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//-----------------------------------------------------------------------------
// Product: OpenCTM tools
// File: mesh.h
// Description: Interface for the 3D triangle mesh class.
//-----------------------------------------------------------------------------
// Copyright (c) 2009-2010 Marcus Geelnard
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//-----------------------------------------------------------------------------
#ifndef __MESH_H_
#define __MESH_H_
#include <vector>
#include <string>
#include <cmath>
class Vector2 {
public:
Vector2()
{
u = 0.0f; v = 0.0f;
}
Vector2(float a, float b)
{
u = a; v = b;
}
Vector2(const Vector2 &a)
{
u = a.u; v = a.v;
}
float u, v;
};
class Vector3 {
public:
Vector3()
{
x = 0.0f; y = 0.0f; z = 0.0f;
}
Vector3(float a, float b, float c)
{
x = a; y = b; z = c;
}
Vector3(const Vector3 &a)
{
x = a.x; y = a.y; z = a.z;
}
inline Vector3 operator+(const Vector3 &v) const
{
return Vector3(x + v.x, y + v.y, z + v.z);
}
inline Vector3 operator-(const Vector3 &v) const
{
return Vector3(x - v.x, y - v.y, z - v.z);
}
inline Vector3 operator*(const float &aScale) const
{
return Vector3(aScale * x, aScale * y, aScale * z);
}
inline void operator+=(const Vector3 &v)
{
x += v.x;
y += v.y;
z += v.z;
}
float Abs()
{
return sqrtf(x * x + y * y + z * z);
}
float x, y, z;
};
class Vector4 {
public:
Vector4()
{
x = 0.0f; y = 0.0f; z = 0.0f; w = 0.0f;
}
Vector4(float a, float b, float c, float d)
{
x = a; y = b; z = c; w = d;
}
Vector4(const Vector4 &a)
{
x = a.x; y = a.y; z = a.z; w = a.w;
}
Vector4(const Vector3 &a)
{
x = a.x; y = a.y; z = a.z; w = 1.0;
}
float x, y, z, w;
};
class Options;
class Mesh {
public:
/// Normal calculation algorithm
enum NormalCalcAlgo {
ncaAuto, ///< Auto detect optimal algorithm
ncaOrganic, ///< Optimized for "organic" models (e.g. scanned objects)
ncaCAD ///< Optimized for CAD models (varying triangle sizes etc)
};
/// Constructor
Mesh()
{
mOriginalNormals = true;
}
/// Clear the mesh
void Clear();
/// Calculate smooth per-vertex normals
void CalculateNormals(NormalCalcAlgo aAlgo = ncaAuto);
/// Calculate the bounding box for the mesh
void BoundingBox(Vector3 &aMin, Vector3 &aMax);
/// Set to true if the mesh contains the original normals from the imported
/// file. This flag is set to false by the CalculateNormals() method.
bool mOriginalNormals;
/// Check if the mesh has normals
bool HasNormals()
{
return (mNormals.size() > 0) && (mNormals.size() == mVertices.size());
}
/// Check if the mesh has colors
bool HasColors()
{
return (mColors.size() > 0) && (mColors.size() == mVertices.size());
}
/// Check if the mesh has texture coordinates
bool HasTexCoords()
{
return (mTexCoords.size() > 0) && (mTexCoords.size() == mVertices.size());
}
std::string mComment;
std::string mTexFileName;
std::vector<int> mIndices;
std::vector<Vector3> mVertices;
std::vector<Vector3> mNormals;
std::vector<Vector4> mColors;
std::vector<Vector2> mTexCoords;
private:
/// Automatic detection of the optimal normal calculation method
NormalCalcAlgo DetectNormalCalculationMethod();
};
/// Compute the cross product of two vectors
Vector3 Cross(Vector3 &v1, Vector3 &v2);
/// Normalize a vector
Vector3 Normalize(Vector3 v);
#endif // __MESH_H_
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