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