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authorHans-Christoph Steiner <eighthave@users.sourceforge.net>2005-12-16 01:05:40 +0000
committerHans-Christoph Steiner <eighthave@users.sourceforge.net>2005-12-16 01:05:40 +0000
commitb694c274836ac8b04d644711ac324eac2e9ab83e (patch)
tree36b6a5c17f7e1f414f80697210c2ed3e8005035b /opengl/include/pdp_mesh.h
parente28a07fba67af0af818dda6afa4cf67c09700816 (diff)
checking in pdp 0.12.4 from http://zwizwa.fartit.com/pd/pdp/pdp-0.12.4.tar.gz
svn path=/trunk/externals/pdp/; revision=4232
Diffstat (limited to 'opengl/include/pdp_mesh.h')
-rw-r--r--opengl/include/pdp_mesh.h210
1 files changed, 210 insertions, 0 deletions
diff --git a/opengl/include/pdp_mesh.h b/opengl/include/pdp_mesh.h
new file mode 100644
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+++ b/opengl/include/pdp_mesh.h
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+/*
+ * Pure Data Packet module. mesh object specification
+ * Copyright (c) by Tom Schouten <pdp@zzz.kotnet.org>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ *
+ */
+
+/* a very naive approach to triangular meshes */
+
+#ifndef PDP_MESH_H
+#define PDP_MESH_H
+#include "pdp_list.h"
+
+
+/* VERTEX type
+ a vertex has a coordinate and normal vector
+ a list of triangles it is connected to
+ and a list of vertexes it is connected to (these count as links) */
+
+typedef struct _vertex
+{
+ float c[3]; // coordinates
+ float n[3]; // normal (or force vector)
+ t_pdp_list *trilist;
+ t_pdp_list *vertlist;
+} t_vertex;
+
+
+/* TRIANGLE type:
+ a triangle consist of
+ - 3 vertices
+ - 3 optional median vertices (subdivision intermediates) */
+typedef struct _triangle
+{
+ t_vertex *v[3]; // vertices
+ t_vertex *m[3]; // median vertices
+ float n[3]; //triangle normal
+} t_triangle;
+
+
+/* MESH type:
+ a mesh is a list of vertices
+ and a list of triangles (connections) */
+typedef struct _mesh
+{
+ t_pdp_list *triangles;
+ t_pdp_list *vertices;
+ int normal_type;
+ int refine_type;
+} t_mesh;
+
+
+
+/* object configuratie */
+#define MESH_NORMAL_SPHERE 1 // normal = origin -> vertex
+#define MESH_NORMAL_PRISM 2 // normal = center of gravity of prism base -> vertex
+#define MESH_NORMAL_RANDOM 3 // normal = random vector
+#define MESH_NORMAL_AVERAGE 4 // normal = average of surrounding triangles
+
+/* refinement method */
+#define MESH_REFINE_THREE 1 // triangle -> 3 triangles connecting center of gravity
+#define MESH_REFINE_FOUR 2 // triangle -> 4 triangles connecting link medians
+
+// vector utility stuff
+
+// fixed size iterators for the lazy
+#define I3(i) for(i=0; i<3; i++)
+#define I4(i) for(i=0; i<4; i++)
+
+static inline float _vector3_dot(float *v0, float *v1)
+{
+ float d;
+ d = v0[0] * v1[0];
+ d += v0[1] * v1[1];
+ d += v0[2] * v1[2];
+ return d;
+}
+
+static inline void _vector3_scale(float *v, float s)
+{
+ int k;
+ I3(k) v[k] *= s;
+}
+
+static inline float _vector3_normalize(float *v)
+{
+ float length = 0;
+ float scale = 0;
+ int k;
+ length = sqrt(_vector3_dot(v,v));
+ scale = 1.0f / length;
+ _vector3_scale(v, scale);
+ return length;
+}
+
+static inline void _vector3_cross(float *a, float *b, float *r)
+{
+ r[0] = a[1]*b[2] - a[2]*b[1];
+ r[1] = a[2]*b[0] - a[0]*b[2];
+ r[2] = a[0]*b[1] - a[1]*b[0];
+}
+
+static inline float _rand(void)
+{
+ long int r = random();
+ float f;
+ r -= (RAND_MAX >> 1);
+ f = (float)r;
+ f *= (2.0f / (float)RAND_MAX);
+ return f;
+}
+
+
+
+
+/* VERTEX methods */
+void vertex_add_triangle(t_vertex *v, t_triangle *t);
+void vertex_remove_triangle(t_vertex *v, t_triangle *t);
+void vertex_add_neighbour(t_vertex *v, t_vertex *neighbour);
+
+
+/* constructor/destructors are "private"
+ they may only be called by the mesh object to ensure
+ the vector list stays sound (i.e. without duplicates) */
+void _vertex_free(t_vertex *v);
+t_vertex *_vertex_new(float *c, float *n);
+
+
+void vertex_compute_normal_random(t_vertex *v);
+void vertex_compute_normal_sphere(t_vertex *v);
+void vertex_compute_normal_prism(t_vertex *v);
+float vertex_normalize(t_vertex *v);
+
+
+/* TRIANGLE methods */
+
+/* create triangle (a connection between 3 vertices):
+ counterclockwize with facing front
+ this method is "private"
+ you can only create triangles as part of a mesh */
+t_triangle *_triangle_new(t_vertex *v0, t_vertex *v1, t_vertex *v2);
+
+/* delete a triangle, disconnecting the vertices */
+void _triangle_free(t_triangle *t);
+
+/* get triangle that shares the link between v0 and v1 */
+t_triangle *triangle_neighbour(t_triangle *t, t_vertex *v0, t_vertex *v1);
+
+/* add a median vector to a link in a triangle
+ note: vertices must be in triangle, or behaviour is undefined */
+void triangle_add_median(t_triangle *t, t_vertex *v0, t_vertex *v1, t_vertex *median);
+
+/* MESH methods */
+
+/* add and remove methods for vertices and triangles */
+t_vertex *mesh_vertex_add(t_mesh *m, float *c, float *n);
+void mesh_vertex_remove(t_mesh *m, t_vertex *v);
+t_triangle *mesh_triangle_add(t_mesh *m, t_vertex *v0, t_vertex *v1, t_vertex *v2);
+void mesh_triangle_remove(t_mesh *m, t_triangle *t);
+
+/* calculate normals */
+void mesh_calculate_normals(t_mesh *m);
+
+/* split a triangle in 4, using the intermedia median vertex storage */
+void mesh_split_four(t_mesh *m, t_triangle *old_t);
+
+/* split a triangle in 3 */
+void mesh_split_three(t_mesh *m, t_triangle *old_t);
+
+void mesh_split_all_four(t_mesh *m);
+
+void mesh_split_all_three(t_mesh *m);
+
+void mesh_split_random_three(t_mesh *m);
+
+void mesh_free(t_mesh *m);
+
+t_mesh *_mesh_new(void);
+
+/* new tetra */
+t_mesh *mesh_new_tetra(void);
+
+
+
+void _mesh_relax_compute_resultant_spring(t_mesh *m, float *center, float d0, float r0);
+void _mesh_relax_apply_force(t_mesh *m, float k);
+void mesh_compute_center(t_mesh *m, float *c);
+void mesh_translate(t_mesh *m, float *c);
+
+/* relax a mesh (move toward equal link length) */
+void mesh_relax(t_mesh *m, float step, float d0, float r0);
+
+/* print some debug information */
+void mesh_debug(t_mesh *m);
+
+
+#endif