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-rw-r--r--opengl/include/pdp_mesh.h210
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diff --git a/opengl/include/pdp_mesh.h b/opengl/include/pdp_mesh.h
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--- a/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