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#ifndef EXAMPLE_MESH_H_
#define EXAMPLE_MESH_H_
#include <vector>
#include <algorithm>
#include <cmath>
#include <limits>
namespace example {
template<typename T>
inline void lerp(T dst[3], const T v0[3], const T v1[3], const T v2[3], float u, float v) {
dst[0] = (static_cast<T>(1.0) - u - v) * v0[0] + u * v1[0] + v * v2[0];
dst[1] = (static_cast<T>(1.0) - u - v) * v0[1] + u * v1[1] + v * v2[1];
dst[2] = (static_cast<T>(1.0) - u - v) * v0[2] + u * v1[2] + v * v2[2];
}
template <typename T>
inline T vlength(const T v[3]) {
const T d = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
if (std::fabs(d) > std::numeric_limits<T>::epsilon()) {
return std::sqrt(d);
} else {
return static_cast<T>(0.0);
}
}
template <typename T>
inline void vnormalize(T dst[3], const T v[3]) {
dst[0] = v[0];
dst[1] = v[1];
dst[2] = v[2];
const T len = vlength(v);
if (std::fabs(len) > std::numeric_limits<T>::epsilon()) {
const T inv_len = static_cast<T>(1.0) / len;
dst[0] *= inv_len;
dst[1] *= inv_len;
dst[2] *= inv_len;
}
}
template <typename T>
inline void vcross(T dst[3], const T a[3], const T b[3]) {
dst[0] = a[1] * b[2] - a[2] * b[1];
dst[1] = a[2] * b[0] - a[0] * b[2];
dst[2] = a[0] * b[1] - a[1] * b[0];
}
template <typename T>
inline void vsub(T dst[3], const T a[3], const T b[3]) {
dst[0] = a[0] - b[0];
dst[1] = a[1] - b[1];
dst[2] = a[2] - b[2];
}
template<typename T>
inline void calculate_normal(T Nn[3], const T v0[3], const T v1[3], const T v2[3]) {
T v10[3];
T v20[3];
vsub(v10, v1, v0);
vsub(v20, v2, v0);
T N[3];
vcross(N, v20, v10);
vnormalize(Nn, N);
}
template<typename T>
class Mesh {
public:
explicit Mesh(const size_t vertex_stride) :
stride(vertex_stride) {
}
std::string name;
std::vector<T> vertices; /// stride * num_vertices
std::vector<T> facevarying_normals; /// [xyz] * 3(triangle) * num_faces
std::vector<T> facevarying_tangents; /// [xyz] * 3(triangle) * num_faces
std::vector<T> facevarying_binormals; /// [xyz] * 3(triangle) * num_faces
std::vector<T> facevarying_uvs; /// [xy] * 3(triangle) * num_faces
std::vector<T>
facevarying_vertex_colors; /// [xyz] * 3(triangle) * num_faces
std::vector<unsigned int> faces; /// triangle x num_faces
std::vector<unsigned int> material_ids; /// index x num_faces
T pivot_xform[4][4];
size_t stride; /// stride for vertex data.
// --- Required methods in Scene::Traversal. ---
///
/// Get the geometric normal and the shading normal at `face_idx' th face.
///
void GetNormal(T Ng[3], T Ns[3], const unsigned int face_idx, const T u, const T v) const {
// Compute geometric normal.
unsigned int f0, f1, f2;
T v0[3], v1[3], v2[3];
f0 = faces[3 * face_idx + 0];
f1 = faces[3 * face_idx + 1];
f2 = faces[3 * face_idx + 2];
v0[0] = vertices[3 * f0 + 0];
v0[1] = vertices[3 * f0 + 1];
v0[2] = vertices[3 * f0 + 2];
v1[0] = vertices[3 * f1 + 0];
v1[1] = vertices[3 * f1 + 1];
v1[2] = vertices[3 * f1 + 2];
v2[0] = vertices[3 * f2 + 0];
v2[1] = vertices[3 * f2 + 1];
v2[2] = vertices[3 * f2 + 2];
calculate_normal(Ng, v0, v1, v2);
if (facevarying_normals.size() > 0) {
T n0[3], n1[3], n2[3];
n0[0] = facevarying_normals[9 * face_idx + 0];
n0[1] = facevarying_normals[9 * face_idx + 1];
n0[2] = facevarying_normals[9 * face_idx + 2];
n1[0] = facevarying_normals[9 * face_idx + 3];
n1[1] = facevarying_normals[9 * face_idx + 4];
n1[2] = facevarying_normals[9 * face_idx + 5];
n2[0] = facevarying_normals[9 * face_idx + 6];
n2[1] = facevarying_normals[9 * face_idx + 7];
n2[2] = facevarying_normals[9 * face_idx + 8];
lerp(Ns, n0, n1, n2, u, v);
} else {
// Use geometric normal.
Ns[0] = Ng[0];
Ns[1] = Ng[1];
Ns[2] = Ng[2];
}
}
// --- end of required methods in Scene::Traversal. ---
///
/// Get texture coordinate at `face_idx' th face.
///
void GetTexCoord(T tcoord[3], const unsigned int face_idx, const T u, const T v) {
if (facevarying_uvs.size() > 0) {
T t0[3], t1[3], t2[3];
t0[0] = facevarying_uvs[6 * face_idx + 0];
t0[1] = facevarying_uvs[6 * face_idx + 1];
t0[2] = static_cast<T>(0.0);
t1[0] = facevarying_uvs[6 * face_idx + 2];
t1[1] = facevarying_uvs[6 * face_idx + 3];
t1[2] = static_cast<T>(0.0);
t2[0] = facevarying_uvs[6 * face_idx + 4];
t2[1] = facevarying_uvs[6 * face_idx + 5];
t2[2] = static_cast<T>(0.0);
lerp(tcoord, t0, t1, t2, u, v);
} else {
tcoord[0] = static_cast<T>(0.0);
tcoord[1] = static_cast<T>(0.0);
tcoord[2] = static_cast<T>(0.0);
}
}
};
} // namespace example
#endif // EXAMPLE_MESH_H_