mpri-graphics-project/Mesh.cpp

98 lines
2.3 KiB
C++

#include "Mesh.hpp"
Mesh::Mesh()
: center(Point(.0, .0, .0))
{
}
size_t Mesh::add_vertice(const Point& pt) {
return inner_add_vertice(pt, NormalVect());
}
size_t Mesh::add_vertice(const Point& pt, const Point& normal) {
return inner_add_vertice(pt, NormalVect(normal, true));
}
void Mesh::add_face(const Face& face) {
for(int f_id=0; f_id < 3; ++f_id) {
if((unsigned)face[f_id] >= normals.size())
throw std::out_of_range("Vertice out of range for face");
if(!normals[face[f_id]].manual)
normals[face[f_id]].dirty = true;
faces_with_vert[face[f_id]].push_back(faces.size());
}
faces.push_back(face);
}
void Mesh::add_face(size_t f1, size_t f2, size_t f3) {
add_face(Face(f1, f2, f3));
}
const Point& Mesh::get_center() const {
return center;
}
void Mesh::set_center(const Point& pt) {
center = pt;
}
void Mesh::translate(const Point& tr) {
center += tr;
}
void Mesh::normalize_center(bool keep_position) {
Point bary(0., 0., 0.);
for(const Point& vert: vertices)
bary += vert;
bary = (1. / ((double)vertices.size())) * bary;
for(Point& vert: vertices)
vert -= bary;
if(keep_position)
translate(bary);
else
set_center(Point(0, 0, 0));
}
const std::vector<Point>& Mesh::get_vertices() const {
return vertices;
}
const std::vector<Face>& Mesh::get_faces() const {
return faces;
}
const Point& Mesh::get_normal(size_t vert_id) {
if(vert_id >= normals.size())
throw std::out_of_range("Normal out of range");
NormalVect& norm = normals[vert_id];
if(norm.dirty) {
compute_normal(vert_id);
norm.dirty = false;
}
return norm.vect;
}
size_t Mesh::inner_add_vertice(const Point& pt, const Mesh::NormalVect& normal)
{
vertices.push_back(pt);
normals.push_back(normal);
faces_with_vert.push_back(std::vector<size_t>());
return vertices.size() - 1;
}
void Mesh::compute_normal(size_t vert) {
Point normal(0., 0., 0.);
for(size_t f_id: faces_with_vert[vert]) {
const Face& face = faces[f_id];
Point e1 = vertices[face[1]] - vertices[face[0]],
e2 = vertices[face[2]] - vertices[face[0]];
normal += e1.cross_prod(e2);
}
normal.normalize();
normals[vert].dirty = false;
normals[vert].vect = normal;
}