/* * 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