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/* importobjs.c */
/* Imports 3DS/LWO objects to our native format */
/*
* ``The contents of this file are subject to the Mozilla Public License
* Version 1.0 (the "License"); you may not use this file except in
* compliance with the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS"
* basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
* License for the specific language governing rights and limitations
* under the License.
*
* The Original Code is the "Light Speed!" relativistic simulator.
*
* The Initial Developer of the Original Code is Daniel Richard G.
* Portions created by the Initial Developer are Copyright (C) 1999
* Daniel Richard G. <skunk@mit.edu> All Rights Reserved.
*
* Contributor(s): ______________________________________.''
*/
#include "lightspeed.h"
/* 3D Studio reader routines */
#include "read3ds.h"
/* LightWave reader routines */
#define lwPoint point
#include "readlwo.h"
/* Used by tessellate_object( ) */
struct face_info {
int adj_faces[3];
int adj_face_edges[3];
int edgewise : 1;
};
/* Forward declarations */
static int import_3ds_file( const char *filename );
static int import_3ds( r3ds_scene *scene );
static int import_lwo_file( const char *filename );
static void generate_normals( ogl_object *obj, int face_type );
static void tessellate_object( ogl_object *obj, int tess );
static unsigned int tessellate_face( ogl_object *obj, struct face_info **facei_list_ptr, int f, int e, unsigned int ind_mid );
static void triangulate_polygon( r3ds_triangle *out_tris, int num_edges, int *indices, point *vertices );
int
import_objects( const char *filename )
{
int rs = -1;
int len;
char *file_ext;
char *error_str;
/* Confirm that the file exists */
if (!file_exists( filename )) {
len = strlen( STR_MSG_no_object_file_ARG ) + strlen( filename ) + 16;
error_str = xmalloc( len * sizeof(char) );
sprintf( error_str, STR_MSG_no_object_file_ARG, filename );
message_window( STR_DLG_Error, error_str );
xfree( error_str );
return -1;
}
file_ext = strrchr( filename, '.' );
if (file_ext == NULL)
file_ext = "";
/* Dispatch a file loader, based on the file's extension */
if (!strcasecmp( file_ext, ".3DS" )) {
if (r3ds_file_is_3ds( filename ))
rs = import_3ds_file( filename );
else {
message_window( STR_DLG_Error, STR_MSG_not_3ds_file );
return -1;
}
}
else if (!strcasecmp( file_ext, ".PRJ" )) {
if (r3ds_file_is_prj( filename ))
rs = import_3ds_file( filename );
else {
message_window( STR_DLG_Error, STR_MSG_not_prj_file );
return -1;
}
}
else if (!strcasecmp( file_ext, ".LWO" )) {
if (lw_is_lwobject( filename ))
rs = import_lwo_file( filename );
else {
message_window( STR_DLG_Error, STR_MSG_not_lwo_file );
return -1;
}
}
else {
/* Looks like we don't have an extension to help us
* Try file magic numbers */
if (r3ds_file_is_3ds( filename ))
rs = import_3ds_file( filename );
else if (r3ds_file_is_prj( filename ))
rs = import_3ds_file( filename );
else if (lw_is_lwobject( filename ))
rs = import_lwo_file( filename );
else {
/* Whatever it is, we can't read it */
message_window( STR_DLG_Error, STR_MSG_unknown_obj_format );
return -1;
}
}
return rs;
}
static int
import_3ds_file( const char *filename )
{
r3ds_scene *scene;
/* Load .3DS */
scene = read3ds( filename );
if (scene == NULL) {
message_window( STR_DLG_Error, STR_MSG_bad_3ds_file );
return -1;
}
return import_3ds( scene );
}
static int
import_3ds( r3ds_scene *scene )
{
r3ds_trimesh **trimeshes;
r3ds_trimesh *tmesh;
ogl_object *obj;
point *vert_a, *vert_b, *vert_c;
point *tri_cent;
point centroid = { 0.0, 0.0, 0.0 };
r3ds_color24 *mat_color24;
rgb_color color;
float scale_factor;
float x0,y0,z0;
float x,y,z;
float tri_area;
float tris_total_area = 0.0;
float xmax = -1E6, ymax = -1E6, zmax = -1E6;
float xmin = 1E6, ymin = 1E6, zmin = 1E6;
int num_trimeshes;
int num_bad_trimeshes = 0;
int num_vertices;
int num_indices;
int num_bad_tris;
int cur_index;
int a,b,c;
int o, v, i, t; /* Mike, you have a call */
/* Break objects apart by material
* (each ogl_object ultimately has one base color) */
r3ds_split_scene_trimeshes( scene, R3DS_SPLIT_BY_MATERIAL );
/* We can't really handle objects with >1 smoothing group,
* so break those apart as necessary */
r3ds_split_scene_trimeshes( scene, R3DS_SPLIT_BY_SMGROUP );
trimeshes = scene->tmeshes;
num_trimeshes = scene->num_tmeshes;
vehicle_objs = xmalloc( num_trimeshes * sizeof(ogl_object *) );
/* Make model metric (from inches) */
scale_factor = scene->inches_per_unit * 0.0254;
/* Now, convert each [good] r3ds_trimesh into an ogl_object */
for (o = 0; o < num_trimeshes; o++) {
tmesh = trimeshes[o];
if ((tmesh->num_verts < 3) || (tmesh->num_tris < 1)) {
++num_bad_trimeshes;
continue;
}
/* Material of 1st triangle == material of entire object */
i = tmesh->tris[0].mat_id;
if (i >= 0) {
mat_color24 = &scene->mats[i].diffuse;
color.r = (float)(mat_color24->red) / 255.0;
color.g = (float)(mat_color24->green) / 255.0;
color.b = (float)(mat_color24->blue) / 255.0;
}
else {
color.r = 0.5;
color.g = 0.5;
color.b = 0.5;
}
num_vertices = tmesh->num_verts;
num_indices = 3 * tmesh->num_tris;
obj = alloc_ogl_object( num_vertices, num_indices );
obj->type = GL_TRIANGLES;
obj->color0.r = color.r;
obj->color0.g = color.g;
obj->color0.b = color.b;
for (v = 0; v < num_vertices; v++) {
x0 = tmesh->verts[v].x;
y0 = tmesh->verts[v].y;
z0 = tmesh->verts[v].z;
/* Scale object, and rotate to x-axial alignment */
x = - y0 * scale_factor;
y = x0 * scale_factor;
z = z0 * scale_factor;
obj->vertices0[v].x = x;
obj->vertices0[v].y = y;
obj->vertices0[v].z = z;
/* Normals will be taken care of shortly... */
}
/* Copy triangles, and at the same time sum up the weighed
* triangle centroids to get an overall centroid later on */
cur_index = 0;
num_bad_tris = 0;
for (t = 0; t < tmesh->num_tris; t++) {
a = tmesh->tris[t].a;
b = tmesh->tris[t].b;
c = tmesh->tris[t].c;
vert_a = &obj->vertices0[a];
vert_b = &obj->vertices0[b];
vert_c = &obj->vertices0[c];
tri_cent = calc_tri_centroid( vert_a, vert_b, vert_c );
tri_area = calc_tri_area( vert_a, vert_b, vert_c );
centroid.x += tri_cent->x * tri_area;
centroid.y += tri_cent->y * tri_area;
centroid.z += tri_cent->z * tri_area;
tris_total_area += tri_area;
if (tri_area > 1E-8) {
obj->indices[cur_index++] = a;
obj->indices[cur_index++] = b;
obj->indices[cur_index++] = c;
}
else
++num_bad_tris; /* very VERY tiny triangle */
}
if (num_bad_tris > 0) {
/* Readjust index array size */
obj->num_indices -= 3 * num_bad_tris;
obj->indices = xrealloc( obj->indices, obj->num_indices * sizeof(int) );
}
/* No longer need the trimesh
* Partially free the big arrays to economize on memory
* r3ds_free_scene( ) will finish off the rest, shortly */
tmesh->verts = xrealloc( tmesh->verts, sizeof(r3ds_point) );
if (tmesh->num_tris > 1)
tmesh->tris = xrealloc( tmesh->tris, sizeof(r3ds_triangle) );
generate_normals( obj, GL_TRIANGLES );
/* This ogl_object is ready */
vehicle_objs[o - num_bad_trimeshes] = obj;
}
/* Deallocate scene */
r3ds_free_scene( scene );
num_vehicle_objs = num_trimeshes - num_bad_trimeshes;
if (num_vehicle_objs == 0) {
message_window( STR_DLG_Error, STR_MSG_empty_3ds_file );
return -1;
}
/* Calculate centroid */
centroid.x /= tris_total_area;
centroid.y /= tris_total_area;
centroid.z /= tris_total_area;
/* Center the model (make world origin and centroid coincide) */
for (o = 0; o < num_vehicle_objs; o++) {
obj = vehicle_objs[o];
for (v = 0; v < obj->num_vertices; v++) {
obj->vertices0[v].x -= centroid.x;
obj->vertices0[v].y -= centroid.y;
obj->vertices0[v].z -= centroid.z;
/* Update xyz extents */
x = obj->vertices0[v].x;
y = obj->vertices0[v].y;
z = obj->vertices0[v].z;
xmin = MIN(x, xmin);
xmax = MAX(x, xmax);
ymin = MIN(y, ymin);
ymax = MAX(y, ymax);
zmin = MIN(z, zmin);
zmax = MAX(z, zmax);
}
}
vehicle_extents.xmin = xmin;
vehicle_extents.xmax = xmax;
vehicle_extents.ymin = ymin;
vehicle_extents.ymax = ymax;
vehicle_extents.zmin = zmin;
vehicle_extents.zmax = zmax;
vehicle_extents.avg = ((xmax - xmin) + (ymax - ymin) + (zmax - zmin)) / 3;
/* Finally, tessellate the objects so that they deform nicely */
for (o = 0; o < num_vehicle_objs; o++)
tessellate_object( vehicle_objs[o], 8 );
return 0;
}
/* This next importer basically converts a LightWave object into 3DS data using
* the same r3ds_build( ) of read3ds. The only additional thing it needs is
* a polygon triangulator, as LW objects can have arbitrary n-sided faces */
static int
import_lwo_file( const char *filename )
{
r3ds_scene *scene;
lwObject *lwo;
lwFace *face;
r3ds_triangle poly_tris_buffer[256];
r3ds_triangle *poly_tris;
r3ds_triangle *tri;
int abcf[4];
int rgb[3];
float xyz[3];
int num_tris;
int num_poly_tris;
int mat_id = -1;
int i, j;
/* Read LWO file */
lwo = lw_object_read( filename );
if (lwo == NULL) {
message_window( STR_DLG_Error, STR_MSG_bad_lwo_file );
return -1;
}
/* Initialize read3ds scene builder */
r3ds_build( R3DS_INITIALIZE, NULL );
/* Input materials */
for (i = 0; i < lwo->material_cnt; i++) {
r3ds_build( R3DS_NEW_MATERIAL, lwo->materials[i].name );
r3ds_build( R3DS_MAT_DIFFUSE_COLOR, NULL );
rgb[0] = (int)(lwo->materials[i].r * 255.0);
rgb[1] = (int)(lwo->materials[i].g * 255.0);
rgb[2] = (int)(lwo->materials[i].b * 255.0);
r3ds_build( R3DS_COLOR24, rgb );
}
/* Input object mesh */
r3ds_build( R3DS_NEW_OBJECT, filename );
r3ds_build( R3DS_DEF_TRIMESH, NULL );
/* Input vertices */
r3ds_build( R3DS_NUM_VERTS, &lwo->vertex_cnt );
for (i = 0; i < lwo->vertex_cnt; i++) {
/* Rotate coordinate system to 3DS standard */
xyz[0] = lwo->vertices[i].x;
xyz[1] = - lwo->vertices[i].z;
xyz[2] = lwo->vertices[i].y;
r3ds_build( R3DS_VERT, xyz );
}
/* Count how many triangles there will be */
num_tris = 0;
for (i = 0; i < lwo->face_cnt; i++) {
face = &lwo->faces[i];
/* (Quickly double-check that the indices are within bounds) */
for (j = 0; j < face->index_cnt; j++)
if (face->indices[j] >= lwo->vertex_cnt)
face->indices[j] = 0;
/* Faces with <3 sides are not faces */
if (face->index_cnt < 3)
continue;
/* Otherwise, an n-sided polygon will become (n-2) triangles */
num_tris += (face->index_cnt - 2);
}
r3ds_build( R3DS_NUM_TRIS, &num_tris );
/* Process faces and input triangles */
num_tris = 0;
for (i = 0; i < lwo->face_cnt; i++) {
face = &lwo->faces[i];
if (face->index_cnt < 3)
continue;
if (mat_id != face->mat_id) {
mat_id = face->mat_id;
r3ds_build( R3DS_TRI_MATERIAL_CURRENT, lwo->materials[mat_id].name );
}
if (face->index_cnt == 3) {
abcf[0] = face->indices[0];
abcf[1] = face->indices[1];
abcf[2] = face->indices[2];
abcf[3] = 0x07; /* Flags: all edges visible */
r3ds_build( R3DS_TRI_FACE, abcf );
r3ds_build( R3DS_TRI_MATERIAL, &num_tris );
++num_tris;
}
else {
num_poly_tris = face->index_cnt - 2;
/* Avoid small malloc()'s at all costs (well, almost) */
if (num_poly_tris <= 256)
poly_tris = poly_tris_buffer;
else
poly_tris = xmalloc( num_poly_tris * sizeof(r3ds_triangle) );
triangulate_polygon( poly_tris, face->index_cnt, face->indices, lwo->vertices );
for (j = 0; j < num_poly_tris; j++) {
tri = &poly_tris[j];
abcf[0] = tri->a;
abcf[1] = tri->b;
abcf[2] = tri->c;
abcf[3] = 0x07;
r3ds_build( R3DS_TRI_FACE, abcf );
r3ds_build( R3DS_TRI_MATERIAL, &num_tris );
++num_tris;
}
if (poly_tris != poly_tris_buffer)
xfree( poly_tris );
}
}
lw_object_free( lwo );
scene = xmalloc( sizeof(r3ds_scene) );
r3ds_build( R3DS_GET_SCENE, scene );
import_3ds( scene );
return 0;
}
/* Produce normals for an arbitrary triangle or quad mesh
* (either is referred to as a generalized "face") */
static void
generate_normals( ogl_object *obj, int face_type )
{
struct obj_vertex {
int num_faces; /* # of faces using this vertex */
point normal_sum; /* Vector sum of normals of said faces */
} *overtices, *overtex;
point *plane[3];
point *normal;
float x, y, z;
float d;
int face_size;
int num_faces;
int num_vertices;
int base;
int f, v, i;
switch (face_type) {
case GL_TRIANGLES:
face_size = 3;
break;
case GL_QUADS:
face_size = 4;
break;
default:
#ifdef DEBUG
crash( "generate_normals( ): invalid face type" );
#endif
return;
}
num_faces = obj->num_indices / face_size;
num_vertices = obj->num_vertices;
overtices = xmalloc( num_vertices * sizeof(struct obj_vertex) );
/* Initialize vertex records */
for (v = 0; v < num_vertices; v++) {
overtex = &overtices[v];
overtex->num_faces = 0;
overtex->normal_sum.x = 0.0;
overtex->normal_sum.y = 0.0;
overtex->normal_sum.z = 0.0;
}
/* Step 1: Get vector sum of [face] normals for each vertex */
for (f = 0; f < num_faces; f++) {
base = f * face_size; /* # of first index describing face */
/* Calculate face normal (need only 3 points for this) */
for (v = 0; v < 3; v++) {
i = obj->indices[base + v];
plane[v] = &obj->vertices0[i];
}
normal = calc_tri_normal( plane[0], plane[1], plane[2] );
/* Update the 3 or 4 involved vertices */
for (v = 0; v < face_size; v++) {
i = obj->indices[base + v];
overtex = &overtices[i];
++overtex->num_faces;
overtex->normal_sum.x += normal->x;
overtex->normal_sum.y += normal->y;
overtex->normal_sum.z += normal->z;
}
}
/* Step 2: Vertex normal = normalized sum of associated face normals */
for (v = 0; v < num_vertices; v++) {
overtex = &overtices[v];
x = overtex->normal_sum.x;
y = overtex->normal_sum.y;
z = overtex->normal_sum.z;
d = sqrt( SQR(x) + SQR(y) + SQR(z) );
if (d < 1E-6)
d = 1.0;
obj->normals0[v].x = x / d;
obj->normals0[v].y = y / d;
obj->normals0[v].z = z / d;
}
xfree( overtices );
}
/* This reduces the face edge size (in the yz-plane) of a GL_TRIANGLES object
* to below a certain threshold specified by tess (1/tess times the y- and
* z-extents), with the exception that any edges shared between faces mostly
* edgewise to the yz-plane are not split. This is what keeps, for example,
* the tops and sides of a cube from being as heavily tessellated as the front
* and back
* NOTE: tess must be a power of 2 */
static void
tessellate_object( ogl_object *obj, int tess )
{
struct edge_info {
/* Offset into edgei_list == ind_a */
unsigned int ind_b;
int face;
int edge;
struct edge_info *next;
} **edgei_list, *prev_edgei, *edgei;
struct face_info *facei_list;
struct face_info *facei, *facei_adj, *facei_new, *facei_adj_new;
point *vert_a, *vert_b;
point *p[3], *norm;
float max_ylen, max_zlen;
float long_ylen = 0.0, long_zlen = 0.0;
float yzlen2, long_yzlen2;
float dy, dz;
unsigned int ind_a, ind_b, ind_c, ind_d, ind_mid;
unsigned int a, b, i;
int num_faces_orig;
int num_faces;
int tess_level;
int base, base_adj;
int f, f_adj, f_new, f_adj_new;
int e, e_adj, e_long;
int v;
#ifdef DEBUG
printf( "Tessellating object..." );
fflush( stdout );
#endif
num_faces_orig = obj->num_indices / 3;
num_faces = num_faces_orig;
/* Initialize face info list */
facei_list = xmalloc( num_faces * sizeof(struct face_info) );
for (f = 0; f < num_faces; f++) {
facei = &facei_list[f];
/* No adjacent faces (yet) */
for (e = 0; e < 3; e++) {
facei->adj_faces[e] = -1;
facei->adj_face_edges[e] = -1;
}
/* Check x-component of face normal to see if face is
* edgewise to the yz-plane or not */
base = 3 * f;
for (v = 0; v < 3; v++) {
i = obj->indices[base + v];
p[v] = &obj->vertices0[i];
}
norm = calc_tri_normal( p[0], p[1], p[2] );
if (ABS(norm->x) < 0.125)
facei->edgewise = TRUE; /* Edgewise */
else
facei->edgewise = FALSE; /* Not edgewise */
}
/* Initialize edge info list */
edgei_list = xmalloc( obj->num_vertices * sizeof(struct edge_info *) );
for (e = 0; e < obj->num_vertices; e++)
edgei_list[e] = NULL;
/* Find all face adjacencies by searching for coincident edges */
for (f = 0; f < num_faces; f++) {
base = 3 * f;
for (e = 0; e < 3; e++) {
a = obj->indices[base + e];
b = obj->indices[base + ((e + 1) % 3)];
ind_a = MIN(a, b);
ind_b = MAX(a, b);
/* Search for matching edge */
prev_edgei = NULL;
edgei = edgei_list[ind_a];
while (edgei != NULL) {
if (edgei->ind_b == ind_b)
break; /* found */
else {
prev_edgei = edgei;
edgei = edgei->next; /* check next one */
}
}
if (edgei != NULL) {
/* Coincident edge found; update adjacency info */
f_adj = edgei->face;
e_adj = edgei->edge;
/* First face */
facei = &facei_list[f];
facei->adj_faces[e] = f_adj;
facei->adj_face_edges[e] = e_adj;
/* Second face */
facei_adj = &facei_list[f_adj];
facei_adj->adj_faces[e_adj] = f;
facei_adj->adj_face_edges[e_adj] = e;
/* and free edge record
* (b/c at most two faces can share an edge)
* (barring bad geometry, anyway) */
if (prev_edgei != NULL)
prev_edgei->next = edgei->next;
else
edgei_list[ind_a] = edgei->next;
xfree( edgei );
}
else {
/* Add new edge record */
edgei = xmalloc( sizeof(struct edge_info) );
edgei->ind_b = ind_b;
edgei->face = f;
edgei->edge = e;
edgei->next = NULL;
if (prev_edgei != NULL)
prev_edgei->next = edgei;
else
edgei_list[ind_a] = edgei;
}
}
}
/* Free the edge info list, no longer need it */
for (v = 0; v < obj->num_vertices; v++) {
edgei = edgei_list[v];
while (edgei != NULL) {
prev_edgei = edgei;
edgei = edgei->next;
xfree( prev_edgei );
}
}
xfree( edgei_list );
/* Perform tessellation incrementally, reducing threshold size
* one step at a time (else we get non-clean results) */
for (tess_level = 2; tess_level <= tess; tess_level *= 2) {
max_ylen = 1.01 * (vehicle_extents.ymax - vehicle_extents.ymin) / (float)tess_level;
max_zlen = 1.01 * (vehicle_extents.zmax - vehicle_extents.zmin) / (float)tess_level;
for (f = 0; f < num_faces; f++) {
/* Find which edge is most eligible to be split. This
* is the longest one, as measured in the yz-plane,
* that is not shared between two edgewise faces */
facei = &facei_list[f];
base = 3 * f;
e_long = -1;
long_yzlen2 = -1.0;
for (e = 0; e < 3; e++) {
/* First, check for exception case */
f_adj = facei->adj_faces[e];
if (f_adj >= 0) {
facei_adj = &facei_list[f_adj];
if (facei->edgewise && facei_adj->edgewise) {
/* Both faces are edgewise
* This edge must not be split */
continue;
}
}
a = obj->indices[base + e];
b = obj->indices[base + ((e + 1) % 3)];
ind_a = MIN(a, b);
ind_b = MAX(a, b);
vert_a = &obj->vertices0[ind_a];
vert_b = &obj->vertices0[ind_b];
dy = ABS(vert_a->y - vert_b->y);
dz = ABS(vert_a->z - vert_b->z);
yzlen2 = SQR(dy) + SQR(dz);
if (yzlen2 > long_yzlen2) {
e_long = e;
long_ylen = dy;
long_zlen = dz;
long_yzlen2 = yzlen2;
}
}
if (e_long == -1)
continue; /* Can't split this face */
/* See if long edge doesn't exceed split threshold */
if ((long_ylen <= max_ylen) && (long_zlen <= max_zlen))
continue;
/* Tessellate the face and update face info */
ind_mid = tessellate_face( obj, &facei_list, f, e_long, 0 );
facei = &facei_list[f]; /* facei_list might have moved! */
f_new = num_faces;
++num_faces;
/* If another face is sharing the same [long] edge,
* tessellate it too */
f_adj = facei->adj_faces[e_long];
if (f_adj >= 0) {
base_adj = 3 * f_adj;
e_adj = facei->adj_face_edges[e_long];
tessellate_face( obj, &facei_list, f_adj, e_adj, ind_mid );
facei = &facei_list[f];
f_adj_new = num_faces;
++num_faces;
/* Check for crossed adjacencies */
a = obj->indices[base + e_long];
b = obj->indices[base + ((e_long + 1) % 3)];
ind_a = MIN(a, b);
ind_b = MAX(a, b);
a = obj->indices[base_adj + e_adj];
b = obj->indices[base_adj + ((e_adj + 1) % 3)];
ind_c = MIN(a, b);
ind_d = MAX(a, b);
if ((ind_a == ind_c) && (ind_b == ind_d)) {
/* The old faces are adjacent--
* this shouldn't happen!
* (means the normals disagree, often
* the case with sloppy geometry) */
facei_new = &facei_list[f_new];
facei_adj_new = &facei_list[f_adj_new];
/* Correct adjacencies of the new faces */
facei_new->adj_faces[e_long] = f_adj_new;
facei_adj_new->adj_faces[e_adj] = f_new;
}
else {
/* The old and new faces are staggered
* (as they should be) */
facei_adj = &facei_list[f_adj];
/* Correct adjacencies of the old faces */
facei->adj_faces[e_long] = f_adj_new;
facei_adj->adj_faces[e_adj] = f_new;
}
}
/* Might have to split current face again */
--f;
}
}
xfree( facei_list );
#ifdef DEBUG
printf( "done. (%d face splits)\n", num_faces - num_faces_orig );
fflush( stdout );
#endif
}
/* Turns a specified face (f) in an object into two, bisecting the specified
* edge (e), using the specified midpoint vertex (ind_mid) if it is >0
* Note: edges are numbered 0-2, *not* on basis of opposite vertex but in
* same order as vertex enumeration */
static unsigned int
tessellate_face( ogl_object *obj, struct face_info **facei_list_ptr, int f, int e, unsigned int ind_mid )
{
struct face_info *facei, *facei_new;
struct face_info *facei_other;
point *vert_a, *vert_b;
point *norm_a, *norm_b;
point *vert_mid, *norm_mid;
unsigned int ind_a, ind_b;
unsigned int ind_split, ind_move;
int num_faces0;
int base, base_new;
int v_split, v_move, v_third;
int f_other, e_other;
int n;
num_faces0 = obj->num_indices / 3; /* this value will not be incremented */
base = 3 * f;
/* A value of 0 for index_mid means no midpoint vertex exists
* Thus we create it here */
if (ind_mid == 0) {
/* Indices of endpoints and new midpoint vertex */
ind_a = obj->indices[base + e];
ind_b = obj->indices[base + ((e + 1) % 3)];
ind_mid = obj->num_vertices;
/* Add new vertex and normal */
++obj->num_vertices;
n = obj->num_vertices;
obj->vertices0 = xrealloc( obj->vertices0, n * sizeof(point) );
obj->normals0 = xrealloc( obj->normals0, n * sizeof(point) );
obj->iarrays = xrealloc( obj->iarrays, n * sizeof(ogl_point) );
/* New vertex location (midpoint of long edge) */
vert_a = &obj->vertices0[ind_a];
vert_b = &obj->vertices0[ind_b];
vert_mid = &obj->vertices0[ind_mid];
vert_mid->x = (vert_a->x + vert_b->x) / 2.0;
vert_mid->y = (vert_a->y + vert_b->y) / 2.0;
vert_mid->z = (vert_a->z + vert_b->z) / 2.0;
/* New vertex normal (average of endpoint normals) */
norm_a = &obj->normals0[ind_a];
norm_b = &obj->normals0[ind_b];
norm_mid = &obj->normals0[ind_mid];
norm_mid->x = (norm_a->x + norm_b->x) / 2.0;
norm_mid->y = (norm_a->y + norm_b->y) / 2.0;
norm_mid->z = (norm_a->z + norm_b->z) / 2.0;
}
/* # and index of vertex from which split begins
* (i.e. the vertex opposite the bisected edge) */
v_split = (e + 2) % 3;
ind_split = obj->indices[base + v_split];
/* # and index of vertex to move to midpoint of long edge */
v_move = e;
ind_move = obj->indices[base + v_move];
/* # of the other (third) vertex */
v_third = (e + 1) % 3;
/* First triangle half (modify original face) */
obj->indices[base + v_move] = ind_mid;
/* Second triangle half (create new face) */
base_new = obj->num_indices;
obj->num_indices += 3;
obj->indices = xrealloc( obj->indices, obj->num_indices * sizeof(unsigned int) );
obj->indices[base_new + v_split] = ind_split;
obj->indices[base_new + v_move] = ind_move;
obj->indices[base_new + v_third] = ind_mid;
/* Make new entry in the face info list, and update the adjacencies */
*facei_list_ptr = xrealloc( *facei_list_ptr, (num_faces0 + 1) * sizeof(struct face_info) );
facei = &(*facei_list_ptr)[f];
facei_new = &(*facei_list_ptr)[num_faces0];
memcpy( facei_new, facei, sizeof(struct face_info) );
/* The old face is next to the new face... */
facei->adj_faces[v_split] = num_faces0;
facei->adj_face_edges[v_split] = v_third;
/* ...and the new face is next to the old face */
facei_new->adj_faces[v_third] = f;
facei_new->adj_face_edges[v_third] = v_split;
/* If the new face has a neighbor (that isn't sharing the splitted edge),
* it will need updating too */
f_other = facei_new->adj_faces[v_split];
if (f_other >= 0) {
e_other = facei_new->adj_face_edges[v_split];
facei_other = &(*facei_list_ptr)[f_other];
facei_other->adj_faces[e_other] = num_faces0;
/* facei_other->adj_face_edges[e_other] = v_split; */
/* (last line unnecessary, by splitting convention used) */
}
return ind_mid;
}
/* Simple polygon triangulator, should be able to handle anything save for
* self-intersecting faces (garbage_in == garbage_out) */
/* TODO: Still buggy, FIX THIS!!! */
static void
triangulate_polygon( r3ds_triangle *out_tris, int num_edges, int *indices, point *vertices )
{
r3ds_triangle *tri;
extents ext = { 1E6, -1E6, 1E6, -1E6, 1E6, -1E6, NIL };
float x, y, z;
int indices2_buffer[256];
int *indices2;
int index_xmax_num = 0, index_ymax_num = 0, index_zmax_num = 0;
int ind, index_num;
int i, j;
/* Find face extents, and indices of extrema */
for (i = 0; i < num_edges; i++) {
ind = indices[i];
x = vertices[ind].x;
y = vertices[ind].y;
z = vertices[ind].z;
if (x < ext.xmin)
ext.xmin = x;
if (x > ext.xmax) {
ext.xmax = x;
index_xmax_num = i;
}
if (y < ext.ymin)
ext.ymin = y;
if (y > ext.ymax) {
ext.ymax = y;
index_ymax_num = i;
}
if (z < ext.zmin)
ext.zmin = z;
if (z > ext.zmax) {
ext.zmax = z;
index_zmax_num = i;
}
}
/* Determine first vertex of triangle based on pricipal face alignment */
x = ext.xmax - ext.xmin;
y = ext.ymax - ext.ymin;
z = ext.zmax - ext.zmin;
index_num = index_xmax_num;
if (y > x)
index_num = index_ymax_num;
if ((z > x) && (z > y))
index_num = index_zmax_num;
/* Create one output triangle, now knowing that index_num references
* a convex vertex of the polygon */
tri = &out_tris[0];
tri->a = indices[index_num];
tri->b = indices[(index_num + 1) % num_edges];
tri->c = indices[(index_num - 1 + num_edges) % num_edges];
/* and recurse if there are more to do */
if (num_edges > 3) {
if (num_edges <= 256)
indices2 = indices2_buffer;
else
indices2 = xmalloc( (num_edges - 1) * sizeof(int) );
j = 0;
for (i = 0; i < num_edges; i++)
if (i != index_num)
indices2[j++] = indices[i];
triangulate_polygon( &out_tris[1], num_edges - 1, indices2, vertices );
if (indices2 != indices2_buffer)
xfree( indices2 );
}
}
/* end importobjs.c */
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