[983] | 1 | #include <stdio.h>
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| 2 | #include <stdlib.h>
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| 3 | #include <memory.h>
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| 4 | #include <string.h>
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| 5 | #include <math.h>
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| 6 |
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| 7 | #include "../include/mesh.h"
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| 8 | #include "../include/area.h"
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| 9 | #include "../include/global.h"
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| 10 |
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| 11 | using namespace VMI;
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| 12 |
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| 13 | #define MAX_NUM_TRI 450
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| 14 |
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| 15 | void VMI::printItemList(int *list, int n) {
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| 16 | int i;
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| 17 |
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| 18 | for (i=0; i<n; i++)
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| 19 | printf("%d ",list[i]);
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| 20 |
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| 21 | printf("\n");
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| 22 | }
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| 23 |
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| 24 | int VMI::findItem(int *list, int n, int item) {
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| 25 | int i;
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| 26 |
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| 27 | for (i=0; i<n; i++)
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| 28 | if (list[i] == item) return TRUE;
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| 29 | return FALSE;
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| 30 | }
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| 31 |
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| 32 | void VMI::addItem(int *list, int *n, int item) {
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| 33 |
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| 34 | if (!findItem(list, *n, item))
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| 35 | list[(*n)++] = item;
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| 36 | }
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| 37 |
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| 38 | int VMI::findEdge(Edge *e, GLuint num, GLuint _u, GLuint _v) {
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| 39 | GLuint i, u, v;
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| 40 | int found = -1;
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| 41 |
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| 42 | for (i=0; i<num; i++) {
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| 43 |
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| 44 | if (e[i].enable == TRUE) {
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| 45 |
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| 46 | u = e[i].u;
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| 47 | v = e[i].v;
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| 48 |
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| 49 | if (((u == _u) && (v == _v)) ||
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| 50 | ((u == _v) && (v == _u))) {
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| 51 | found = i;
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| 52 | break;
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| 53 | }
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| 54 | }
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| 55 | }
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| 56 |
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| 57 | return found;
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| 58 | }
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| 59 |
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| 60 | GLdouble VMI::computeTriangleArea(Vertex *vertices, Triangle *t) {
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| 61 | GLuint i;
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| 62 | GLdouble v0[3], v1[3], v2[3], a;
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| 63 |
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| 64 | // Compute triangle area
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| 65 | i = t->indices[0];
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| 66 | v0[0] = vertices[i].x;
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| 67 | v0[1] = vertices[i].y;
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| 68 | v0[2] = vertices[i].z;
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| 69 |
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| 70 | i = t->indices[1];
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| 71 | v1[0] = vertices[i].x;
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| 72 | v1[1] = vertices[i].y;
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| 73 | v1[2] = vertices[i].z;
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| 74 |
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| 75 | i = t->indices[2];
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| 76 | v2[0] = vertices[i].x;
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| 77 | v2[1] = vertices[i].y;
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| 78 | v2[2] = vertices[i].z;
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| 79 |
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| 80 | a = triangleArea(v0, v1, v2);
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| 81 |
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| 82 | //printf("Triangle area: %f\n", a)
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| 83 | return a;
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| 84 | }
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| 85 |
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| 86 | void VMI::computeTriangleNormal(Vertex *vertices, Triangle *t) {
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| 87 | GLuint i;
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| 88 | GLfloat x0, y0, z0,
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| 89 | x1, y1, z1,
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| 90 | x2, y2, z2;
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| 91 | GLfloat x10, y10, z10,
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| 92 | x12, y12, z12,
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| 93 | cpx, cpy, cpz, r;
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| 94 |
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| 95 | i = t->indices[0];
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| 96 | x0 = vertices[i].x;
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| 97 | y0 = vertices[i].y;
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| 98 | z0 = vertices[i].z;
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| 99 |
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| 100 | i = t->indices[1];
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| 101 | x1 = vertices[i].x;
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| 102 | y1 = vertices[i].y;
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| 103 | z1 = vertices[i].z;
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| 104 |
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| 105 | i = t->indices[2];
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| 106 | x2 = vertices[i].x;
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| 107 | y2 = vertices[i].y;
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| 108 | z2 = vertices[i].z;
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| 109 |
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| 110 | /* Compute edge vectors */
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| 111 | x10 = x1 - x0;
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| 112 | y10 = y1 - y0;
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| 113 | z10 = z1 - z0;
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| 114 | x12 = x1 - x2;
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| 115 | y12 = y1 - y2;
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| 116 | z12 = z1 - z2;
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| 117 |
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| 118 | /* Compute the cross product */
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| 119 | cpx = (z10 * y12) - (y10 * z12);
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| 120 | cpy = (x10 * z12) - (z10 * x12);
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| 121 | cpz = (y10 * x12) - (x10 * y12);
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| 122 |
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| 123 | /* Normalize the result to get the unit-length facet normal */
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| 124 | r = sqrt(cpx * cpx + cpy * cpy + cpz * cpz);
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| 125 |
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| 126 | t->normal[0] = cpx / r;
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| 127 | t->normal[1] = cpy / r;
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| 128 | t->normal[2] = cpz / r;
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| 129 | }
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| 130 |
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| 131 | Mesh *VMI::initMesh(GLMmodel* pmodel) {
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| 132 |
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| 133 | GLuint i, j, v1, v2, v3, n, e, t;
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| 134 | Mesh *mesh;
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| 135 |
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| 136 | mesh = (Mesh *)malloc (sizeof(Mesh));
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| 137 |
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| 138 | if (mesh == NULL) {
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| 139 | fprintf(stderr, "Error allocating memory\n");
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| 140 | exit(1);
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| 141 | }
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| 142 |
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| 143 | mesh->vertices = (Vertex *)malloc (sizeof(Vertex) * pmodel->numvertices);
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| 144 |
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| 145 | if (mesh->vertices == NULL) {
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| 146 | fprintf(stderr, "Error allocating memory\n");
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| 147 | exit(1);
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| 148 | }
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| 149 |
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| 150 | mesh->triangles = (Triangle *)malloc (sizeof(Triangle) * pmodel->numtriangles);
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| 151 |
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| 152 | if (mesh->triangles == NULL) {
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| 153 | fprintf(stderr, "Error allocating memory\n");
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| 154 | exit(1);
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| 155 | }
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| 156 |
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| 157 | printf("Adding vertices...");
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| 158 | for (i=1; i<=pmodel->numvertices; i++) { // Vertices start at 1
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| 159 |
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| 160 | mesh->vertices[i - 1].x = pmodel->vertices[3 * i + 0];
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| 161 | mesh->vertices[i - 1].y = pmodel->vertices[3 * i + 1];
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| 162 | mesh->vertices[i - 1].z = pmodel->vertices[3 * i + 2];
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| 163 | mesh->vertices[i - 1].numTriangles = 0;
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| 164 | mesh->vertices[i - 1].triangles = NULL;
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| 165 | mesh->vertices[i - 1].enable = GL_TRUE;
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| 166 | }
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| 167 | printf("Ok\n");
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| 168 | mesh->numVertices = pmodel->numvertices;
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| 169 | mesh->currentNumVertices = pmodel->numvertices;
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| 170 |
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| 171 | printf("Adding triangles...");
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| 172 | for (i=0; i<pmodel->numtriangles; i++) {
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| 173 | mesh->triangles[i].id = i;
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| 174 | mesh->triangles[i].indices[0] = pmodel->triangles[i].vindices[0] - 1;
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| 175 | mesh->triangles[i].indices[1] = pmodel->triangles[i].vindices[1] - 1;
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| 176 | mesh->triangles[i].indices[2] = pmodel->triangles[i].vindices[2] - 1;
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| 177 | mesh->triangles[i].area = computeTriangleArea(mesh->vertices, &mesh->triangles[i]);
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| 178 | //printf("\n%d a: %f",i , mesh->triangles[i].area);
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| 179 | computeTriangleNormal(mesh->vertices, &mesh->triangles[i]);
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| 180 |
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| 181 | mesh->triangles[i].saliency = 0.0;
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| 182 |
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| 183 | mesh->triangles[i].enable = GL_TRUE;
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| 184 |
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| 185 | for (j=0; j<3; j++) {
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| 186 | // Adding triangle i adjacent to 3 vertices
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| 187 | v1 = mesh->triangles[i].indices[j];
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| 188 |
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| 189 | // Reallocate memory for the new adjacent triangle
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| 190 | mesh->vertices[v1].triangles = (GLuint *)realloc(mesh->vertices[v1].triangles, (mesh->vertices[v1].numTriangles + 1) * sizeof(GLuint));
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| 191 | addItem((int *)mesh->vertices[v1].triangles, (int *)&mesh->vertices[v1].numTriangles, i);
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| 192 | }
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| 193 | }
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| 194 | //printf("\n");
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| 195 | printf("Ok\n");
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| 196 |
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| 197 | mesh->numTriangles = pmodel->numtriangles;
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| 198 | mesh->currentNumTriangles = pmodel->numtriangles;
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| 199 |
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| 200 | mesh->edges = (Edge *)malloc (sizeof(Edge) * mesh->numTriangles * 3); // E = 3 T / 2
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| 201 |
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| 202 | if (mesh->edges == NULL) {
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| 203 | fprintf(stderr, "Error allocating memory\n");
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| 204 | exit(1);
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| 205 | }
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| 206 |
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| 207 | // Init edges
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| 208 | for (i=0; i<mesh->numTriangles * 3; i++) {
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| 209 |
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| 210 | mesh->edges[i].triangles = NULL;
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| 211 | mesh->edges[i].numTriangles = 0;
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| 212 | }
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| 213 |
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| 214 | printf("Adding edges...");
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| 215 | n = 0;
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| 216 |
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| 217 | for (i=0; i<mesh->numTriangles; i++) {
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| 218 | t = 0;
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| 219 | v1 = mesh->triangles[i].indices[0];
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| 220 | v2 = mesh->triangles[i].indices[1];
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| 221 | v3 = mesh->triangles[i].indices[2];
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| 222 |
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| 223 | if ((e = findEdge(mesh->edges, n, v1, v2)) == -1) {
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| 224 | mesh->edges[n].u = v1;
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| 225 | mesh->edges[n].v = v2;
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| 226 | mesh->edges[n].enable = GL_TRUE;
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| 227 |
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| 228 | // Reallocate memory for the new adjacent triangle
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| 229 | mesh->edges[n].triangles = (GLuint *)realloc(mesh->edges[n].triangles, (mesh->edges[n].numTriangles + 1) * sizeof(GLuint));
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| 230 | // Adding triangle i adjacent to edge n
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| 231 | addItem((int *)mesh->edges[n].triangles, (int *)&mesh->edges[n].numTriangles, i);
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| 232 | //printf("n:%d i:%d\n", n, i);
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| 233 |
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| 234 | // Adding edge n adjacent to triangle i
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| 235 | addItem((int *)mesh->triangles[i].edges, (int *)&t, n);
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| 236 | n++;
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| 237 | } else {
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| 238 | // Reallocate memory for the new adjacent triangle
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| 239 | mesh->edges[e].triangles = (GLuint *)realloc(mesh->edges[e].triangles, (mesh->edges[e].numTriangles + 1) * sizeof(GLuint));
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| 240 | // Adding triangle i adjacent to edge e
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| 241 | addItem((int *)mesh->edges[e].triangles, (int *)&mesh->edges[e].numTriangles, i);
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| 242 | //printf("n:%d i:%d\n", e, i);
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| 243 |
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| 244 | // Adding edge e adjacent to triangle i
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| 245 | addItem((int *)mesh->triangles[i].edges, (int *)&t, e);
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| 246 | }
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| 247 | if (( e = findEdge(mesh->edges, n, v2, v3)) == -1) {
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| 248 | mesh->edges[n].u = v2;
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| 249 | mesh->edges[n].v = v3;
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| 250 | mesh->edges[n].enable = GL_TRUE;
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| 251 |
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| 252 | // Reallocate memory for the new adjacent triangle
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| 253 | mesh->edges[n].triangles = (GLuint *)realloc(mesh->edges[n].triangles, (mesh->edges[n].numTriangles + 1) * sizeof(GLuint));
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| 254 | // Adding triangle i adjacent to edge n
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| 255 | addItem((int *)mesh->edges[n].triangles, (int *)&mesh->edges[n].numTriangles, i);
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| 256 | //printf("n:%d i:%d\n", n, i);
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| 257 |
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| 258 | // Adding edge n adjacent to triangle i
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| 259 | addItem((int *)mesh->triangles[i].edges, (int *)&t, n);
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| 260 | n++;
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| 261 | } else {
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| 262 | // Reallocate memory for the new adjacent triangle
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| 263 | mesh->edges[e].triangles = (GLuint *)realloc(mesh->edges[e].triangles, (mesh->edges[e].numTriangles + 1) * sizeof(GLuint));
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| 264 | // Adding triangle i adjacent to edge e
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| 265 | addItem((int *)mesh->edges[e].triangles, (int *)&mesh->edges[e].numTriangles, i);
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| 266 | //printf("n:%d i:%d\n", e, i);
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| 267 |
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| 268 | // Adding edge e adjacent to triangle i
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| 269 | addItem((int *)mesh->triangles[i].edges, (int *)&t, e);
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| 270 | }
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| 271 | if ((e = findEdge(mesh->edges, n, v3, v1)) == -1) {
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| 272 | mesh->edges[n].u = v3;
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| 273 | mesh->edges[n].v = v1;
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| 274 | mesh->edges[n].enable = GL_TRUE;
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| 275 |
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| 276 | // Reallocate memory for the new adjacent triangle
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| 277 | mesh->edges[n].triangles = (GLuint *)realloc(mesh->edges[n].triangles, (mesh->edges[n].numTriangles + 1) * sizeof(GLuint));
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| 278 | // Adding triangle i adjacent to edge n
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| 279 | addItem((int *)mesh->edges[n].triangles, (int *)&mesh->edges[n].numTriangles, i);
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| 280 | //printf("n:%d i:%d\n", n, i);
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| 281 |
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| 282 | // Adding edge n adjacent to triangle i
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| 283 | addItem((int *)mesh->triangles[i].edges, (int *)&t, n);
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| 284 | n++;
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| 285 | } else {
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| 286 | // Reallocate memory for the new adjacent triangle
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| 287 | mesh->edges[e].triangles = (GLuint *)realloc(mesh->edges[e].triangles, (mesh->edges[e].numTriangles + 1) * sizeof(GLuint));
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| 288 | // Adding triangle i adjacent to edge e
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| 289 | addItem((int *)mesh->edges[e].triangles, (int *)&mesh->edges[e].numTriangles, i);
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| 290 | //printf("n:%d i:%d\n", e, i);
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| 291 |
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| 292 | // Adding edge e adjacent to triangle i
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| 293 | addItem((int *)mesh->triangles[i].edges, (int *)&t, e);
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| 294 | }
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| 295 | }
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| 296 | printf("Ok\n");
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| 297 | mesh->numEdges = n;
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| 298 |
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| 299 | return mesh;
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| 300 | }
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| 301 |
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| 302 | void VMI::printMesh(Mesh *mesh) {
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| 303 | GLuint i, j;
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| 304 |
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| 305 | printf("Vertices (%d)\n", mesh->numVertices);
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| 306 | printf("------------------------\n");
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| 307 |
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| 308 | for (i=0; i<mesh->numVertices; i++) {
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| 309 | printf("v%d (%f,%f,%f)\n", i, mesh->vertices[i].x, mesh->vertices[i].y,
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| 310 | mesh->vertices[i].z);
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| 311 | printf(" t(%d)[", mesh->vertices[i].numTriangles);
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| 312 | if (mesh->vertices[i].triangles != NULL) {
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| 313 | printf("%d", mesh->vertices[i].triangles[0]);
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| 314 | for (j=1; j<mesh->vertices[i].numTriangles; j++) {
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| 315 | printf(",%d", mesh->vertices[i].triangles[j]);
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| 316 | }
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| 317 | }
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| 318 | printf("]\n");
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| 319 | }
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| 320 |
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| 321 | printf("Edges (%d)\n", mesh->numEdges);
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| 322 | printf("------------------------\n");
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| 323 | for (i=0; i<mesh->numEdges; i++) {
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| 324 | printf("e%d (%d,%d)\n", i, mesh->edges[i].u, mesh->edges[i].v);
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| 325 | printf(" t(%d)[", mesh->edges[i].numTriangles);
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| 326 | if (mesh->edges[i].triangles != NULL) {
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| 327 | printf("%d", mesh->edges[i].triangles[0]);
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| 328 | for (j=1; j<mesh->edges[i].numTriangles; j++) {
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| 329 | printf(",%d", mesh->edges[i].triangles[j]);
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| 330 | }
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| 331 | }
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| 332 | printf("]\n");
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| 333 | }
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| 334 |
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| 335 | printf("Triangles (%d)\n", mesh->numTriangles);
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| 336 | printf("------------------------\n");
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| 337 | for (i=0; i<mesh->numTriangles; i++) {
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| 338 | printf("t%d (%d,%d,%d)\n", i, mesh->triangles[i].indices[0], mesh->triangles[i].indices[1],
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| 339 | mesh->triangles[i].indices[2]);
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| 340 | printf(" e(3)[");
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| 341 | printf("%d", mesh->triangles[i].edges[0]);
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| 342 | for (j=1; j<3; j++) {
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| 343 | printf(",%d", mesh->triangles[i].edges[j]);
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| 344 | }
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| 345 | printf("]\n");
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| 346 |
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| 347 | printf(" n(3)[");
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| 348 | printf("%f", mesh->triangles[i].normal[0]);
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| 349 | for (j=1; j<3; j++) {
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| 350 | printf(",%f", mesh->triangles[i].normal[j]);
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| 351 | }
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| 352 | printf("]\n");
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| 353 |
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| 354 | printf(" area: %f\n", mesh->triangles[i].area);
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| 355 | }
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| 356 | }
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| 357 |
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| 358 | void VMI::deleteMesh(Mesh *mesh) {
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| 359 | GLuint i;
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| 360 |
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| 361 | if (NULL != mesh) {
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| 362 | for (i=0; i<mesh->numVertices; i++) {
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| 363 | if (mesh->vertices[i].triangles != NULL)
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| 364 | free(mesh->vertices[i].triangles);
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| 365 |
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| 366 | }
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| 367 | if (mesh->vertices != NULL) free(mesh->vertices);
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| 368 | mesh->numVertices = 0;
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| 369 |
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| 370 | for (i=0; i<mesh->numEdges; i++) {
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| 371 | if (mesh->edges[i].triangles != NULL)
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| 372 | free(mesh->edges[i].triangles);
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| 373 | }
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| 374 | if (mesh->edges != NULL) free(mesh->edges);
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| 375 | mesh->numEdges = 0;
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| 376 |
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| 377 | if (mesh->triangles != NULL) free(mesh->triangles);
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| 378 | mesh->numTriangles = 0;
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| 379 |
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| 380 | free(mesh);
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| 381 |
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| 382 | mesh = NULL;
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| 383 | }
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| 384 | }
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| 385 |
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| 386 | int *VMI::trianglesAdjToEdge(Mesh *mesh, int e, int *n) {
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| 387 | int triangles[MAX_NUM_TRI];
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| 388 | int i, n0, n1, n2,
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| 389 | u = mesh->edges[e].u,
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| 390 | v = mesh->edges[e].v;
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| 391 | int *list, num = 0;
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| 392 |
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| 393 | for (i=0; i<(int)mesh->numTriangles; i++) {
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| 394 |
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| 395 | if (mesh->triangles[i].enable == TRUE) {
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| 396 |
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| 397 | n0 = mesh->triangles[i].indices[0];
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| 398 | n1 = mesh->triangles[i].indices[1];
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| 399 | n2 = mesh->triangles[i].indices[2];
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| 400 |
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| 401 | if ((n0 == v) || (n1 == v) || (n2 == v) ||
|
---|
| 402 | (n0 == u) || (n1 == u) || (n2 == u))
|
---|
| 403 |
|
---|
| 404 | triangles[num++] = i;
|
---|
| 405 | }
|
---|
| 406 | }
|
---|
| 407 |
|
---|
| 408 | list = (int*) malloc (sizeof(int) * num);
|
---|
| 409 | if (NULL == list) {
|
---|
| 410 | fprintf (stderr, "no more memory for list");
|
---|
| 411 | exit(1);
|
---|
| 412 | }
|
---|
| 413 |
|
---|
| 414 | memcpy(list, triangles, sizeof(int) * num);
|
---|
| 415 |
|
---|
| 416 | *n = num;
|
---|
| 417 |
|
---|
| 418 | return list;
|
---|
| 419 | }
|
---|
| 420 |
|
---|
| 421 | int *VMI::trianglesAdjToVertex(Mesh *mesh, int v, int *n) {
|
---|
| 422 | int triangles[MAX_NUM_TRI];
|
---|
| 423 | int i, n0, n1, n2;
|
---|
| 424 | int *list, num = 0;
|
---|
| 425 |
|
---|
| 426 | for (i=0; i<(int)mesh->numTriangles; i++) {
|
---|
| 427 |
|
---|
| 428 | if (mesh->triangles[i].enable == TRUE) {
|
---|
| 429 |
|
---|
| 430 | n0 = mesh->triangles[i].indices[0];
|
---|
| 431 | n1 = mesh->triangles[i].indices[1];
|
---|
| 432 | n2 = mesh->triangles[i].indices[2];
|
---|
| 433 |
|
---|
| 434 | if ((n0 == v) || (n1 == v) || (n2 == v))
|
---|
| 435 |
|
---|
| 436 | triangles[num++] = i;
|
---|
| 437 | }
|
---|
| 438 | }
|
---|
| 439 |
|
---|
| 440 | list = (int*) malloc (sizeof(int) * num);
|
---|
| 441 | if (NULL == list) {
|
---|
| 442 | fprintf (stderr, "no more memory for list");
|
---|
| 443 | exit(1);
|
---|
| 444 | }
|
---|
| 445 |
|
---|
| 446 | memcpy(list, triangles, sizeof(int) * num);
|
---|
| 447 |
|
---|
| 448 | *n = num;
|
---|
| 449 |
|
---|
| 450 | return list;
|
---|
| 451 | }
|
---|
| 452 |
|
---|
| 453 | int *VMI::verticesAdjToVertex(Mesh *mesh, int v, int *n) {
|
---|
| 454 | int numTr;
|
---|
| 455 | int *triangles = trianglesAdjToVertex(mesh, v, &numTr);
|
---|
| 456 | int *vertices = (int*) malloc (sizeof(int) * numTr * 2);
|
---|
| 457 | int i, t, n0, n1, n2;
|
---|
| 458 | int num = 0;
|
---|
| 459 |
|
---|
| 460 | for (i=0; i<numTr; i++) {
|
---|
| 461 | t = triangles[i];
|
---|
| 462 |
|
---|
| 463 | n0 = mesh->triangles[t].indices[0];
|
---|
| 464 | n1 = mesh->triangles[t].indices[1];
|
---|
| 465 | n2 = mesh->triangles[t].indices[2];
|
---|
| 466 |
|
---|
| 467 | if (n0 != v) addItem(vertices, &num, n0);
|
---|
| 468 | if (n1 != v) addItem(vertices, &num, n1);
|
---|
| 469 | if (n2 != v) addItem(vertices, &num, n2);
|
---|
| 470 | }
|
---|
| 471 |
|
---|
| 472 | *n = num;
|
---|
| 473 |
|
---|
| 474 | free(triangles);
|
---|
| 475 |
|
---|
| 476 | return vertices;
|
---|
| 477 | }
|
---|
| 478 |
|
---|
| 479 | int *VMI::edgesAdjToVertex(Mesh *mesh, int v, int *n) {
|
---|
| 480 | int numTr;
|
---|
| 481 | int *triangles = trianglesAdjToVertex(mesh, v, &numTr);
|
---|
| 482 | int *edges = (int*) malloc (sizeof(int) * numTr * 2);
|
---|
| 483 | int i, t, n0, n1, n2, e;
|
---|
| 484 | int num = 0;
|
---|
| 485 |
|
---|
| 486 | for (i=0; i<numTr; i++) {
|
---|
| 487 | t = triangles[i];
|
---|
| 488 |
|
---|
| 489 | n0 = mesh->triangles[t].indices[0];
|
---|
| 490 | n1 = mesh->triangles[t].indices[1];
|
---|
| 491 | n2 = mesh->triangles[t].indices[2];
|
---|
| 492 |
|
---|
| 493 | if (((n0 == v) || (n1 == v)) &&
|
---|
| 494 | ((e = findEdge(mesh->edges, mesh->numEdges, n0, n1)) != -1)) addItem(edges, &num, e);
|
---|
| 495 |
|
---|
| 496 | if (((n1 == v) || (n2 == v)) &&
|
---|
| 497 | ((e = findEdge(mesh->edges, mesh->numEdges, n1, n2)) != -1)) addItem(edges, &num, e);
|
---|
| 498 |
|
---|
| 499 | if (((n0 == v) || (n2 == v)) &&
|
---|
| 500 | ((e = findEdge(mesh->edges, mesh->numEdges, n0, n2)) != -1)) addItem(edges, &num, e);
|
---|
| 501 | }
|
---|
| 502 |
|
---|
| 503 | *n = num;
|
---|
| 504 |
|
---|
| 505 | free(triangles);
|
---|
| 506 |
|
---|
| 507 | return edges;
|
---|
| 508 | }
|
---|
| 509 |
|
---|
| 510 | int *VMI::edgesAdjToVertices(Mesh *mesh, int *vertices, int numVertices, int *n) {
|
---|
| 511 | int edges[MAX_NUM_TRI*2];
|
---|
| 512 | int i, j, v, num = 0, e;
|
---|
| 513 | int *list, numEdges;
|
---|
| 514 |
|
---|
| 515 | for (i=0; i<numVertices; i++) {
|
---|
| 516 | v = vertices[i];
|
---|
| 517 |
|
---|
| 518 | list = edgesAdjToVertex(mesh, v, &numEdges);
|
---|
| 519 |
|
---|
| 520 | for (j=0; j<numEdges; j++) {
|
---|
| 521 | e = list[j];
|
---|
| 522 |
|
---|
| 523 | addItem(edges, &num, e);
|
---|
| 524 | }
|
---|
| 525 |
|
---|
| 526 | free(list);
|
---|
| 527 | }
|
---|
| 528 |
|
---|
| 529 | list = (int*) malloc (sizeof(int) * num);
|
---|
| 530 | if (NULL == list) {
|
---|
| 531 | fprintf (stderr, "no more memory for list");
|
---|
| 532 | exit(1);
|
---|
| 533 | }
|
---|
| 534 |
|
---|
| 535 | memcpy(list, edges, sizeof(int) * num);
|
---|
| 536 |
|
---|
| 537 | *n = num;
|
---|
| 538 |
|
---|
| 539 | return list;
|
---|
| 540 | }
|
---|
| 541 |
|
---|
| 542 | GLboolean VMI::findVertex(GLfloat *vertices, GLuint num, GLfloat x, GLfloat y, GLfloat z, int *pos) {
|
---|
| 543 | GLuint i;
|
---|
| 544 | GLfloat _x, _y, _z;
|
---|
| 545 | GLboolean found = GL_FALSE;
|
---|
| 546 |
|
---|
| 547 | *pos = -1;
|
---|
| 548 |
|
---|
| 549 | for (i=1; i<num; i++) { // i=0
|
---|
| 550 |
|
---|
| 551 | _x = vertices[3 * i + 0];
|
---|
| 552 | _y = vertices[3 * i + 1];
|
---|
| 553 | _z = vertices[3 * i + 2];
|
---|
| 554 |
|
---|
| 555 | if (((_x == x) && (_y == y) && (_z == z))) {
|
---|
| 556 | found = GL_TRUE;
|
---|
| 557 | *pos = (int)i;
|
---|
| 558 | break;
|
---|
| 559 | }
|
---|
| 560 | }
|
---|
| 561 |
|
---|
| 562 | return found;
|
---|
| 563 | }
|
---|
| 564 |
|
---|
| 565 | void VMI::updateModel(GLMmodel* pmodel, Mesh *mesh, GLuint numVertices, GLuint numTriangles) {
|
---|
| 566 | GLuint i , v1, v2 ,v3, numV = 1, numT = 0;
|
---|
| 567 | int pos;
|
---|
| 568 | GLfloat x, y, z;
|
---|
| 569 |
|
---|
| 570 | if (pmodel->vertices != NULL) free(pmodel->vertices);
|
---|
| 571 |
|
---|
| 572 | pmodel->vertices = (GLfloat *)calloc ((numVertices + 1) * 3, sizeof(GLfloat));
|
---|
| 573 |
|
---|
| 574 |
|
---|
| 575 | if (pmodel->triangles != NULL) free(pmodel->triangles);
|
---|
| 576 |
|
---|
| 577 | pmodel->triangles = (GLMtriangle *)malloc (numTriangles * sizeof(GLMtriangle));
|
---|
| 578 |
|
---|
| 579 |
|
---|
| 580 | for (i=0; i<mesh->numTriangles; i++) {
|
---|
| 581 | if (mesh->triangles[i].enable) {
|
---|
| 582 | v1 = mesh->triangles[i].indices[0];
|
---|
| 583 | v2 = mesh->triangles[i].indices[1];
|
---|
| 584 | v3 = mesh->triangles[i].indices[2];
|
---|
| 585 |
|
---|
| 586 | x = mesh->vertices[v1].x;
|
---|
| 587 | y = mesh->vertices[v1].y;
|
---|
| 588 | z = mesh->vertices[v1].z;
|
---|
| 589 |
|
---|
| 590 | if (!findVertex(pmodel->vertices, numV, x, y ,z, &pos)) {
|
---|
| 591 | pmodel->triangles[numT].vindices[0] = numV;
|
---|
| 592 |
|
---|
| 593 | pmodel->vertices[3 * numV + 0] = x;
|
---|
| 594 | pmodel->vertices[3 * numV + 1] = y;
|
---|
| 595 | pmodel->vertices[3 * numV + 2] = z;
|
---|
| 596 | numV++;
|
---|
| 597 | } else pmodel->triangles[numT].vindices[0] = (GLuint)pos;
|
---|
| 598 |
|
---|
| 599 | x = mesh->vertices[v2].x;
|
---|
| 600 | y = mesh->vertices[v2].y;
|
---|
| 601 | z = mesh->vertices[v2].z;
|
---|
| 602 |
|
---|
| 603 | if (!findVertex(pmodel->vertices, numV, x, y ,z, &pos)) {
|
---|
| 604 | pmodel->triangles[numT].vindices[1] = numV;
|
---|
| 605 |
|
---|
| 606 | pmodel->vertices[3 * numV + 0] = x;
|
---|
| 607 | pmodel->vertices[3 * numV + 1] = y;
|
---|
| 608 | pmodel->vertices[3 * numV + 2] = z;
|
---|
| 609 | numV++;
|
---|
| 610 | } else pmodel->triangles[numT].vindices[1] = (GLuint)pos;
|
---|
| 611 |
|
---|
| 612 | x = mesh->vertices[v3].x;
|
---|
| 613 | y = mesh->vertices[v3].y;
|
---|
| 614 | z = mesh->vertices[v3].z;
|
---|
| 615 |
|
---|
| 616 | if (!findVertex(pmodel->vertices, numV, x, y ,z, &pos)) {
|
---|
| 617 | pmodel->triangles[numT].vindices[2] = numV;
|
---|
| 618 |
|
---|
| 619 | pmodel->vertices[3 * numV + 0] = x;
|
---|
| 620 | pmodel->vertices[3 * numV + 1] = y;
|
---|
| 621 | pmodel->vertices[3 * numV + 2] = z;
|
---|
| 622 | numV++;
|
---|
| 623 | } else pmodel->triangles[numT].vindices[2] = (GLuint)pos;
|
---|
| 624 | numT++;
|
---|
| 625 | }
|
---|
| 626 | }
|
---|
| 627 | pmodel->numvertices = numV - 1;
|
---|
| 628 | pmodel->numtriangles = numT;
|
---|
| 629 | }
|
---|
| 630 |
|
---|
| 631 | void VMI::saveModel(char *filename, GLMmodel* pmodel, Mesh *mesh) {
|
---|
| 632 | GLuint i;
|
---|
| 633 |
|
---|
| 634 | // The output model contains only one group
|
---|
| 635 | pmodel->numgroups = 1;
|
---|
| 636 |
|
---|
| 637 | if (pmodel->groups->name != NULL) free(pmodel->groups->name);
|
---|
| 638 | pmodel->groups->name = strdup("default");
|
---|
| 639 | pmodel->groups->material = 0;
|
---|
| 640 | pmodel->groups->next = NULL;
|
---|
| 641 | pmodel->groups->numtriangles = mesh->currentNumTriangles;
|
---|
| 642 |
|
---|
| 643 | if (pmodel->groups->triangles != NULL) free(pmodel->groups->triangles);
|
---|
| 644 | pmodel->groups->triangles = (GLuint*)malloc(sizeof(GLuint) * mesh->currentNumTriangles);
|
---|
| 645 |
|
---|
| 646 | for (i=0; i<mesh->currentNumTriangles; i++)
|
---|
| 647 | pmodel->groups->triangles[i] = i;
|
---|
| 648 |
|
---|
| 649 | updateModel(pmodel, mesh, mesh->currentNumTriangles * 3, mesh->currentNumTriangles);
|
---|
| 650 |
|
---|
| 651 | printf("glmWriteOBJ...");
|
---|
| 652 |
|
---|
| 653 | glmWriteOBJ(pmodel, filename, GLM_NONE);
|
---|
| 654 | printf("Ok\n");
|
---|
| 655 | }
|
---|