move functions to mesh
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1d22b7a1ab
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7e7b795fac
@ -23,6 +23,7 @@ add_executable(asteroidgen
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src/Application.cpp
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src/Polygoniser.cpp
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src/TextureMapper.cpp
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src/Mesh.cpp
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# src/TexturePainter.cpp
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# src/gen.cpp
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vendor/stb_impl.cpp
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@ -1,4 +1,5 @@
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#include "Application.h"
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#include "Mesh.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@ -25,162 +26,6 @@ using glm::uvec3;
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using std::map;
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using std::vector;
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void calculateNormals(const vector<vec3> &vtx, vector<uvec3> &tri,
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vector<vec3> &normals) {
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normals.clear();
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normals.resize(vtx.size(), vec3(0));
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for (size_t i = 0; i < tri.size(); i++) {
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int a = tri[i].x, b = tri[i].y, c = tri[i].z;
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vec3 faceNormal = normalize(
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glm::cross(vtx[b] - vtx[a], vtx[c] - vtx[a]));
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normals[a] += faceNormal;
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normals[b] += faceNormal;
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normals[c] += faceNormal;
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}
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for (size_t i = 0; i < normals.size(); i++)
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normals[i] = glm::normalize(normals[i]);
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}
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void moveToMean(vector<vec3> &vtx) {
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vec3 mean(0);
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for (size_t i = 0; i < vtx.size(); i++) {
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mean += vtx[i];
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}
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mean *= vec3(1.f / vtx.size());
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for (size_t i = 0; i < vtx.size(); i++) {
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vtx[i] -= mean;
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}
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}
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void smooth(vector<vec3> &vtx, const vector<uvec3> &tri) {
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vector<vec3> cogs(vtx.size(), vec3(0.f));
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vector<int> valence(vtx.size(), 0);
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for (size_t iTri = 0; iTri < tri.size(); iTri++) {
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const uvec3 &idx = tri[iTri];
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for (size_t iE = 0; iE < 3; iE++) {
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valence[idx[iE]] += 2;
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cogs[idx[iE]] += vtx[idx[(iE + 1) % 3]];
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cogs[idx[iE]] += vtx[idx[(iE + 2) % 3]];
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}
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}
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/*
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for (v_it = mesh.vertices_begin(); v_it != v_end; ++v_it) {
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cog[0] = cog[1] = cog[2] = valence = 0.0;
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for (vv_it = mesh.vv_iter(*v_it); vv_it.is_valid(); ++vv_it) {
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cog += mesh.point(*vv_it);
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++valence;
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}
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cogs.push_back(cog / valence);
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}
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for (v_it = mesh.vertices_begin(), cog_it = cogs.begin(); v_it != v_end;
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++v_it, ++cog_it)
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if (!mesh.is_boundary(*v_it))
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mesh.set_point(*v_it, *cog_it);
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*/
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for (size_t i = 0; i < vtx.size(); i++) {
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// vtx[i] = vtx[i] * vec3(0.8)
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// + cogs[i] * vec3(0.2f / valence[i]);
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vtx[i] = cogs[i] * vec3(1.f / valence[i]);
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}
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}
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void saveAttrib(std::ostream &out, const char *prefix, vector<vec3> &elements) {
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for (size_t i = 0; i < elements.size(); i++) {
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out << prefix << elements[i].x << " " << elements[i].y << " "
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<< elements[i].z << "\n";
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}
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}
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void saveAttrib(std::ostream &out, const char *prefix,
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vector<glm::vec2> &elements) {
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for (size_t i = 0; i < elements.size(); i++) {
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out << prefix << elements[i].x << " " << elements[i].y << "\n";
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}
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}
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void saveFaces(std::ostream &out, const vector<uvec3> &tris, size_t attribs) {
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for (size_t i = 0; i < tris.size(); i++) {
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out << "f";
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for (size_t j = 0; j < 3; j++) {
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int v = tris[i][j] + 1;
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out << " " << v;
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if (attribs > 1)
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out << "/" << v;
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if (attribs > 2)
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out << "/" << v;
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out << " ";
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}
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out << "\n";
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}
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}
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void calculateEdges(const vector<vec3> &vtx, vector<uvec3> &tri,
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vector<glm::uvec4> &edges) {
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edges.clear();
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map<std::pair<uint32_t, uint32_t>, uint32_t> edgeMap;
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for (size_t iTri = 0; iTri < tri.size(); iTri++) {
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uvec3 idx = tri[iTri];
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for (size_t k = 0; k < 3; k++) {
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int a = idx[k];
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int b = idx[(k + 1) % 3];
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glm::uvec4 edge1(std::min(a, b), std::max(a, b), iTri, 0);
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auto it1 = edgeMap.find(std::make_pair(edge1.x, edge1.y));
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if (it1 != edgeMap.end()) {
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edges[it1->second].z = iTri;
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} else {
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edges.push_back(edge1);
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}
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}
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}
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}
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void computeTangentBasis(vector<vec3> & vertices, vector<glm::vec2> & uvs,
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vector<vec3> & normals, vector<vec3> & tangents,
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vector<vec3> & bitangents) {
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for (size_t i = 0; i < vertices.size(); i += 3) {
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// Shortcuts for vertices
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vec3 & v0 = vertices[i + 0];
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vec3 & v1 = vertices[i + 1];
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vec3 & v2 = vertices[i + 2];
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// Shortcuts for UVs
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glm::vec2 & uv0 = uvs[i + 0];
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glm::vec2 & uv1 = uvs[i + 1];
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glm::vec2 & uv2 = uvs[i + 2];
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// Edges of the triangle : postion delta
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vec3 deltaPos1 = v1 - v0;
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vec3 deltaPos2 = v2 - v0;
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// UV delta
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glm::vec2 deltaUV1 = uv1 - uv0;
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glm::vec2 deltaUV2 = uv2 - uv0;
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float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
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vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r;
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vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r;
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// Set the same tangent for all three vertices of the triangle.
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// They will be merged later, in vboindexer.cpp
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tangents.push_back(tangent);
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tangents.push_back(tangent);
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tangents.push_back(tangent);
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// Same thing for binormals
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bitangents.push_back(bitangent);
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bitangents.push_back(bitangent);
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bitangents.push_back(bitangent);
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}
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}
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static bool glck(const char* call) {
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int err = glGetError();
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if (err == 0) {
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164
src/Mesh.cpp
Normal file
164
src/Mesh.cpp
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@ -0,0 +1,164 @@
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#include "Mesh.h"
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#include <glm/geometric.hpp>
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#include <map>
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using namespace std;
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using namespace glm;
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void calculateNormals(const vector<vec3> &vtx, vector<uvec3> &tri,
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vector<vec3> &normals) {
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normals.clear();
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normals.resize(vtx.size(), vec3(0));
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for (size_t i = 0; i < tri.size(); i++) {
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int a = tri[i].x, b = tri[i].y, c = tri[i].z;
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vec3 faceNormal = normalize(
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cross(vtx[b] - vtx[a], vtx[c] - vtx[a]));
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normals[a] += faceNormal;
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normals[b] += faceNormal;
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normals[c] += faceNormal;
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}
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for (size_t i = 0; i < normals.size(); i++)
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normals[i] = normalize(normals[i]);
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}
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void moveToMean(vector<vec3> &vtx) {
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vec3 mean(0);
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for (size_t i = 0; i < vtx.size(); i++) {
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mean += vtx[i];
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}
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mean *= vec3(1.f / vtx.size());
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for (size_t i = 0; i < vtx.size(); i++) {
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vtx[i] -= mean;
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}
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}
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void smooth(vector<vec3> &vtx, const vector<uvec3> &tri) {
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vector<vec3> cogs(vtx.size(), vec3(0.f));
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vector<int> valence(vtx.size(), 0);
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for (size_t iTri = 0; iTri < tri.size(); iTri++) {
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const uvec3 &idx = tri[iTri];
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for (size_t iE = 0; iE < 3; iE++) {
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valence[idx[iE]] += 2;
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cogs[idx[iE]] += vtx[idx[(iE + 1) % 3]];
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cogs[idx[iE]] += vtx[idx[(iE + 2) % 3]];
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}
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}
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/*
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for (v_it = mesh.vertices_begin(); v_it != v_end; ++v_it) {
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cog[0] = cog[1] = cog[2] = valence = 0.0;
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for (vv_it = mesh.vv_iter(*v_it); vv_it.is_valid(); ++vv_it) {
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cog += mesh.point(*vv_it);
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++valence;
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}
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cogs.push_back(cog / valence);
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}
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for (v_it = mesh.vertices_begin(), cog_it = cogs.begin(); v_it != v_end;
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++v_it, ++cog_it)
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if (!mesh.is_boundary(*v_it))
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mesh.set_point(*v_it, *cog_it);
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*/
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for (size_t i = 0; i < vtx.size(); i++) {
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// vtx[i] = vtx[i] * vec3(0.8)
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// + cogs[i] * vec3(0.2f / valence[i]);
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vtx[i] = cogs[i] * vec3(1.f / valence[i]);
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}
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}
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void saveAttrib(std::ostream &out, const char *prefix, vector<vec3> &elements) {
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for (size_t i = 0; i < elements.size(); i++) {
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out << prefix << elements[i].x << " " << elements[i].y << " "
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<< elements[i].z << "\n";
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}
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}
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void saveAttrib(std::ostream &out, const char *prefix,
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vector<vec2> &elements) {
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for (size_t i = 0; i < elements.size(); i++) {
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out << prefix << elements[i].x << " " << elements[i].y << "\n";
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}
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}
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void saveFaces(std::ostream &out, const vector<uvec3> &tris, size_t attribs) {
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for (size_t i = 0; i < tris.size(); i++) {
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out << "f";
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for (size_t j = 0; j < 3; j++) {
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int v = tris[i][j] + 1;
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out << " " << v;
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if (attribs > 1)
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out << "/" << v;
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if (attribs > 2)
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out << "/" << v;
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out << " ";
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}
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out << "\n";
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}
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}
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void calculateEdges(const vector<vec3> &vtx, vector<uvec3> &tri,
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vector<uvec4> &edges) {
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edges.clear();
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map<pair<uint32_t, uint32_t>, uint32_t> edgeMap;
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for (size_t iTri = 0; iTri < tri.size(); iTri++) {
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uvec3 idx = tri[iTri];
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for (size_t k = 0; k < 3; k++) {
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int a = idx[k];
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int b = idx[(k + 1) % 3];
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uvec4 edge1(std::min(a, b), std::max(a, b), iTri, 0);
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auto it1 = edgeMap.find(std::make_pair(edge1.x, edge1.y));
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if (it1 != edgeMap.end()) {
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edges[it1->second].z = iTri;
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} else {
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edges.push_back(edge1);
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}
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}
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}
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}
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void computeTangentBasis(vector<vec3> & vertices, vector<vec2> & uvs,
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vector<vec3> & normals, vector<vec3> & tangents,
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vector<vec3> & bitangents) {
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for (size_t i = 0; i < vertices.size(); i += 3) {
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// Shortcuts for vertices
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vec3 & v0 = vertices[i + 0];
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vec3 & v1 = vertices[i + 1];
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vec3 & v2 = vertices[i + 2];
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// Shortcuts for UVs
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vec2 & uv0 = uvs[i + 0];
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vec2 & uv1 = uvs[i + 1];
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vec2 & uv2 = uvs[i + 2];
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// Edges of the triangle : postion delta
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vec3 deltaPos1 = v1 - v0;
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vec3 deltaPos2 = v2 - v0;
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// UV delta
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vec2 deltaUV1 = uv1 - uv0;
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vec2 deltaUV2 = uv2 - uv0;
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float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
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vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r;
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vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r;
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// Set the same tangent for all three vertices of the triangle.
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// They will be merged later, in vboindexer.cpp
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tangents.push_back(tangent);
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tangents.push_back(tangent);
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tangents.push_back(tangent);
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// Same thing for binormals
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bitangents.push_back(bitangent);
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bitangents.push_back(bitangent);
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bitangents.push_back(bitangent);
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}
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}
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30
src/Mesh.h
Normal file
30
src/Mesh.h
Normal file
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#pragma once
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#include <vector>
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#include <ostream>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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void calculateNormals(const std::vector<glm::vec3> &vtx,
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std::vector<glm::uvec3> &tri, std::vector<glm::vec3> &normals);
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void moveToMean(std::vector<glm::vec3> &vtx);
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void smooth(std::vector<glm::vec3> &vtx, const std::vector<glm::uvec3> &tri);
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void saveAttrib(std::ostream &out, const char *prefix,
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std::vector<glm::vec3> &elements);
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void saveAttrib(std::ostream &out, const char *prefix,
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std::vector<glm::vec2> &elements);
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void saveFaces(std::ostream &out, const std::vector<glm::uvec3> &tris,
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size_t attribs);
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void calculateEdges(const std::vector<glm::vec3> &vtx,
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std::vector<glm::uvec3> &tri, std::vector<glm::uvec4> &edges);
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void computeTangentBasis(std::vector<glm::vec3> & vertices,
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std::vector<glm::vec2> & uvs, std::vector<glm::vec3> & normals,
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std::vector<glm::vec3> & tangents, std::vector<glm::vec3> & bitangents);
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