#include "Mesh.h" #include #include using namespace std; using namespace glm; void calculateNormals(const vector &vtx, vector &tri, vector &normals) { normals.clear(); normals.resize(vtx.size(), vec3(0)); for (size_t i = 0; i < tri.size(); i++) { int a = tri[i].x, b = tri[i].y, c = tri[i].z; vec3 faceNormal = normalize( cross(vtx[b] - vtx[a], vtx[c] - vtx[a])); normals[a] += faceNormal; normals[b] += faceNormal; normals[c] += faceNormal; } for (size_t i = 0; i < normals.size(); i++) normals[i] = normalize(normals[i]); } void moveToMean(vector &vtx) { vec3 mean(0); for (size_t i = 0; i < vtx.size(); i++) { mean += vtx[i]; } mean *= vec3(1.f / vtx.size()); for (size_t i = 0; i < vtx.size(); i++) { vtx[i] -= mean; } } void smooth(vector &vtx, const vector &tri) { vector cogs(vtx.size(), vec3(0.f)); vector valence(vtx.size(), 0); for (size_t iTri = 0; iTri < tri.size(); iTri++) { const uvec3 &idx = tri[iTri]; for (size_t iE = 0; iE < 3; iE++) { valence[idx[iE]] += 2; cogs[idx[iE]] += vtx[idx[(iE + 1) % 3]]; cogs[idx[iE]] += vtx[idx[(iE + 2) % 3]]; } } /* for (v_it = mesh.vertices_begin(); v_it != v_end; ++v_it) { cog[0] = cog[1] = cog[2] = valence = 0.0; for (vv_it = mesh.vv_iter(*v_it); vv_it.is_valid(); ++vv_it) { cog += mesh.point(*vv_it); ++valence; } cogs.push_back(cog / valence); } for (v_it = mesh.vertices_begin(), cog_it = cogs.begin(); v_it != v_end; ++v_it, ++cog_it) if (!mesh.is_boundary(*v_it)) mesh.set_point(*v_it, *cog_it); */ for (size_t i = 0; i < vtx.size(); i++) { // vtx[i] = vtx[i] * vec3(0.8) // + cogs[i] * vec3(0.2f / valence[i]); vtx[i] = cogs[i] * vec3(1.f / valence[i]); } } void saveAttrib(std::ostream &out, const char *prefix, vector &elements) { for (size_t i = 0; i < elements.size(); i++) { out << prefix << elements[i].x << " " << elements[i].y << " " << elements[i].z << "\n"; } } void saveAttrib(std::ostream &out, const char *prefix, vector &elements) { for (size_t i = 0; i < elements.size(); i++) { out << prefix << elements[i].x << " " << elements[i].y << "\n"; } } void saveFaces(std::ostream &out, const vector &tris, size_t attribs) { for (size_t i = 0; i < tris.size(); i++) { out << "f"; for (size_t j = 0; j < 3; j++) { int v = tris[i][j] + 1; out << " " << v; if (attribs > 1) out << "/" << v; if (attribs > 2) out << "/" << v; out << " "; } out << "\n"; } } void calculateEdges(const vector &vtx, vector &tri, vector &edges) { edges.clear(); map, uint32_t> edgeMap; for (size_t iTri = 0; iTri < tri.size(); iTri++) { uvec3 idx = tri[iTri]; for (size_t k = 0; k < 3; k++) { int a = idx[k]; int b = idx[(k + 1) % 3]; uvec4 edge1(std::min(a, b), std::max(a, b), iTri, 0); auto it1 = edgeMap.find(std::make_pair(edge1.x, edge1.y)); if (it1 != edgeMap.end()) { edges[it1->second].z = iTri; } else { edges.push_back(edge1); } } } } void computeTangentBasis(vector & vertices, vector & uvs, vector & normals, vector & tangents, vector & bitangents) { for (size_t i = 0; i < vertices.size(); i += 3) { // Shortcuts for vertices vec3 & v0 = vertices[i + 0]; vec3 & v1 = vertices[i + 1]; vec3 & v2 = vertices[i + 2]; // Shortcuts for UVs vec2 & uv0 = uvs[i + 0]; vec2 & uv1 = uvs[i + 1]; vec2 & uv2 = uvs[i + 2]; // Edges of the triangle : postion delta vec3 deltaPos1 = v1 - v0; vec3 deltaPos2 = v2 - v0; // UV delta vec2 deltaUV1 = uv1 - uv0; vec2 deltaUV2 = uv2 - uv0; float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x); vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r; vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r; // Set the same tangent for all three vertices of the triangle. // They will be merged later, in vboindexer.cpp tangents.push_back(tangent); tangents.push_back(tangent); tangents.push_back(tangent); // Same thing for binormals bitangents.push_back(bitangent); bitangents.push_back(bitangent); bitangents.push_back(bitangent); } }