/******************************************************************************** * 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. * * * ********************************************************************************/ // Libraries #include "Mesh.h" // Namespaces using namespace openglframework; using namespace std; // Constructor Mesh::Mesh() { } // Destructor Mesh::~Mesh() { } // Destroy the mesh void Mesh::destroy() { mVertices.clear(); mNormals.clear(); mTangents.clear(); mIndices.clear(); mColors.clear(); mUVs.clear(); mTextures.clear(); } // Compute the normals of the mesh void Mesh::calculateNormals() { mNormals = vector<Vector3>(getNbVertices(), Vector3(0, 0, 0)); // For each triangular face for (uint i=0; i<getNbFaces(); i++) { // Get the three vertices index of the current face uint v1 = getVertexIndexInFace(i, 0); uint v2 = getVertexIndexInFace(i, 1); uint v3 = getVertexIndexInFace(i, 2); assert(v1 < getNbVertices()); assert(v2 < getNbVertices()); assert(v3 < getNbVertices()); // Compute the normal of the face Vector3 p = getVertex(v1); Vector3 q = getVertex(v2); Vector3 r = getVertex(v3); Vector3 normal = (q-p).cross(r-p).normalize(); // Add the face surface normal to the sum of normals at // each vertex of the face mNormals[v1] += normal; mNormals[v2] += normal; mNormals[v3] += normal; } // Normalize the normal at each vertex for (uint i=0; i<getNbVertices(); i++) { mNormals[i] = mNormals[i].normalize(); } } // Compute the tangents of the mesh void Mesh::calculateTangents() { mTangents = std::vector<Vector3>(getNbVertices(), Vector3(0, 0, 0)); // For each face for (uint i=0; i<getNbFaces(); i++) { // Get the three vertices index of the face uint v1 = getVertexIndexInFace(i, 0); uint v2 = getVertexIndexInFace(i, 1); uint v3 = getVertexIndexInFace(i, 2); assert(v1 < getNbVertices()); assert(v2 < getNbVertices()); assert(v3 < getNbVertices()); // Get the vertices positions Vector3 p = getVertex(v1); Vector3 q = getVertex(v2); Vector3 r = getVertex(v3); // Get the texture coordinates of each vertex Vector2 uvP = getUV(v1); Vector2 uvQ = getUV(v2); Vector2 uvR = getUV(v3); // Get the three edges Vector3 edge1 = q - p; Vector3 edge2 = r - p; Vector2 edge1UV = uvQ - uvP; Vector2 edge2UV = uvR - uvP; float cp = edge1UV.y * edge2UV.x - edge1UV.x * edge2UV.y; // Compute the tangent if (cp != 0.0f) { float factor = 1.0f / cp; Vector3 tangent = (edge1 * -edge2UV.y + edge2 * edge1UV.y) * factor; tangent.normalize(); mTangents[v1] = tangent; mTangents[v2] = tangent; mTangents[v3] = tangent; } } } // Calculate the bounding box of the mesh void Mesh::calculateBoundingBox(Vector3& min, Vector3& max) const { // If the mesh contains vertices if (!mVertices.empty()) { min = mVertices[0]; max = mVertices[0]; std::vector<Vector3>::const_iterator it(mVertices.begin()); // For each vertex of the mesh for (; it != mVertices.end(); ++it) { if( (*it).x < min.x ) min.x = (*it).x; else if ( (*it).x > max.x ) max.x = (*it).x; if( (*it).y < min.y ) min.y = (*it).y; else if ( (*it).y > max.y ) max.y = (*it).y; if( (*it).z < min.z ) min.z = (*it).z; else if ( (*it).z > max.z ) max.z = (*it).z; } } else { std::cerr << "Error : Impossible to calculate the bounding box of the mesh because there" << "are no vertices !" << std::endl; assert(false); } } // Scale of vertices of the mesh using a given factor void Mesh::scaleVertices(float factor) { // For each vertex for (uint i=0; i<getNbVertices(); i++) { mVertices.at(i) *= factor; } }