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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/system/pdp_mesh.c
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/system/pdp_mesh.c')
-rw-r--r--opengl/system/pdp_mesh.c560
1 files changed, 560 insertions, 0 deletions
diff --git a/opengl/system/pdp_mesh.c b/opengl/system/pdp_mesh.c
new file mode 100644
index 0000000..b319d1e
--- /dev/null
+++ b/opengl/system/pdp_mesh.c
@@ -0,0 +1,560 @@
+/*
+ * Pure Data Packet module. mesh implementation
+ * 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 */
+
+
+// $$TODO: some serious memory corruption in this file our the list implementation
+
+
+#include <math.h>
+
+#include "pdp.h"
+#include "pdp_mesh.h"
+
+
+/* VERTEX methods */
+void vertex_add_triangle(t_vertex *v, t_triangle *t)
+{
+ pdp_list_add_pointer(v->trilist, t);
+}
+void vertex_remove_triangle(t_vertex *v, t_triangle *t)
+{
+ pdp_list_remove_pointer(v->trilist, t);
+}
+void vertex_add_neighbour(t_vertex *v, t_vertex *neighbour)
+{
+ pdp_list_add_pointer_to_set(v->vertlist, 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)
+{
+ if (!v->trilist) post("WARNING: vertex %x has empty trilist", v);
+ else{
+ pdp_list_free(v->trilist);
+ v->trilist = 0;
+ }
+ if (!v->vertlist) post("WARNING: vertex %x has empty vertlist", v);
+ {
+ pdp_list_free(v->vertlist);
+ v->vertlist = 0;
+ }
+ pdp_dealloc(v);
+}
+
+t_vertex *_vertex_new(float *c, float *n)
+{
+ int k;
+ t_vertex *v = (t_vertex *) pdp_alloc(sizeof(t_vertex));
+ I3(k) v->c[k] = c[k];
+ I3(k) v->n[k] = n[k];
+ v->trilist = pdp_list_new(0);
+ v->vertlist = pdp_list_new(0);
+ return v;
+}
+
+
+void vertex_compute_normal_random(t_vertex *v){int k; I3(k) v->n[k] = _rand();}
+void vertex_compute_normal_sphere(t_vertex *v){int k; I3(k) v->n[k] = v->c[k];}
+void vertex_compute_normal_prism(t_vertex *v)
+{
+ float scale = 0.0f;
+ float sum[] = {0.0f, 0.0f, 0.0f};
+ int k;
+ t_pdp_atom* i;
+ t_pdp_list *vl = v->vertlist;
+ t_vertex *vtx;
+
+ PDP_POINTER_IN(vl, i, vtx) {
+ I3(k) sum[k] += vtx->c[k];
+ scale = scale + 1.0f;
+ }
+ scale = 1.0f / scale;
+ I3(k) sum[k] *= scale;
+ I3(k) v->n[k] = v->c[k] - sum[k];
+
+ //post("computed normal (%f, %f, %f) of vertex (%f, %f, %f)", v->n[0], v->n[1], v->n[2], v->c[0], v->c[1], v->c[2]);
+};
+void vertex_compute_normal_average(t_vertex *v)
+{
+ int triangles = pdp_list_size(v->trilist);
+ float scale = 1.0f / ((float)triangles);
+ t_pdp_atom* i;
+ int k;
+ t_triangle *t;
+
+ I3(k) v->n[k] = 0; //reset normal
+ PDP_POINTER_IN(v->trilist, i, t){
+ I3(k) v->n[k] += t->n[k];
+ }
+ _vector3_scale(v->n, scale);
+
+
+}
+
+
+float vertex_normalize(t_vertex *v)
+{
+ return _vector3_normalize(v->c);
+}
+
+
+/* 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)
+{
+ int k;
+
+ t_triangle *t = (t_triangle *)pdp_alloc(sizeof(t_triangle));
+
+ /* store vertex references */
+ t->v[0] = v0;
+ t->v[1] = v1;
+ t->v[2] = v2;
+
+ /* reset median vertices */
+ I3(k) t->m[k] = 0;
+
+ /* connect triangle to vertices */
+ vertex_add_triangle(v0, t);
+ vertex_add_triangle(v1, t);
+ vertex_add_triangle(v2, t);
+
+ /* connect vertices to vertices */
+ vertex_add_neighbour(v0, v1);
+ vertex_add_neighbour(v0, v2);
+ vertex_add_neighbour(v1, v0);
+ vertex_add_neighbour(v1, v2);
+ vertex_add_neighbour(v2, v0);
+ vertex_add_neighbour(v2, v1);
+
+ return t;
+}
+
+/* delete a triangle, disconnecting the vertices */
+void _triangle_free(t_triangle *t)
+{
+ int k;
+
+ /* remove the triangle reference of the vertices */
+ I3(k) vertex_remove_triangle(t->v[k], t);
+
+ /* set references to zero (bug catcher) */
+ I3(k) t->v[k] = 0;
+ I3(k) t->m[k] = 0;
+
+ /* free struct */
+ pdp_dealloc(t);
+
+}
+
+/* get triangle that shares the link between v0 and v1 */
+t_triangle *triangle_neighbour(t_triangle *t, t_vertex *v0, t_vertex *v1)
+{
+ t_pdp_atom* it;
+ t_triangle *tri;
+ PDP_POINTER_IN(v1->trilist, it, tri){
+ if (tri != t && pdp_list_contains_pointer(v0->trilist, tri)) return tri;
+ }
+ return 0;
+}
+
+/* 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)
+{
+
+ /* link 0 1 */
+ if (!((v0 == t->v[2]) || (v1 == t->v[2]))) t->m[0] = median;
+
+ /* link 1 2 */
+ else if (!((v0 == t->v[0]) || (v1 == t->v[0]))) t->m[1] = median;
+
+ /* link 2 0 */
+ else t->m[2] = median;
+}
+
+void triangle_compute_normal(t_triangle *t)
+{
+ int k;
+ float v0[3];
+ float v1[3];
+ I3(k) v0[k] = t->v[1]->c[k] - t->v[0]->c[k];
+ I3(k) v1[k] = t->v[2]->c[k] - t->v[0]->c[k];
+ _vector3_cross(v0,v1,t->n);
+}
+
+void triangle_compute_unit_normal(t_triangle *t)
+{
+ triangle_compute_normal(t);
+ _vector3_normalize(t->n);
+}
+
+/* MESH methods */
+
+/* add and remove methods for vertices and triangles */
+t_vertex *mesh_vertex_add(t_mesh *m, float *c, float *n)
+{
+ t_vertex *v = _vertex_new(c, n);
+ pdp_list_add_pointer(m->vertices, v);
+ return v;
+}
+
+void mesh_vertex_remove(t_mesh *m, t_vertex *v)
+{
+ pdp_list_remove_pointer(m->vertices, v);
+ _vertex_free(v);
+}
+
+t_triangle *mesh_triangle_add(t_mesh *m, t_vertex *v0, t_vertex *v1, t_vertex *v2)
+{
+ t_triangle *t = _triangle_new(v0,v1,v2);
+ pdp_list_add_pointer(m->triangles, t);
+ return t;
+}
+
+void mesh_triangle_remove(t_mesh *m, t_triangle *t)
+{
+ pdp_list_remove_pointer(m->triangles, t);
+ _triangle_free(t);
+}
+
+/* calculate normals */
+void mesh_calculate_normals(t_mesh *m)
+{
+ t_pdp_atom* it;
+ t_pdp_atom* it_tri;
+ t_pdp_list *l = m->vertices;
+ t_pdp_list *l_tri = m->triangles;
+ t_vertex *v;
+ t_triangle *t;
+ //while (v = pdp_list_getnext_pointer(l, &it)) vertex_compute_normal_sphere(v);
+ switch(m->normal_type){
+ default:
+ case MESH_NORMAL_SPHERE: PDP_POINTER_IN(l, it, v) vertex_compute_normal_sphere(v); break;
+ case MESH_NORMAL_PRISM: PDP_POINTER_IN(l, it, v) vertex_compute_normal_prism(v); break;
+ case MESH_NORMAL_RANDOM: PDP_POINTER_IN(l, it, v) vertex_compute_normal_random(v); break;
+ case MESH_NORMAL_AVERAGE:
+ PDP_POINTER_IN(l_tri, it_tri, t) triangle_compute_unit_normal(t);
+ PDP_POINTER_IN(l, it, v) vertex_compute_normal_average(v);
+ break;
+ }
+}
+
+/* split a triangle in 4, using the intermedia median vertex storage */
+void mesh_split_four(t_mesh *m, t_triangle *old_t)
+{
+ int k;
+ t_vertex *v[6];
+
+ /* some intermediates */
+ t_triangle *neighbour;
+ t_float newv[] = {0,0,0};
+ t_float nullvect[] = {0,0,0};
+
+
+ /* get main vertices */
+ I3(k) v[k] = old_t->v[k];
+
+ /* get median vertices inserted by neighbouring triangles */
+ I3(k) v[k+3] = old_t->m[k];
+
+#define GET_MEDIAN(v, v0, v1) \
+ if (!v){ \
+ I3(k) newv[k] = 0.5f * (v0->c[k] + v1->c[k]); \
+ v = mesh_vertex_add(m, newv, nullvect); \
+ /*vertex_normalize(v);*/ \
+ if (neighbour = triangle_neighbour(old_t, v0, v1)){ \
+ triangle_add_median(neighbour, v0, v1, v); \
+ } \
+ }
+
+ GET_MEDIAN(v[3], v[0], v[1])
+ GET_MEDIAN(v[4], v[1], v[2])
+ GET_MEDIAN(v[5], v[2], v[0])
+
+#undef GET_MEDIAN
+
+ /* remove the old triangle */
+ mesh_triangle_remove(m, old_t);
+
+ /* create 4 new triangles */
+ mesh_triangle_add(m, v[0], v[3], v[5]);
+ mesh_triangle_add(m, v[1], v[4], v[3]);
+ mesh_triangle_add(m, v[2], v[5], v[4]);
+ mesh_triangle_add(m, v[3], v[4], v[5]);
+
+}
+
+/* split a triangle in 3 */
+void mesh_split_three(t_mesh *m, t_triangle *old_t)
+{
+ int k, l;
+ t_vertex *v[4];
+ t_float newv[] = {0,0,0};
+ t_float nullvect[] = {0,0,0};
+
+ /* get vertices */
+ I3(k) v[k] = old_t->v[k];
+
+ /* remove a triangle */
+ mesh_triangle_remove(m, old_t);
+
+ /* compute new vertex coordinates */
+ I3(k) I3(l) newv[k] += 0.33333f * v[l]->c[k];
+
+ /* create new vertex */
+ v[3] = mesh_vertex_add(m, newv, nullvect);
+ //vertex_normalize(v[3]);
+
+ /* create 3 new triangles */
+ mesh_triangle_add(m, v[0], v[1], v[3]);
+ mesh_triangle_add(m, v[1], v[2], v[3]);
+ mesh_triangle_add(m, v[2], v[0], v[3]);
+
+}
+
+
+
+void mesh_split_all_four(t_mesh *m)
+{
+ t_triangle *t;
+ t_pdp_list *l = pdp_list_copy(m->triangles);
+
+ //post("split_all_four: nb triangles %d", pdp_list_size(m->triangles));
+
+ while (l->elements){
+ t = pdp_list_pop(l).w_pointer;
+ mesh_split_four(m, t);
+ }
+ mesh_calculate_normals(m);
+ pdp_list_free(l);
+}
+
+
+void mesh_split_all_three(t_mesh *m)
+{
+ t_triangle *t;
+ t_pdp_list *l = pdp_list_copy(m->triangles);
+
+ //post("split_all_three: nb triangles %d", pdp_list_size(m->triangles));
+
+ while (l->elements){
+ t = pdp_list_pop(l).w_pointer;
+ mesh_split_three(m, t);
+ }
+ mesh_calculate_normals(m);
+ pdp_list_free(l);
+}
+
+void mesh_split_random_three(t_mesh *m)
+{
+ int size = pdp_list_size(m->triangles);
+ t_triangle *t = pdp_list_index(m->triangles, (random() % size)).w_pointer;
+ mesh_split_three(m, t);
+ mesh_calculate_normals(m);
+}
+
+
+
+void mesh_free(t_mesh *m)
+{
+ t_pdp_list *l;
+ t_triangle *t;
+ t_vertex *v;
+
+ /* delete all triangles */
+ while (m->triangles->elements){
+ t = pdp_list_pop(m->triangles).w_pointer;
+ //post("freeing triangle %x", t);
+ _triangle_free(t);
+ }
+ pdp_list_free(m->triangles);
+ m->triangles = 0;
+
+ /* delete all vertices */
+ while (m->vertices->elements){
+ v = pdp_list_pop(m->vertices).w_pointer;
+ //post("freeing vertex %x", v);
+ _vertex_free(v);
+ }
+ pdp_list_free(m->vertices);
+ m->vertices = 0;
+
+ pdp_dealloc(m);
+
+}
+
+
+t_mesh *_mesh_new(void)
+{
+ t_mesh *m = (t_mesh *)pdp_alloc(sizeof(t_mesh));
+
+ /* create main vertex and triangle lists */
+ m->triangles = pdp_list_new(0);
+ m->vertices = pdp_list_new(0);
+
+ /* set normal type */
+ m->normal_type = MESH_NORMAL_PRISM;
+
+ return m;
+}
+
+/* init tetra */
+t_mesh *mesh_new_tetra(void)
+{
+ int k;
+ t_triangle *t[4];
+ t_vertex *v[4];
+ t_pdp_atom* it;
+ t_triangle *tri;
+ t_mesh *m = _mesh_new();
+
+ float n[] = {0,0,0};
+ float fv[4][3] = {{2,0,0},{0,2,0},{0,0,2}, {-1,-1,-1}};
+
+ /* add vertices */
+ I4(k) v[k] = mesh_vertex_add(m, &fv[k][0], n);
+ I4(k) vertex_normalize(v[k]);
+
+ /* add triangles */
+ mesh_triangle_add(m, v[0], v[1], v[2]);
+ mesh_triangle_add(m, v[1], v[0], v[3]);
+ mesh_triangle_add(m, v[0], v[2], v[3]);
+ mesh_triangle_add(m, v[1], v[3], v[2]);
+
+
+ /* compute normals */
+ mesh_calculate_normals(m);
+
+ return m;
+}
+
+
+void _mesh_relax_compute_resultant_spring(t_mesh *m, float *center, float d0, float r0)
+{
+ int k;
+ t_pdp_atom *i, *j;
+ t_vertex *v, *w;
+
+ PDP_POINTER_IN(m->vertices, i, v){
+ float scale = 0.0f;
+ float r;
+
+ /* compute contribution of origin link */
+ I3(k) v->n[k] = v->c[k] - center[k];
+ r = _vector3_normalize(v->n);
+ I3(k) v->n[k] *= (r0 - r);
+
+ PDP_POINTER_IN(v->vertlist, j, w){
+ int k;
+ float f[3];
+ float d, l;
+
+ /* compute force contribution of one link (model: spring with rest length == d0) */
+ I3(k) f[k] = w->c[k] - v->c[k]; // PC: f == distance vector
+ d = _vector3_normalize(f); // PC: d == distance, vector == unit norm
+ I3(k) v->n[k] += (d - d0) * f[k]; // PC: n == n_prev + fource resultant
+ }
+ }
+}
+
+void _mesh_relax_apply_force(t_mesh *m, float k)
+{
+ t_pdp_atom* it;
+ t_vertex *v;
+
+ PDP_POINTER_IN(m->vertices, it, v){
+ int i;
+ /* apply fource vector with step */
+ I3(i) v->c[i] += k * v->n[i];
+ }
+
+}
+
+void mesh_compute_center(t_mesh *m, float *c)
+{
+ t_pdp_atom*(it);
+ t_vertex *v;
+ float scale;
+ int k;
+
+ I3(k) c[k] = 0;
+ PDP_POINTER_IN(m->vertices, it, v){
+ I3(k) c[k] += v->c[k];
+ }
+ scale = 1.0f / ((float)pdp_list_size(m->vertices));
+ I3(k) c[k] *= scale;
+
+}
+
+void mesh_translate(t_mesh *m, float *c)
+{
+ t_pdp_atom *it;
+ t_vertex *v;
+ int k;
+
+ PDP_POINTER_IN(m->vertices, it, v){
+ I3(k) v->c[k] += c[k];
+ }
+}
+
+/* relax a mesh (move toward equal link length) */
+void mesh_relax(t_mesh *m, float step, float d0, float r0)
+{
+ int k;
+ float c[3];
+ mesh_compute_center(m, c);
+ I3(k) c[k] = -c[k];
+ mesh_translate(m, c);
+ I3(k) c[k] = 0;
+ _mesh_relax_compute_resultant_spring(m, c, d0, r0); /* compute force resultant */
+ _mesh_relax_apply_force(m, step); /* apply "time step towards desired distance" */
+ mesh_calculate_normals(m); /* restore normals */
+}
+
+
+
+/* print some debug information */
+void mesh_debug(t_mesh *m)
+{
+ int k;
+ int boundary_edges = 0;
+ t_pdp_atom* it;
+ t_triangle *t;
+ post("mesh info");
+ post("\tnumber of vertices = %d", pdp_list_size(m->vertices));
+ post("\tnumber of triangles = %d", pdp_list_size(m->triangles));
+
+ PDP_POINTER_IN(m->triangles, it, t){
+ I3(k) if (!triangle_neighbour(t, t->v[k], t->v[(k+1)%3])) boundary_edges++;
+ }
+ post("\tnumber of boundaray edges = %d", boundary_edges);
+
+
+}