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Mesh.cpp
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#include "Mesh.h"
#include <algorithm>
#include <float.h>
void Mesh::computeBB(){
BBMin = Vec3Df( FLT_MAX, FLT_MAX, FLT_MAX );
BBMax = Vec3Df( -FLT_MAX, -FLT_MAX, -FLT_MAX );
for( unsigned int i = 0 ; i < vertices.size() ; i ++ ){
const Vec3Df & point = vertices[i];
for( int v = 0 ; v < 3 ; v++ ){
float value = point[v];
if( BBMin[v] > value ) BBMin[v] = value;
if( BBMax[v] < value ) BBMax[v] = value;
}
}
radius = (BBMax - BBMin).norm();
}
void Mesh::update(){
computeBB();
recomputeNormals();
std::cout << "Mesh : " << vertices.size() << " vertices, " << triangles.size() << " triangles " << std::endl;
}
void Mesh::clear(){
vertices.clear();
triangles.clear();
normals.clear();
verticesNormals.clear();
}
void Mesh::recomputeNormals () {
computeTriangleNormals();
computeVerticesNormals();
}
void Mesh::computeTriangleNormals(){
normals.clear();
for(unsigned int i = 0 ; i < triangles.size() ; i++){
normals.push_back(computeTriangleNormal(i));
}
}
Vec3Df Mesh::computeTriangleNormal( int id ){
const Triangle & t = triangles[id];
Vec3Df normal = Vec3Df::crossProduct(vertices[t.getVertex (1)] - vertices[t.getVertex (0)], vertices[t.getVertex (2)]- vertices[t.getVertex (0)]);
normal.normalize();
return normal;
}
void Mesh::computeVerticesNormals(){
verticesNormals.clear();
verticesNormals.resize( vertices.size() , Vec3Df(0.,0.,0.) );
for( unsigned int t = 0 ; t < triangles.size(); ++t )
{
Vec3Df const & tri_normal = normals[t];
verticesNormals[ triangles[t].getVertex(0) ] += tri_normal;
verticesNormals[ triangles[t].getVertex(1) ] += tri_normal;
verticesNormals[ triangles[t].getVertex(2) ] += tri_normal;
}
for( unsigned int v = 0 ; v < verticesNormals.size() ; ++v )
{
verticesNormals[ v ].normalize();
}
}
void Mesh::collectOneRing (std::vector< std::vector<unsigned int> > & oneRing) const {
oneRing.resize (vertices.size ());
for (unsigned int i = 0; i < triangles.size (); i++) {
const Triangle & ti = triangles[i];
for (unsigned int j = 0; j < 3; j++) {
unsigned int vj = ti.getVertex (j);
for (unsigned int k = 1; k < 3; k++) {
unsigned int vk = ti.getVertex ((j+k)%3);
if (std::find (oneRing[vj].begin (), oneRing[vj].end (), vk) == oneRing[vj].end ())
oneRing[vj].push_back (vk);
}
}
}
}
void Mesh::glTriangle(unsigned int i){
const Triangle & t = triangles[i];
for( int j = 0 ; j < 3 ; j++ ){
glNormal(verticesNormals[t.getVertex(j)]*normalDirection);
glVertex(vertices[t.getVertex(j)]);
}
}
void Mesh::sortFaces( FacesQueue & facesQueue ){
float modelview[16];
glGetFloatv(GL_MODELVIEW_MATRIX , modelview);
for (unsigned int t = 0 ; t < triangles.size() ; ++t )
{
Vec3Df _center = (
vertices[ triangles[t].getVertex(0) ]+
vertices[ triangles[t].getVertex(1) ]+
vertices[ triangles[t].getVertex(2) ]) / 3.f;
facesQueue.push( std::make_pair( modelview[2] * _center[0] + modelview[6] * _center[1] + modelview[10] * _center[2] + modelview[14] , t ) );
}
}
void Mesh::draw( std::vector<bool> & selected, std::vector<bool> & fixed)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH);
glBegin (GL_TRIANGLES);
for(unsigned int i = 0 ; i < triangles.size(); i++){
int vi[3] = {triangles[i].getVertex(0), triangles[i].getVertex(1), triangles[i].getVertex(2)};
if( selected[ vi[0] ] && selected[ vi[1] ] && selected[ vi[2] ])
glColor3f( 0.8, 0.,0. );
if( fixed[ vi[0] ] && fixed[ vi[1] ] && fixed[ vi[2] ])
glColor3f( 0., 0.8,0. );
else
glColor3f(0.37,0.55,0.82);
glTriangle( i );
}
glEnd();
glDisable(GL_DEPTH_TEST);
glDisable(GL_DEPTH);
}
void Mesh::draw()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH);
glBegin (GL_TRIANGLES);
for(unsigned int i = 0 ; i < triangles.size(); i++){
glTriangle( i);
}
glEnd();
glDisable(GL_DEPTH_TEST);
glDisable(GL_DEPTH);
}