source: trunk/VUT/GtpVisibilityPreprocessor/src/Mesh.h @ 176

Revision 176, 3.8 KB checked in by bittner, 19 years ago (diff)

cosine sampling bug fixed

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
12
13class MeshInstance;
14class MeshKdTree;
15
16/// default vertex container for Mesh
17typedef std::vector<Vector3> VertexContainer;
18
19/// vertex index container
20typedef std::vector<int> VertexIndexContainer;
21
22
23/** Patch used as an element of the mesh */
24class Face {
25public:
26  Face():mVertexIndices() {}
27  Face(const int a, const int b, const int c):mVertexIndices(3) {
28    mVertexIndices[0] = a;
29    mVertexIndices[1] = b;
30    mVertexIndices[2] = c;
31  }
32
33  Face(const int a, const int b, const int c, const int d):mVertexIndices(4) {
34    mVertexIndices[0] = a;
35    mVertexIndices[1] = b;
36    mVertexIndices[2] = c;
37    mVertexIndices[3] = d;
38  }
39
40  Face(const VertexIndexContainer &vertices):mVertexIndices(vertices) {}
41 
42  /// list of vertex pointers
43  VertexIndexContainer mVertexIndices;
44};
45
46/// default patch container for Mesh
47typedef std::vector<Face *> FaceContainer;
48
49/** Mesh containing polygonal patches */
50class Mesh {
51
52public:
53
54  /// Default constructor
55  Mesh():mVertices(), mFaces(), mMaterial(NULL), mKdTree(NULL) {}
56 
57  /// Constructor with container preallocation
58  Mesh(const int vertices,
59       const int faces):
60    mFaces(),
61    mMaterial(NULL),
62    mKdTree(NULL),
63    mVertices(),
64    mIsConvex(false),
65    mIsWatertight(false)
66  {
67    mVertices.reserve(vertices);
68    mFaces.reserve(faces);
69  }
70 
71  ~Mesh() {
72    for (int i=0; i < mFaces.size(); i++)
73      delete mFaces[i];
74  }
75 
76  void AddFace(Face *face)
77  {
78    mFaces.push_back(face);
79  }
80 
81  void Preprocess();
82
83  /** Axis aligned bounding box of the mesh in local mesh coordinates */
84  AxisAlignedBox3 mBox;
85 
86  /** Vertices forming the mesh */
87  VertexContainer mVertices;
88 
89  /** Patches forming the mesh */
90  FaceContainer mFaces;
91 
92  /** Global mesh material */
93  Material *mMaterial;
94 
95  /** true if the mesh is a convex mesh */
96  bool mIsConvex;
97
98  /** true if the mesh is a convex mesh */
99  bool mIsWatertight;
100
101  MeshKdTree *mKdTree;
102 
103  int
104  CastRay(
105          Ray &ray,
106          MeshInstance *instance
107          );
108
109  int
110  CastRayToSelectedFaces(
111                         Ray &ray,
112                         const vector<int> &faces,
113                         MeshInstance *instance
114                         );
115
116  int
117  CastRayToFace(
118                const int faceIndex,
119                Ray &ray,
120                float &nearestT,
121                int &nearestFace,
122                MeshInstance *instance
123                );
124
125 
126  int
127  RayFaceIntersection(const int faceIndex,
128                      const Ray &ray,
129                      float &t,
130                      const float nearestT
131                      );
132 
133  Plane3 GetFacePlane(const int faceIndex);
134
135  AxisAlignedBox3 GetFaceBox(const int faceIndex);
136
137  void GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
138
139};
140
141class MeshInstance : public Intersectable {
142protected:
143  Mesh *mMesh;
144 
145public:
146  MeshInstance(Mesh *mesh):Intersectable(), mMesh(mesh)
147  {
148  }
149
150  void GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
151
152
153  Mesh *GetMesh() { return mMesh; }
154
155  virtual AxisAlignedBox3 GetBox() {
156    return mMesh->mBox;
157  }
158
159  virtual int
160  CastRay(
161          Ray &ray
162          );
163
164  virtual bool IsConvex() { return mMesh->mIsConvex; }
165  virtual bool IsWatertight() { return mMesh->mIsWatertight; }
166  virtual float IntersectionComplexity() {  return mMesh->mFaces.size(); }
167
168  virtual int Type() const { return MESH_INSTANCE; }
169
170  virtual int
171  CastRay(
172          Ray &ray,
173          const vector<int> &faces
174          );
175
176
177};
178
179
180class TransformedMeshInstance : public MeshInstance
181{
182public:
183  TransformedMeshInstance(Mesh *mesh):MeshInstance(mesh)
184  {
185    mWorldTransform = IdentityMatrix();
186  }
187 
188  virtual AxisAlignedBox3 GetBox() {
189    return Transform(mMesh->mBox,
190                     mWorldTransform);
191  }
192 
193  virtual int
194  CastRay(
195          Ray &ray
196          );
197
198  virtual int Type() const { return TRANSFORMED_MESH_INSTANCE; }
199
200  void GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
201
202private:
203  Matrix4x4 mWorldTransform;
204 
205};
206
207
208
209#endif
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