source: GTP/trunk/Lib/Vis/Preprocessing/src/Mesh.h @ 2691

Revision 2691, 7.5 KB checked in by mattausch, 16 years ago (diff)

fixed several errors

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115        @note: meshkdtree will most likely be outdated after transformation, thus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