source: GTP/trunk/Lib/Vis/Preprocessing/src/Mesh.h @ 1344

Revision 1344, 7.3 KB checked in by mattausch, 18 years ago (diff)

worked on triangle processing. logical units will be created by grouping objects
using their visibility definitions.

Line 
1#ifndef _Mesh_H__
2#define _Mesh_H__
3
4#include <vector>
5using namespace std;
6#include "Intersectable.h"
7#include "Plane3.h"
8#include "Matrix4x4.h"
9#include "AxisAlignedBox3.h"
10#include "Material.h"
11#include "Containers.h"
12
13
14namespace GtpVisibilityPreprocessor {
15
16extern bool MeshDebug;
17
18struct Triangle3;
19class MeshInstance;
20class MeshKdTree;
21
22
23/** Patch used as an element of the mesh
24*/
25struct Face {
26
27public:
28  Face(): mVertexIndices() {}
29
30  Face(const int a, const int b, const int c):mVertexIndices(3) {
31    mVertexIndices[0] = a;
32    mVertexIndices[1] = b;
33    mVertexIndices[2] = c;
34  }
35
36  Face(const int a, const int b, const int c, const int d):
37  mVertexIndices(4) {
38    mVertexIndices[0] = a;
39    mVertexIndices[1] = b;
40    mVertexIndices[2] = c;
41    mVertexIndices[3] = d;
42  }
43
44  Face(const VertexIndexContainer &vertices):mVertexIndices(vertices.size()) {
45        for (int i=0;  i < vertices.size(); i++)
46          mVertexIndices[i] = vertices[i];
47  }
48 
49  ////////////////////////////
50
51  /// list of vertex pointers
52  VertexIndexContainer mVertexIndices; 
53};
54
55
56
57/// default vertex container for Mesh
58typedef vector<Vector3> VertexContainer;
59
60/// default patch container for Mesh
61typedef std::vector<Face *> FaceContainer;
62
63/** Mesh containing polygonal patches */
64class Mesh {
65
66public:
67
68  /// Default constructor
69  Mesh():mVertices(), mFaces(), mMaterial(NULL), mKdTree(NULL), mId(0) {}
70
71  /// Constructor with container preallocation
72  Mesh(const int vertices, const int faces):
73    mFaces(),
74    mMaterial(NULL),
75    mKdTree(NULL),
76    mVertices(),
77    mIsConvex(false),
78    mIsWatertight(false),
79        mId(0)
80  {
81    mVertices.reserve(vertices);
82    mFaces.reserve(faces);
83  }
84
85  /** Constructor setting a unqiue mesh id.
86  */
87  Mesh(const int id);
88
89  /** Setting unique mesh id and using preallocation.
90  */
91  Mesh(const int id, const int vertices, const int faces);
92
93  /** Copy constructor making a deep copy of the faces.
94  */
95  Mesh(const Mesh &rhs);
96
97  /** Assignement operator.
98        @note does not copy id
99        @note preprocess may be necessary
100  */
101  Mesh& operator=(const Mesh& m);
102
103  ~Mesh();
104  void Clear();
105 
106  void IndexVertices();
107 
108  void AssignRandomMaterial();
109  void AddTriangle(const Triangle3 &triangle);
110  void AddRectangle(const Rectangle3 &triangle);
111
112  void Cleanup();
113 
114  bool ValidateFace(const int face);
115
116  void AddFace(Face *face)
117  {
118    mFaces.push_back(face);
119  }
120
121  void ComputeBoundingBox();
122
123  /** This function must be called after creating the mesh
124        because it creates the local kd tree and the bounding box.
125        */
126  void Preprocess(const bool cleanup = true);
127
128  /** Applies transformation to the mesh.
129        @note: meshkdtree will most likely be outdated after transformation, thus
130        another preprocess might be necessary. 
131        */
132  void ApplyTransformation(const Matrix4x4 &m);
133
134  /** Axis aligned bounding box of the mesh in local mesh coordinates.
135  */
136  AxisAlignedBox3 mBox;
137 
138  /** Vertices forming the mesh.
139  */
140  VertexContainer mVertices;
141 
142  /** Patches forming the mesh.
143  */
144  FaceContainer mFaces;
145 
146  /** Global mesh material.
147  */
148  Material *mMaterial;
149 
150  /** true if the mesh is a convex mesh.
151  */
152  bool mIsConvex;
153
154  /** true if the mesh is a convex mesh.
155  */
156  bool mIsWatertight;
157
158  MeshKdTree *mKdTree;
159
160  int
161  CastRay(Ray &ray, MeshInstance *instance);
162       
163  int
164  CastRayToSelectedFaces(
165                                                 Ray &ray,
166                                                 const vector<int> &faces,
167                                                 Intersectable *instance
168                                                 );
169       
170  int
171  CastRayToFace(
172                                const int faceIndex,
173                                Ray &ray,
174                                float &nearestT,
175                                Vector3 &nearestNormal,
176                                int &nearestFace,
177                                Intersectable *instance
178                                );
179       
180 
181  int
182  RayFaceIntersection(const int faceIndex,
183                                          const Ray &ray,
184                                          float &t,
185                                          Vector3 &normal,
186                                          const float nearestT
187                                          );
188 
189  Plane3 GetFacePlane(const int faceIndex);
190
191  AxisAlignedBox3 GetFaceBox(const int faceIndex);
192
193  int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
194
195  int
196  GetRandomVisibleSurfacePoint(Vector3 &point,
197                                                           Vector3 &normal,
198                                                           const Vector3 &viewpoint,
199                                                           const int maxTries
200                                                           );
201 
202  /** Returns unique mesh id.
203  */
204  int GetId() const
205  {
206          return mId;
207  }
208
209  virtual ostream &Describe(ostream &s) {
210        return s<<"Mesh #vertices="<<(int)mVertices.size()<<" #faces="<<(int)mFaces.size();
211  }
212 
213  /** Creates a mesh from a axis aligned bounding box.
214      The mesh is handled from the resource manager.
215  */
216  friend Mesh *CreateMeshFromBox(const AxisAlignedBox3 &box);
217
218 
219protected:
220
221  /// Unique id of this mesh.
222  int mId;
223};
224
225
226class MeshInstance : public Intersectable {
227
228public:
229  MeshInstance(Mesh *mesh):Intersectable(), mMesh(mesh), mMaterial(NULL)
230  {
231  }
232
233  int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
234
235        int
236        GetRandomVisibleSurfacePoint(Vector3 &point,
237                                                                                                                         Vector3 &normal,
238                                                                                                                         const Vector3 &viewpoint,
239                                                                                                                         const int maxTries
240                                                                                                                         );
241
242
243  Mesh *GetMesh() { return mMesh; }
244
245  virtual AxisAlignedBox3 GetBox() const {
246    return mMesh->mBox;
247  }
248
249  virtual int CastRay(Ray &ray);
250
251  virtual bool IsConvex() const { return mMesh->mIsConvex; }
252  virtual bool IsWatertight() const { return mMesh->mIsWatertight; }
253  virtual float IntersectionComplexity() {  return (float)mMesh->mFaces.size(); }
254
255  virtual int NumberOfFaces() const {  return (int)mMesh->mFaces.size(); }
256
257  virtual int Type() const { return MESH_INSTANCE; }
258
259  virtual int
260  CastRay(
261          Ray &ray,
262          const vector<int> &faces
263          );
264
265
266        virtual ostream &Describe(ostream &s) {
267                s<<"MeshInstance Id="<<GetId();
268                return mMesh->Describe(s);
269        }
270       
271        /** Sets the material. this overrides the material from
272                the mesh itself.
273        */
274        void SetMaterial(Material *mat);
275
276        /** Returns the material of this mesh instance.
277                if not defined, returns the material of the mesh itself.
278        */
279        Material *GetMaterial() const;
280
281        virtual Vector3 GetNormal(const int idx) const;
282
283protected:
284
285        Mesh *mMesh;
286        /** This material overrides the mesh material;
287        */
288        Material *mMaterial; 
289};
290
291
292/** This mesh instance includes a world transform. Use this
293        class if the same mesh should be instantiated on different places.
294*/
295class TransformedMeshInstance: public MeshInstance
296{
297public:
298  TransformedMeshInstance(Mesh *mesh);
299 
300  virtual AxisAlignedBox3 GetBox() const;
301   
302 
303  virtual int CastRay(Ray &ray);
304
305  virtual int CastRay(Ray &ray, const vector<int> &faces);
306
307  virtual int Type() const { return TRANSFORMED_MESH_INSTANCE; }
308
309  int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
310
311  /** Transforms this mesh instance by m.
312  */
313  void ApplyWorldTransform(const Matrix4x4 &m);
314
315  /** Loads the transformation matrix into this mesh instance.
316  */
317  void LoadWorldTransform(const Matrix4x4 &m);
318
319  /** The transformation is returned in m.
320  */
321  void GetWorldTransform(Matrix4x4 &m) const;
322
323  /** Transforms a mesh according to the stored world transform.
324          @param transformedMesh returns the tranformed mesh.
325  */
326  void GetTransformedMesh(Mesh &transformedMesh) const;
327
328  Vector3 GetNormal(const int idx) const;
329
330protected:
331
332        /// the transformation matrix   
333        Matrix4x4 mWorldTransform;
334 
335};
336
337}
338
339#endif
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