From 9aa1e112850a11854caa2198393dbd910e226151 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pablo=20Mart=C3=ADn?= Date: Sun, 7 Sep 2003 21:51:37 +0000 Subject: Updating pdp version to 0.12.2 svn path=/trunk/externals/pdp/; revision=942 --- opengl/include/pdp_mesh.h | 210 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 210 insertions(+) create mode 100644 opengl/include/pdp_mesh.h (limited to 'opengl/include/pdp_mesh.h') diff --git a/opengl/include/pdp_mesh.h b/opengl/include/pdp_mesh.h new file mode 100644 index 0000000..8fd6dff --- /dev/null +++ b/opengl/include/pdp_mesh.h @@ -0,0 +1,210 @@ +/* + * Pure Data Packet module. mesh object specification + * Copyright (c) by Tom Schouten + * + * 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 -- cgit v1.2.1