示例#1
0
static vector<VertexPN> getMeshVertices(Mesh &mesh) {
  vector<VertexPN> vertices;

  for (int i = 0, n = mesh.getNumFaces(); i < n; i++) {
    Mesh::Face face = mesh.getFace(i);
    
    Cvec3 normals[3];
    for (int j = 1; j < face.getNumVertices() - 1; j++) {

      if (g_smoothShadeOn) {
        normals[0] = face.getVertex(0).getNormal();
        normals[1] = face.getVertex(j).getNormal();
        normals[2] = face.getVertex(j+1).getNormal();
      } else {
        normals[0] = normals[1] = normals[2] = face.getNormal();
      }

      vertices.push_back(VertexPN(face.getVertex(0).getPosition(), normals[0]));
      vertices.push_back(VertexPN(face.getVertex(j).getPosition(), normals[1]));
      vertices.push_back(VertexPN(face.getVertex(j+1).getPosition(), normals[2]));

    }
  }
  return vertices;
}
示例#2
0
static void simpleShadeCube(Mesh& mesh) {
  Cvec3 normal = Cvec3(0, 1, 0);
  for (int i = 0; i < mesh.getNumFaces(); ++i) {
    const Mesh::Face f = mesh.getFace(i);
    Cvec3 facenorm = f.getNormal();

    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      v.setNormal(facenorm);
    }
  }
}
示例#3
0
static void initCubeMesh() {
  if (!meshLoaded) {
    cubeMesh.load("./cube.mesh");
    meshLoaded = true;
  }

  // set normals
  shadeCube(cubeMesh);

  // collect vertices from each face and map quads to triangles
  vector<VertexPN> verts;
  for (int i = 0; i < cubeMesh.getNumFaces(); ++i) {
    const Mesh::Face f = cubeMesh.getFace(i);
    Cvec3 pos;
    Cvec3 normal;

    if (g_flat)
      normal = f.getNormal();

    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      pos = v.getPosition();

      if (!g_flat)
        normal = v.getNormal();

      verts.push_back(VertexPN(pos, normal));
      if (j == 2) {
        verts.push_back(VertexPN(pos, normal));
      }
    }
    const Mesh::Vertex v = f.getVertex(0);
    pos = v.getPosition();

    if (!g_flat)
      normal = v.getNormal();

    verts.push_back(VertexPN(pos, normal));
  }

  // add vertices to cube geometry
  int numVertices = verts.size();
  if (!g_cubeGeometryPN) {
    g_cubeGeometryPN.reset(new SimpleGeometryPN());
  }
  g_cubeGeometryPN->upload(&verts[0], numVertices);
}
示例#4
0
static void initBunnyMeshes() {
  g_bunnyMesh.load("bunny.mesh");

  // TODO: Init the per vertex normal of g_bunnyMesh, using codes from asst7
  // ...
  shadeCube(g_bunnyMesh);
  // cout << "Finished shading bunny" << endl;
  // TODO: Initialize g_bunnyGeometry from g_bunnyMesh, similar to
  vector<VertexPN> verts;
  for (int i = 0; i < g_bunnyMesh.getNumFaces(); ++i) {
    const Mesh::Face f = g_bunnyMesh.getFace(i);
    Cvec3 pos;
    Cvec3 normal;

    if (g_flat)
      normal = f.getNormal();

    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      pos = v.getPosition();

      if (!g_flat)
        normal = v.getNormal();

      verts.push_back(VertexPN(pos, normal));
    }
  }

  // add vertices to bunny geometry
  int numVertices = verts.size();

  g_bunnyGeometry.reset(new SimpleGeometryPN());
  g_bunnyGeometry->upload(&verts[0], numVertices);

  // Now allocate array of SimpleGeometryPNX to for shells, one per layer
  g_bunnyShellGeometries.resize(g_numShells);
  for (int i = 0; i < g_numShells; ++i) {
    g_bunnyShellGeometries[i].reset(new SimpleGeometryPNX());
  }
}
示例#5
0
static void shadeCube(Mesh& mesh) {
  Cvec3 normal = Cvec3(0, 0, 0);
  for (int i = 0; i < mesh.getNumVertices(); ++i) {
    mesh.getVertex(i).setNormal(normal);
  }

  for (int i = 0; i < mesh.getNumFaces(); ++i) {
    const Mesh::Face f = mesh.getFace(i);
    Cvec3 facenorm = f.getNormal();

    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      v.setNormal(facenorm + v.getNormal());
    }
  }

  for (int i = 0; i < mesh.getNumVertices(); ++i) {
    const Mesh::Vertex v = mesh.getVertex(i);
    if (norm2(v.getNormal()) > .001) {
          v.setNormal(normalize(v.getNormal()));
    }
  }
}
示例#6
0
static void animateCube(int ms) {
  float t = (float) ms / (float) g_msBetweenKeyFrames;

  // scale all vertices in cube
  for (int i = 0; i < cubeMesh.getNumVertices(); ++i) {
    const Mesh::Vertex v = cubeMesh.getVertex(i);
    Cvec3 pos = v.getPosition();
    double factor = (1 + (float(g_div_level)/10)) * ((-1 * sin((double) (g_horiz_scale * ms) / (1000 * (vertex_speeds[i] + .5))) + 1) / 2 + .5);
    pos[0] = vertex_signs[i][0] * (factor / sqrt(3));
    pos[1] = vertex_signs[i][1] * (factor / sqrt(3));
    pos[2] = vertex_signs[i][2] * (factor / sqrt(3));
    v.setPosition(pos);

  }

  // copy mesh to temporary mesh for rendering
  Mesh renderMesh = cubeMesh;

  // subdivision
  for (int i = 0; i < g_div_level; ++i) {
    collectFaceVertices(renderMesh);
    collectEdgeVertices(renderMesh);
    collectVertexVertices(renderMesh);
    renderMesh.subdivide();

  }

  // set normals
  shadeCube(renderMesh);

  // collect vertices for each face
  vector<VertexPN> verts;
  int q = 0;
  for (int i = 0; i < renderMesh.getNumFaces(); ++i) {
    const Mesh::Face f = renderMesh.getFace(i);
    Cvec3 pos;
    Cvec3 normal;
    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      pos = v.getPosition();

      if (!g_flat)
        normal = v.getNormal();
      else
        normal = f.getNormal();

      verts.push_back(VertexPN(pos, normal));
      if (j == 2) {
        verts.push_back(VertexPN(pos, normal));
      }
    }
    const Mesh::Vertex v = f.getVertex(0);
    pos = v.getPosition();
    if (!g_flat)
      normal = v.getNormal();
    else
      normal = f.getNormal();
    verts.push_back(VertexPN(pos, normal));
  }

  // dump into geometry
  int numVertices = verts.size();
  g_cubeGeometryPN->upload(&verts[0], numVertices);
  glutPostRedisplay();
  glutTimerFunc(1000/g_animateFramesPerSecond,
      animateCube,
      ms + 1000/g_animateFramesPerSecond);
}