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/*******************************************************************************
* mesh.h
*
* This module contains all defines, typedefs, and prototypes for MESH.CPP.
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/shape/mesh.h $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
#ifndef MESH_H
#define MESH_H
#include "backend/bounding/bbox.h"
namespace pov
{
/*****************************************************************************
* Global preprocessor defines
******************************************************************************/
#define MESH_OBJECT (PATCH_OBJECT+HIERARCHY_OK_OBJECT) // NOTE: During parsing, the PATCH_OBJECT type flag may be cleared if an inside_vector is specified
/*****************************************************************************
* Global typedefs
******************************************************************************/
typedef struct Mesh_Data_Struct MESH_DATA;
typedef struct Mesh_Triangle_Struct MESH_TRIANGLE;
typedef struct Hash_Table_Struct HASH_TABLE;
typedef struct UV_Hash_Table_Struct UV_HASH_TABLE;
struct Mesh_Data_Struct
{
int References; /* Number of references to the mesh. */
long Number_Of_UVCoords; /* Number of UV coords in the mesh. */
long Number_Of_Normals; /* Number of normals in the mesh. */
long Number_Of_Triangles; /* Number of trinagles in the mesh. */
long Number_Of_Vertices; /* Number of vertices in the mesh. */
SNGL_VECT *Normals, *Vertices; /* Arrays of normals and vertices. */
UV_VECT *UVCoords; /* Array of UV coordinates */
MESH_TRIANGLE *Triangles; /* Array of triangles. */
BBOX_TREE *Tree; /* Bounding box tree for mesh. */
VECTOR Inside_Vect; /* vector to use to test 'inside' */
};
struct Mesh_Triangle_Struct
{
unsigned int Smooth:1; /* Is this a smooth triangle. */
unsigned int Dominant_Axis:2; /* Dominant axis. */
unsigned int vAxis:2; /* Axis for smooth triangle. */
unsigned int ThreeTex:1; /* Color Triangle Patch. */
long Normal_Ind; /* Index of unsmoothed triangle normal. */
long P1, P2, P3; /* Indices of triangle vertices. */
long Texture; /* Index of triangle texture. */
long Texture2, Texture3; /* Color Triangle Patch. */
long N1, N2, N3; /* Indices of smoothed triangle normals. */
long UV1, UV2, UV3; /* Indicies of UV coordinate vectors */
SNGL Distance; /* Distance of triangle along normal. */
SNGL_VECT Perp; /* Vector used for smooth triangles. */
};
struct Hash_Table_Struct
{
int Index;
SNGL_VECT P;
HASH_TABLE *Next;
};
struct UV_Hash_Table_Struct
{
int Index;
UV_VECT P;
UV_HASH_TABLE *Next;
};
class Mesh : public ObjectBase
{
public:
MESH_DATA *Data; /* Mesh data holding triangles. */
long Number_Of_Textures; /* Number of textures in the mesh. */
TEXTURE **Textures; /* Array of texture references. */
short has_inside_vector;
Mesh();
virtual ~Mesh();
virtual ObjectPtr Copy();
virtual bool All_Intersections(const Ray&, IStack&, TraceThreadData *);
virtual bool Inside(const VECTOR, TraceThreadData *) const;
virtual void Normal(VECTOR, Intersection *, TraceThreadData *) const;
virtual void UVCoord(UV_VECT, const Intersection *, TraceThreadData *) const;
virtual void Translate(const VECTOR, const TRANSFORM *);
virtual void Rotate(const VECTOR, const TRANSFORM *);
virtual void Scale(const VECTOR, const TRANSFORM *);
virtual void Transform(const TRANSFORM *);
virtual void Invert();
virtual void Compute_BBox();
void Test_Mesh_Opacity();
void Create_Mesh_Hash_Tables();
bool Compute_Mesh_Triangle(MESH_TRIANGLE *Triangle, int Smooth, VECTOR P1, VECTOR P2, VECTOR P3, VECTOR S_Normal);
void Build_Mesh_BBox_Tree();
bool Degenerate(const VECTOR P1, const VECTOR P2, const VECTOR P3);
void Init_Mesh_Triangle(MESH_TRIANGLE *Triangle);
void Destroy_Mesh_Hash_Tables();
int Mesh_Hash_Vertex(int *Number_Of_Vertices, int *Max_Vertices, SNGL_VECT **Vertices, const VECTOR Vertex);
int Mesh_Hash_Normal(int *Number_Of_Normals, int *Max_Normals, SNGL_VECT **Normals, const VECTOR Normal);
int Mesh_Hash_Texture(int *Number_Of_Textures, int *Max_Textures, TEXTURE ***Textures, TEXTURE *Texture);
int Mesh_Hash_UV(int *Number, int *Max, UV_VECT **Elements, const UV_VECT aPoint);
void Smooth_Mesh_Normal(VECTOR Result, const MESH_TRIANGLE *Triangle, const VECTOR IPoint) const;
void Determine_Textures(Intersection *, bool, WeightedTextureVector&, TraceThreadData *);
protected:
bool Intersect(const Ray& ray, IStack& Depth_Stack, TraceThreadData *Thread);
void Compute_Mesh_BBox();
void MeshUV(const VECTOR P, const MESH_TRIANGLE *Triangle, UV_VECT Result) const;
void compute_smooth_triangle(MESH_TRIANGLE *Triangle, const VECTOR P1, const VECTOR P2, const VECTOR P3);
bool intersect_mesh_triangle(const Ray& ray, const MESH_TRIANGLE *Triangle, DBL *Depth) const;
bool test_hit(const MESH_TRIANGLE *Triangle, const Ray& OrigRay, DBL Depth, DBL len, IStack& Depth_Stack, TraceThreadData *Thread);
void get_triangle_bbox(const MESH_TRIANGLE *Triangle, BBOX *BBox) const;
bool intersect_bbox_tree(const Ray& ray, const Ray& Orig_Ray, DBL len, IStack& Depth_Stack, TraceThreadData *Thread);
bool inside_bbox_tree(const Ray& ray, TraceThreadData *Thread) const;
void get_triangle_vertices(const MESH_TRIANGLE *Triangle, VECTOR P1, VECTOR P2, VECTOR P3) const;
void get_triangle_normals(const MESH_TRIANGLE *Triangle, VECTOR N1, VECTOR N2, VECTOR N3) const;
void get_triangle_uvcoords(const MESH_TRIANGLE *Triangle, UV_VECT U1, UV_VECT U2, UV_VECT U3) const;
static int mesh_hash(HASH_TABLE **Hash_Table, int *Number, int *Max, SNGL_VECT **Elements, const VECTOR aPoint);
private:
// these are used temporarily during parsing and are destroyed
// when the parser has finished constructing the object
static HASH_TABLE **Vertex_Hash_Table;
static HASH_TABLE **Normal_Hash_Table;
static UV_HASH_TABLE **UV_Hash_Table;
};
}
#endif
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