=0; j<3; j++)
		{
			int oidx=vs[j]->idx;idxs[j]=oidx;
			bool makenew=false;
			if ((vertices_label[oidx]>=0)&&(face.label!=vertices_label[oidx])) makenew=true;
			if (!ns[j]->IsZero())
			{
				if (!tmp_normals[oidx].IsZero())
				{
					if (!ns[j]->IsSame(tmp_normals[oidx])) makenew=true;
				}
			}

			if (makenew)
			{
				Tvec3d v0=vertices[oidx];
				idxs[j]=addvertex(&v0,oidx);
				vertices_label[idxs[j]]=face.label;
				vertices_normals[idxs[j]].set(ns[j]->x,ns[j]->y,ns[j]->z);
			}
			else
			{
				tmp_normals[oidx]=*ns[j];
				vertices_label[oidx]=face.label;
				vertices_normals[oidx].set(ns[j]->x,ns[j]->y,ns[j]->z);
			}
		}
		addtriangle(idxs[0],idxs[1],idxs[2]);
	}


	hasvertexnormals=true;

	calcnormals();
	calcedges();
	hasowncolors=false;

}
Пример #4
0
void T3Dmesh::warp(Tspacewarper &w)
{

	generateallvertexnormals();

	Tvertex vin,vout;
	Tvector nin,nout;
	for (int i=0; i<vertices.G_count(); i++)
	{
		vin.Set3(vertices[i].x,vertices[i].y,vertices[i].z);
		w.warpvertex(&vin,&vout);
		vertices[i]=vout;
		nin.Set(vertices_normals[i].x,vertices_normals[i].y,vertices_normals[i].z);
		w.warpnormal(&vin,&nin,&nout);
		vertices_normals[i]=nout;
	}

	calcnormals();
}
Пример #5
0
void T3Dmesh::createsphere(Tvec3d &cent, double radius, int resol)
{
	int i,j,i1,i2,j1,j2;
	double al1,al2;

	Tvec3d norm,vertex;

	int ct=0;
	for (i=0; i<=2*resol-1; i++)
	{
		al1=(i*1.0)/resol*Pi;
		for (j=0; j<=resol; j++)
		{
			al2=(j*1.0)/resol*Pi;
			norm.x=(V3DFLOAT)(sin(al2)*cos(al1));
			norm.y=(V3DFLOAT)(sin(al2)*sin(al1));
			norm.z=(V3DFLOAT)(cos(al2));
			vertex.lincomb(cent,norm,1,radius);
			addvertex(&vertex,ct,&norm,al1/(2*Pi)+0.5,1.0-al2/Pi);
			ct++;
		}
	}

	for (i=0; i<=2*resol-1; i++)
	{
		i1=i;i2=(i+1)%(2*resol);
		for (j=0; j<resol; j++)
		{
			j1=j; j2=j+1;
			addtriangle(i1*(resol+1)+j2,i2*(resol+1)+j2,i2*(resol+1)+j1);
			addtriangle(i1*(resol+1)+j2,i2*(resol+1)+j1,i1*(resol+1)+j1);
		}
	}

	calcnormals();
	calcedges();
	hasowncolors=false;
}
Пример #6
0
void T3Dmesh::Make_stripbased(int irowsize, bool iclosed)
{
	int i,j,i1,i2,j1,j2;

	calccenter();
	ASSERT(hasvertexnormals);
	if (!hasvertexnormals)
		throw QError(_text("Strip based mesh should have vertex normals defined"));

	if (irowsize==0) return;

	strips_rowsize=irowsize;
	strips_closed=iclosed;

	int colsize=vertices.G_count()/irowsize;

	int colsize2=colsize-1;
	if (strips_closed)
	{
		for (j=0; j<strips_rowsize; j++)
			vertices_idx[(colsize-1)*strips_rowsize+j]=vertices_idx[j];
	}

	for (i=0; i<colsize2; i++)
	{
		i1=i;i2=(i+1)%colsize;
		for (j=0; j<strips_rowsize-1; j++)
		{
			j1=j; j2=j+1;
			addtriangle(i1*strips_rowsize+j2,i2*strips_rowsize+j2,i2*strips_rowsize+j1);
			addtriangle(i1*strips_rowsize+j2,i2*strips_rowsize+j1,i1*strips_rowsize+j1);
		}
	}

	calcnormals();

	calcedges();
}
Пример #7
0
void T3Dmesh::subtriangle(double maxdist)
{
	int v1,v2,tr1,tr2,vnew,maxidx,vtr1,vtr2;
	Tvec3d newnorm;

	generateallvertexnormals();
	calcedges();

	maxidx=0;
	for (int i=0; i<vertices_idx.G_count(); i++)
		if (vertices_idx[i]>maxidx) maxidx=vertices_idx[i];

	for (int edgenr=0; edgenr<edges.G_count();)
	{
		v1=edges[edgenr].vertices[0];
		v2=edges[edgenr].vertices[1];
		tr1=edges[edgenr].triangles[0];
		tr2=edges[edgenr].triangles[1];
		if (Tvec3d::distance(vertices[v1],vertices[v2])>maxdist)
		{
			vnew=vertices.G_count();
			vertices.add(Tvec3d((vertices[v1].x+vertices[v2].x)/2,(vertices[v1].y+vertices[v2].y)/2,(vertices[v1].z+vertices[v2].z)/2));
			vertices_colL.add(T4color((vertices_colL[v1].r+vertices_colL[v2].r)/2,(vertices_colL[v1].g+vertices_colL[v2].g)/2,(vertices_colL[v1].b+vertices_colL[v2].b)/2,(vertices_colL[v1].a+vertices_colL[v2].a)/2));
			vertices_colR.add(T4color((vertices_colR[v1].r+vertices_colR[v2].r)/2,(vertices_colR[v1].g+vertices_colR[v2].g)/2,(vertices_colR[v1].b+vertices_colR[v2].b)/2,(vertices_colR[v1].a+vertices_colR[v2].a)/2));
			vertices_texcoord.add(T2textureidx((vertices_texcoord[v1].tx1+vertices_texcoord[v2].tx1)/2,(vertices_texcoord[v1].tx2+vertices_texcoord[v2].tx2)/2));
			maxidx++;vertices_idx.add(maxidx);
			newnorm.lincomb(vertices_normals[v1],vertices_normals[v2],1,1);newnorm.norm();
			vertices_normals.add(Tvec3d(newnorm.x,newnorm.y,newnorm.z));
			ASSERT(tr1>=0);
			vtr1=-1;
			if (triangles[tr1].vertices[0]==v1) vtr1=0;
			if (triangles[tr1].vertices[1]==v1) vtr1=1;
			if (triangles[tr1].vertices[2]==v1) vtr1=2;
			ASSERT(vtr1>=0);
			vtr2=(vtr1+1)%3;
			ASSERT(triangles[tr1].vertices[vtr2]==v2);
//			triangles[tr1].vertices[vtr2]=vnew;trianglesindices[3*tr1+vtr2]=vnew;
//			addtriangle(vnew,v2,v1);
			if (tr2>=0)
			{
				vtr1=-1;
				if (triangles[tr2].vertices[0]==v1) vtr1=0;
				if (triangles[tr2].vertices[1]==v1) vtr1=1;
				if (triangles[tr2].vertices[2]==v1) vtr1=2;
				ASSERT(vtr1>=0);
				vtr2=(vtr1+2)%3;
				ASSERT(triangles[tr2].vertices[vtr2]==v2);
//				triangles[tr2].vertices[vtr2]=vnew;trianglesindices[3*tr2+vtr2]=vnew;
	//			addtriangle(vnew,v2,v1);
			}
			edges[edgenr].vertices[1]=vnew;
			edgenr++;

			//... ondoenbaar ingewikkeld omwille van verschillende vertices met shared index!
		}
		else edgenr++;
	}

	calcnormals();
//	calcedges();
}