CelestiaContent/src/3dsmesh.cpp

246 lines
6.8 KiB
C++

// 3dsmesh.cpp
//
// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
//
// 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.
#include "gl.h"
#include "3dsmesh.h"
using namespace std;
static TriangleList* convertTriangleMesh(M3DTriangleMesh& mesh,
const M3DScene& scene);
Mesh3DS::Mesh3DS(const M3DScene& scene)
{
for (int i = 0; i < scene.getModelCount(); i++)
{
M3DModel* model = scene.getModel(i);
if (model != NULL)
{
for (int j = 0; j < model->getTriMeshCount(); j++)
{
M3DTriangleMesh* mesh = model->getTriMesh(j);
if (mesh != NULL)
{
triLists.insert(triLists.end(),
convertTriangleMesh(*mesh, scene));
}
}
}
}
}
Mesh3DS::~Mesh3DS()
{
for (TriListVec::iterator i = triLists.begin(); i != triLists.end(); i++)
if (*i != NULL)
delete *i;
}
void Mesh3DS::render()
{
for (TriListVec::iterator i = triLists.begin(); i != triLists.end(); i++)
(*i)->render();
}
void Mesh3DS::normalize()
{
AxisAlignedBox bbox;
for (TriListVec::iterator i = triLists.begin(); i != triLists.end(); i++)
bbox.include((*i)->getBoundingBox());
Point3f center = bbox.getCenter();
Vec3f extents = bbox.getExtents();
float maxExtent = extents.x;
if (extents.y > maxExtent)
maxExtent = extents.y;
if (extents.z > maxExtent)
maxExtent = extents.z;
printf("Normalize: %f\n", maxExtent);
for (i = triLists.begin(); i != triLists.end(); i++)
(*i)->transform(Point3f(0, 0, 0) - center, 1.0f / maxExtent);
}
static TriangleList* convertTriangleMesh(M3DTriangleMesh& mesh,
const M3DScene& scene)
{
TriangleList* tl = new TriangleList();
int nFaces = mesh.getFaceCount();
int nVertices = mesh.getVertexCount();
bool smooth = (mesh.getSmoothingGroupCount() == nFaces);
int i;
Vec3f* faceNormals = new Vec3f[nFaces];
Vec3f* vertexNormals = new Vec3f[nFaces * 3];
int* faceCounts = new int[nVertices];
int** vertexFaces = new int*[nVertices];
for (i = 0; i < nVertices; i++)
{
faceCounts[i] = 0;
vertexFaces[i] = NULL;
}
// generate face normals
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
faceCounts[v0]++;
faceCounts[v1]++;
faceCounts[v2]++;
Point3f p0 = mesh.getVertex(v0);
Point3f p1 = mesh.getVertex(v1);
Point3f p2 = mesh.getVertex(v2);
faceNormals[i] = cross(p1 - p0, p2 - p1);
faceNormals[i].normalize();
}
if (!smooth && 0)
{
for (i = 0; i < nFaces; i++)
{
vertexNormals[i * 3] = faceNormals[i];
vertexNormals[i * 3 + 1] = faceNormals[i];
vertexNormals[i * 3 + 2] = faceNormals[i];
}
}
else
{
// allocate space for vertex face indices
for (i = 0; i < nVertices; i++)
{
vertexFaces[i] = new int[faceCounts[i] + 1];
vertexFaces[i][0] = faceCounts[i];
}
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
vertexFaces[v0][faceCounts[v0]--] = i;
vertexFaces[v1][faceCounts[v1]--] = i;
vertexFaces[v2][faceCounts[v2]--] = i;
}
#if 0
for (i = 0; i < nVertices; i++)
{
printf("%d: ", i);
for (int j = 1; j < vertexFaces[i][0]; j++)
{
printf("%d ", vertexFaces[i][j]);
}
printf("\n");
}
#endif
// average face normals to compute the vertex normals
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
uint32 smoothingGroups = mesh.getSmoothingGroups(i);
int j;
Vec3f v = Vec3f(0, 0, 0);
for (j = 1; j <= vertexFaces[v0][0]; j++)
{
int k = vertexFaces[v0][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i] * faceNormals[k] > 0.5f)
v += faceNormals[k];
}
v.normalize();
vertexNormals[i * 3] = v;
v = Vec3f(0, 0, 0);
for (j = 1; j <= vertexFaces[v1][0]; j++)
{
int k = vertexFaces[v1][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i] * faceNormals[k] > 0.5f)
v += faceNormals[k];
}
v.normalize();
vertexNormals[i * 3 + 1] = v;
v = Vec3f(0, 0, 0);
for (j = 1; j <= vertexFaces[v2][0]; j++)
{
int k = vertexFaces[v2][j];
// if (k == i || (smoothingGroups & mesh.getSmoothingGroups(k)) != 0)
if (faceNormals[i] * faceNormals[k] > 0.5f)
v += faceNormals[k];
}
v.normalize();
vertexNormals[i * 3 + 2] = v;
}
}
// build the triangle list
for (i = 0; i < nFaces; i++)
{
uint16 v0, v1, v2;
mesh.getFace(i, v0, v1, v2);
tl->addTriangle(mesh.getVertex(v0), vertexNormals[i * 3],
mesh.getVertex(v1), vertexNormals[i * 3 + 1],
mesh.getVertex(v2), vertexNormals[i * 3 + 2]);
}
// set the color
{
string materialName = mesh.getMaterialName();
if (materialName.length() > 0)
{
tl->setColorMode(1);
int nMaterials = scene.getMaterialCount();
for (i = 0; i < nMaterials; i++)
{
M3DMaterial* material = scene.getMaterial(i);
if (materialName == material->getName())
{
M3DColor diffuse = material->getDiffuseColor();
tl->setColor(Vec3f(diffuse.red, diffuse.green, diffuse.blue));
break;
}
}
}
}
// clean up
if (faceNormals != NULL)
delete[] faceNormals;
if (vertexNormals != NULL)
delete[] vertexNormals;
if (faceCounts != NULL)
delete[] faceCounts;
if (vertexFaces != NULL)
{
for (i = 0; i < nVertices; i++)
{
if (vertexFaces[i] != NULL)
delete[] vertexFaces[i];
}
delete[] vertexFaces;
}
return tl;
}