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// bdl, jab, feb 2005
// Inspired by Nate Robins Obj loader
#include "TriMesh.h"
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <CGLA/Vec3f.h>
#include <stdio.h>
#include <iostream>
using namespace std;
using namespace CGLA;
namespace Geometry
{
int TriMesh::find_material(const string& name) const
{
for(int i=0;i<materials.size(); ++i)
{
if(materials[i].name == name)
return i;
}
return 0;
}
int TriMesh::find_texmap(const string& name) const
{
for(int i=0;i<texmaps.size(); ++i)
{
if(texmaps[i].get_name() == name)
return i;
}
return -1;
}
void TriMesh::compute_normals()
{
// By default the normal faces are the same as the geometry faces
// and there are just as many normals as vertices, so we simply
// copy.
normals = geometry;
const int NV = normals.no_vertices();
// The normals are initialized to zero.
int i;
for(i=0;i<NV; ++i)
normals.vertex_rw(i) = Vec3f(0);
// For each face
int NF = geometry.no_faces();
for(i=0;i<NF; ++i)
{
// Compute the normal
const Vec3i& f = geometry.face(i);
const Vec3f p0 = geometry.vertex(f[0]);
const Vec3f a = geometry.vertex(f[1]) - p0;
const Vec3f b = geometry.vertex(f[2]) - p0;
Vec3f face_normal = cross(a,b);
float l = sqr_length(face_normal);
if(l > 0.0f)
face_normal /= sqrt(l);
// Add the angle weighted normal to each vertex
for(int j=0;j<3; ++j)
{
const Vec3f p0 = geometry.vertex(f[j]);
const Vec3f a = normalize(geometry.vertex(f[(j+1)%3]) - p0);
const Vec3f b = normalize(geometry.vertex(f[(j+2)%3]) - p0);
float d = max(-1.0f, min(1.0f, dot(a,b)));
normals.vertex_rw(f[j]) += face_normal * acos(d);
}
}
// Normalize all normals
for(i=0;i<NV; ++i)
{
normals.vertex_rw(i).normalize();
}
}
void TriMesh::gl_init_textures()
{
for(int i=0;i<texmaps.size();++i)
texmaps[i].gl_init();
}
void TriMesh::gl_set_material(int idx)
{
assert(idx<materials.size());
Material& material = materials[idx];
if(material.tex_id >=0)
{
glEnable(GL_TEXTURE_2D);
texmaps[material.tex_id].gl_bind();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
glDisable(GL_TEXTURE_2D);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material.ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material.diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material.specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.shininess);
}
void TriMesh::gl_draw()
{
int old_mat_idx = -1;
glBegin(GL_TRIANGLES);
for(int i=0;i<geometry.no_faces();i++)
{
if(mat_idx[i] != old_mat_idx)
{
glEnd();
gl_set_material(mat_idx[i]);
glBegin(GL_TRIANGLES);
old_mat_idx = mat_idx[i];
}
Vec3i n_face = normals.face(i);
Vec3i g_face = geometry.face(i);
Vec3i t_face = texcoords.face(i);
for(int j=0;j<3;j++)
{
if(n_face != NULL_FACE)
{
Vec3f norm = normals.vertex(n_face[j]);
glNormal3fv(norm.get());
}
if(t_face != NULL_FACE)
{
Vec3f texc = texcoords.vertex(t_face[j]);
glTexCoord2fv(texc.get());
}
Vec3f vert = geometry.vertex(g_face[j]);
glVertex3fv(vert.get());
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
void TriMesh::get_bbox(CGLA::Vec3f& p0, CGLA::Vec3f& p7) const
{
int i;
p0 = geometry.vertex(0);
p7 = geometry.vertex(0);
for(i=1;i<geometry.no_vertices();i++)
{
p0 = v_min(geometry.vertex(i), p0);
p7 = v_max(geometry.vertex(i), p7);
}
}
void TriMesh::get_bsphere(CGLA::Vec3f& c, float& r) const
{
Vec3f p0,p7;
get_bbox(p0, p7);
Vec3f rad = (p7 - p0)/2.0;
c = p0 + rad;
r = rad.length();
}
}