151 lines
6.0 KiB
C++
151 lines
6.0 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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//
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// Paella
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// Copyright (C) 2015 - Thomas FORGIONE, Emilie JALRAS, Marion LENFANT, Thierry MALON, Amandine PAILLOUX
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// Authors :
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// Thomas FORGIONE
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// Emilie JALRAS
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// Marion LENFANT
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// Thierry MALON
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// Amandine PAILLOUX
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//
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// This file is part of the project Paella
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages 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 freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not 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 distribution.
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////////////////////////////////////////////////////////////////////////////////
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#ifndef MESH_HPP
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#define MESH_HPP
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#include <vector>
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#include <Geometry/Spline.hpp>
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#include <Geometry/Vector.hpp>
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namespace geo
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{
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///////////////////////////////////////////////////////////////
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/// \brief Utility to manipulate meshes
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///////////////////////////////////////////////////////////////
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class Mesh
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{
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public:
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//////////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Initialize all arrays
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//////////////////////////////////////////////////////////////////
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Mesh() : vertices{}, faces{}, glVertices{}, glNormals{} {};
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////////////////////////////////////////////////////////////////////////
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/// \brief Overload of the operator+=
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///
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/// \param m Mesh to add to the current mesh
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///
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/// \return A reference to *this
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////////////////////////////////////////////////////////////////////////
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Mesh& operator+=(Mesh const& m);
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////////////////////////////////////////////////////////////////////////
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/// \brief Overload of the operator<<
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///
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/// \param out Stream to print the mesh
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///
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/// \param mesh Mesh printed to the stream
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///
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/// \return A reference to out
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///
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/// Print the mesh according to the Obj format
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////////////////////////////////////////////////////////////////////////
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friend std::ostream& operator<<(std::ostream& out, Mesh const& mesh);
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////////////////////////////////////////////////////////////////////////
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/// \brief Draw the mesh using OpenGL
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///
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/// \see prepare
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///
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/// OpenGL must be correctly initialized. You should use prepare to generate
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/// the arrays that will be used to draw.
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///
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////////////////////////////////////////////////////////////////////////
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void draw() const;
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////////////////////////////////////////////////////////////////////////
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/// \brief Draw the edges of the mesh using OpenGL
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///
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/// \see prepareEdges
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///
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/// OpenGL must be correctly initialized. You should use prepareEdges to generate
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/// the arrays that will be used to draw.
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////////////////////////////////////////////////////////////////////////
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void drawEdges() const;
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////////////////////////////////////////////////////////////////////////
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/// \brief Compute the arrays for drawing
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///
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/// \param gouraudShading If true, gouraudShading will be enabled.
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/// Normals will be computed by the mean of the faces in which each
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/// vertex is. If false, the normals will be the same for all points in
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/// a face.
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///
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/// \see draw glVertices glNormals
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///
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////////////////////////////////////////////////////////////////////////
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void prepare(bool gouraudShading = true);
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////////////////////////////////////////////////////////////////////////
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/// \brief Compute the arrays for drawing the edges
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///
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/// \see drawEdges glVertices glNormals
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///
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////////////////////////////////////////////////////////////////////////
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void prepareEdges();
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std::vector<geo::Vector3<float>> vertices; ///< The vertices of the mesh
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std::vector<geo::Vector3<unsigned int>> faces; ///< The faces of the mesh
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std::vector<geo::Vector3<float>> normals; ///< The normals of each vertex
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std::vector<geo::Vector3<float>> glVertices; ///< Vertices for the drawing
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std::vector<geo::Vector3<float>> glNormals; ///< Normals for the drawing
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private:
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////////////////////////////////////////////////////////////////////////
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/// \brief Finishes to compute the normals of Gouraud shading
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////////////////////////////////////////////////////////////////////////
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void prepareGouraudShading();
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////////////////////////////////////////////////////////////////////////
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/// \brief Finishes to compute the normals
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////////////////////////////////////////////////////////////////////////
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void prepareNormalShading();
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};
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////////////////////////////////////////////////////////////////////////
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/// \brief create a triangular meshing from circles of a spline
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///
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/// \param circles Vector containing the circles along the curve of the
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/// spline
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///
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/// \param offset Offset between the vertices indices and the edges
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///
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/// \return A triangular mesh composed of circles around the spline
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////////////////////////////////////////////////////////////////////////
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Mesh splineMeshing(std::vector<geo::Circle<float>> const& circles, unsigned int offset=0);
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}
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#endif // MESH_HPP
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