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Mesh.cpp
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Mesh.cpp
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#include "Mesh.h"
void Mesh::translateV(Eigen::MatrixXd cof)
{
for (int i = 0; i < verts.size(); i++)
{
Eigen::Vector3f vert;
vert(0) = verts[i]->coords[0] - cof(3 * i);
vert(1) = verts[i]->coords[1] - cof(3 * i + 1);
vert(2) = verts[i]->coords[2] - cof(3 * i + 2);
transVerts.push_back(vert);
}
}
void Mesh::getYi(Eigen::MatrixXd& Yi)
{
for (int i = 0; i < verts.size(); i++)
{
Yi(3*i, 0) = transVerts[i](0);
Yi(3*i+1, 0) = transVerts[i](1);
Yi(3*i+2, 0) = transVerts[i](2);
}
}
void Mesh::loadObj(const char* name)
{
FILE* fPtr = fopen(name, "r");
char str[334];
int nVerts = 0, nTris= 0;
float x, y, z;
while (fscanf(fPtr, "%s", str) != EOF)
{
if (strcmp(str, "v") == 0)
{
fscanf(fPtr, "%f %f %f", &x, &y, &z);
addVertex(x, y, z);
nVerts++;
}
else if (strcmp(str, "f") == 0)
{
fscanf(fPtr, "%f %f %f", &x, &y, &z);
addTriangle((int)x - 1, (int)y - 1, (int)z - 1);
nTris++;
}
}
fclose(fPtr);
}
void Mesh::loadOff(char* name)
{
FILE* fPtr = fopen(name, "r");
char str[334];
fscanf(fPtr, "%s", str);
int nVerts, nTris, n, i = 0;
float x, y, z;
fscanf(fPtr, "%d %d %d\n", &nVerts, &nTris, &n);
while (i++ < nVerts)
{
fscanf(fPtr, "%f %f %f", &x, &y, &z);
addVertex(x, y, z);
}
while (fscanf(fPtr, "%d", &i) != EOF)
{
fscanf(fPtr, "%f %f %f", &x, &y, &z);
addTriangle((int)x-1, (int)y-1, (int)z-1);
}
fclose(fPtr);
}
void Mesh::createCube(float sideLen)
{
//coordinates
float flbc[3] = { 0, 0, 0 }, deltaX = 0, deltaY = 0, deltaZ = 0;
for (int v = 0; v < 8; v++)
{
switch (v)
{
case 1:
deltaX = sideLen;
break;
case 2:
deltaZ = -sideLen;
break;
case 3:
deltaX = 0;
break;
case 4:
deltaZ = 0;
deltaY = sideLen;
break;
case 5:
deltaX = sideLen;
break;
case 6:
deltaZ = -sideLen;
break;
default:
deltaX = 0;;
break;
}
addVertex(flbc[0] + deltaX, flbc[1] + deltaY, flbc[2] + deltaZ);
}
addTriangle(0, 2, 1);
addTriangle(0, 3, 2);
addTriangle(1, 2, 5);
addTriangle(2, 6, 5);
addTriangle(2, 3, 6);
addTriangle(3, 7, 6);
addTriangle(3, 4, 7);
addTriangle(3, 0, 4);
addTriangle(4, 5, 6);
addTriangle(4, 6, 7);
addTriangle(0, 1, 5);
addTriangle(0, 5, 4);
}
void Mesh::addTriangle(int v1, int v2, int v3)
{
int idx = tris.size();
tris.push_back(new Triangle(idx, v1, v2, v3));
//set up structure
verts[v1]->triList.push_back(idx);
verts[v2]->triList.push_back(idx);
verts[v3]->triList.push_back(idx);
if (!makeVertsNeighbor(v1, v2))
addEdge(v1, v2);
if (!makeVertsNeighbor(v1, v3))
addEdge(v1, v3);
if (!makeVertsNeighbor(v2, v3))
addEdge(v2, v3);
}
bool Mesh::makeVertsNeighbor(int v1i, int v2i)
{
//returns true if v1i already neighbor w/ v2i; false o/w
for (int i = 0; i < verts[v1i]->vertList.size(); i++)
if (verts[v1i]->vertList[i] == v2i)
return true;
verts[v1i]->vertList.push_back(v2i);
verts[v2i]->vertList.push_back(v1i);
return false;
}
void Mesh::addVertex(float x, float y, float z)
{
int idx = verts.size();
float* c = new float[3];
c[0] = x;
c[1] = y;
c[2] = z;
verts.push_back(new Vertex(idx, c));
}
void Mesh::addEdge(int v1, int v2)
{
int idx = edges.size();
edges.push_back(new Edge(idx, v1, v2));
verts[v1]->edgeList.push_back(idx);
verts[v2]->edgeList.push_back(idx);
}