reactphysics3d/testbed/opengl-framework/src/Mesh.h

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/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2013 Daniel Chappuis *
*********************************************************************************
* *
* 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
// Libraries
#include <string>
#include <vector>
#include <map>
#include "definitions.h"
#include "maths/Vector2.h"
#include "maths/Vector3.h"
#include "maths/Color.h"
#include "Texture2D.h"
#include "Object3D.h"
namespace openglframework {
// Class Mesh
// This class represents a 3D triangular mesh
// object that can be loaded from an OBJ file for instance.
class Mesh : public Object3D {
protected:
// -------------------- Attributes -------------------- //
// A triplet of vertex indices for each triangle
std::vector<std::vector<uint> > mIndices;
// Vertices coordinates (local space)
std::vector<Vector3> mVertices;
// Normals coordinates
std::vector<Vector3> mNormals;
// Tangents coordinates
std::vector<Vector3> mTangents;
// Color for each vertex
std::vector<Color> mColors;
// UV texture coordinates
std::vector<Vector2> mUVs;
// Textures of the mesh (one for each part of the mesh)
std::map<uint, Texture2D> mTextures;
public:
// -------------------- Methods -------------------- //
// Constructor
Mesh();
// Destructor
virtual ~Mesh();
// Destroy the mesh
void destroy();
// Compute the normals of the mesh
void calculateNormals();
// Compute the tangents of the mesh
void calculateTangents();
// Calculate the bounding box of the mesh
void calculateBoundingBox(Vector3& min, Vector3& max) const;
// Scale of vertices of the mesh using a given factor
void scaleVertices(float factor);
// Return the number of triangles
uint getNbFaces(uint part = 0) const;
// Return the number of vertices
uint getNbVertices() const;
// Return the number of parts in the mesh
uint getNbParts() const;
// Return a reference to the vertices
const std::vector<Vector3>& getVertices() const;
// Set the vertices of the mesh
void setVertices(std::vector<Vector3>& vertices);
// Return a reference to the normals
const std::vector<Vector3>& getNormals() const;
// set the normals of the mesh
void setNormals(std::vector<Vector3>& normals);
// Return a reference to the UVs
const std::vector<Vector2>& getUVs() const;
// Set the UV texture coordinates of the mesh
void setUVs(std::vector<Vector2>& uvs);
// Return a reference to the vertex indices
const std::vector<uint>& getIndices(uint part = 0) const;
// Set the vertices indices of the mesh
void setIndices(std::vector<std::vector<uint> >& indices);
// Return the coordinates of a given vertex
const Vector3& getVertex(uint i) const;
// Set the coordinates of a given vertex
void setVertex(uint i, const Vector3& vertex);
// Return the coordinates of a given normal
const Vector3& getNormal(uint i) const;
// Set the coordinates of a given normal
void setNormal(uint i, const Vector3& normal);
// Return the color of a given vertex
const Color& getColor(uint i) const;
// Set the color of a given vertex
void setColor(uint i, const Color& color);
// Set a color to all the vertices
void setColorToAllVertices(const Color& color);
// Return the UV of a given vertex
const Vector2& getUV(uint i) const;
// Set the UV of a given vertex
void setUV(uint i, const Vector2& uv);
// Return the vertex index of the ith (i=0,1,2) vertex of a given face
uint getVertexIndexInFace(uint faceIndex, uint i, uint part = 0) const;
// Return true if the mesh has normals
bool hasNormals() const;
// Return true if the mesh has tangents
bool hasTangents() const;
// Return true if the mesh has vertex colors
bool hasColors() const;
// Return true if the mesh has UV texture coordinates
bool hasUVTextureCoordinates() const;
// Return true if the mesh has a texture for a given part of the mesh and if it
// also have texture coordinates
bool hasTextureForPart(uint part = 0) const;
// Return true if the mesh has a texture (and texture coordinates) for at least one
// part of the mesh
bool hasTexture() const;
// Return a pointer to the vertices data
void* getVerticesPointer();
// Return a pointer to the normals data
void* getNormalsPointer();
// Return a pointer to the colors data
void* getColorsPointer();
// Return a pointer to the tangents data
void* getTangentsPointer();
// Return a pointer to the UV texture coordinates data
void* getUVTextureCoordinatesPointer();
// Return a pointer to the vertex indicies data
void* getIndicesPointer(uint part = 0);
// Return a reference to a texture of the mesh
Texture2D &getTexture(uint part = 0);
// Set a texture to a part of the mesh
void setTexture(Texture2D &texture, uint part = 0);
};
// Return the number of triangles
inline uint Mesh::getNbFaces(uint part) const {
return mIndices[part].size() / 3;
}
// Return the number of vertices
inline uint Mesh::getNbVertices() const {
return mVertices.size();
}
// Return the number of parts in the mesh
inline uint Mesh::getNbParts() const {
return mIndices.size();
}
// Return a reference to the vertices
inline const std::vector<Vector3>& Mesh::getVertices() const {
return mVertices;
}
// Set the vertices of the mesh
inline void Mesh::setVertices(std::vector<Vector3>& vertices) {
mVertices = vertices;
}
// Return a reference to the normals
inline const std::vector<Vector3>& Mesh::getNormals() const {
return mNormals;
}
// set the normals of the mesh
inline void Mesh::setNormals(std::vector<Vector3>& normals) {
mNormals = normals;
}
// Return a reference to the UVs
inline const std::vector<Vector2>& Mesh::getUVs() const {
return mUVs;
}
// Set the UV texture coordinates of the mesh
inline void Mesh::setUVs(std::vector<Vector2>& uvs) {
mUVs = uvs;
}
// Return a reference to the vertex indices
inline const std::vector<uint>& Mesh::getIndices(uint part) const {
return mIndices[part];
}
// Set the vertices indices of the mesh
inline void Mesh::setIndices(std::vector<std::vector<uint> >& indices) {
mIndices = indices;
}
// Return the coordinates of a given vertex
inline const Vector3& Mesh::getVertex(uint i) const {
assert(i < getNbVertices());
return mVertices[i];
}
// Set the coordinates of a given vertex
inline void Mesh::setVertex(uint i, const Vector3& vertex) {
assert(i < getNbVertices());
mVertices[i] = vertex;
}
// Return the coordinates of a given normal
inline const Vector3& Mesh::getNormal(uint i) const {
assert(i < getNbVertices());
return mNormals[i];
}
// Set the coordinates of a given normal
inline void Mesh::setNormal(uint i, const Vector3& normal) {
assert(i < getNbVertices());
mNormals[i] = normal;
}
// Return the color of a given vertex
inline const Color& Mesh::getColor(uint i) const {
assert(i < getNbVertices());
return mColors[i];
}
// Set the color of a given vertex
inline void Mesh::setColor(uint i, const Color& color) {
// If the color array does not have the same size as
// the vertices array
if (mColors.size() != mVertices.size()) {
// Create the color array with the same size
mColors = std::vector<Color>(mVertices.size());
}
mColors[i] = color;
}
// Set a color to all the vertices
inline void Mesh::setColorToAllVertices(const Color& color) {
// If the color array does not have the same size as
// the vertices array
if (mColors.size() != mVertices.size()) {
// Create the color array with the same size
mColors = std::vector<Color>(mVertices.size());
}
for (size_t v=0; v<mVertices.size(); v++) {
mColors[v] = color;
}
}
// Return the UV of a given vertex
inline const Vector2& Mesh::getUV(uint i) const {
assert(i < getNbVertices());
return mUVs[i];
}
// Set the UV of a given vertex
inline void Mesh::setUV(uint i, const Vector2& uv) {
assert(i < getNbVertices());
mUVs[i] = uv;
}
// Return the vertex index of the ith (i=0,1,2) vertex of a given face
inline uint Mesh::getVertexIndexInFace(uint faceIndex, uint i, uint part) const {
return (mIndices[part])[faceIndex*3 + i];
}
// Return true if the mesh has normals
inline bool Mesh::hasNormals() const {
return mNormals.size() == mVertices.size();
}
// Return true if the mesh has tangents
inline bool Mesh::hasTangents() const {
return mTangents.size() == mVertices.size();
}
// Return true if the mesh has vertex colors
inline bool Mesh::hasColors() const {
return mColors.size() == mVertices.size();
}
// Return true if the mesh has UV texture coordinates
inline bool Mesh::hasUVTextureCoordinates() const {
return mUVs.size() == mVertices.size();
}
// Return true if the mesh has a texture for a given part of the mesh and if it
// also have texture coordinates
inline bool Mesh::hasTextureForPart(uint part) const {
return hasUVTextureCoordinates() && mTextures.count(part);
}
// Return true if the mesh has a texture (and texture coordinates) for at least one
// part of the mesh
inline bool Mesh::hasTexture() const {
return hasUVTextureCoordinates() && (mTextures.size() > 0);
}
// Return a pointer to the vertices data
inline void* Mesh::getVerticesPointer() {
return &(mVertices[0]);
}
// Return a pointer to the normals data
inline void* Mesh::getNormalsPointer() {
return &(mNormals[0]);
}
// Return a pointer to the colors data
inline void* Mesh::getColorsPointer() {
return &(mColors[0]);
}
// Return a pointer to the tangents data
inline void* Mesh::getTangentsPointer() {
return &(mTangents[0]);
}
// Return a pointer to the UV texture coordinates data
inline void* Mesh::getUVTextureCoordinatesPointer() {
return &(mUVs[0]);
}
// Return a pointer to the vertex indicies data
inline void* Mesh::getIndicesPointer(uint part) {
return &(mIndices[part])[0];
}
// Return a reference to a texture of the mesh
inline Texture2D& Mesh::getTexture(uint part) {
return mTextures[part];
}
// Set a texture to a part of the mesh
inline void Mesh::setTexture(Texture2D& texture, uint part) {
mTextures[part] = texture;
}
}
#endif