VIZ++ Class: OpenGLQuadSurfaces
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Source code
/*
* OpenGLQuadSurfaces.h
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
//2016/09/10 On calculateSurfaceNormals method, see: https://www.opengl.org/wiki/Calculating_a_Surface_Normal
#pragma once
#include <viz++/Stdio.h>
#include <viz++/opengl/Normal3.h>
#include <viz++/Vertex.h>
#include <viz++/opengl/QuadIndices.h>
#include <viz++/Vector3f.h>
#include <viz++/opengl/FaceIndices.h>
namespace VIZ {
class OpenGLQuadSurfaces {
private:
const Vertex<3>* vertexArray;
size_t numberOfVertices;
const FaceIndices<4>* faceArray;
size_t numberOfFaces;
Normal3* normals;
size_t numberOfNormals;
public:
OpenGLQuadSurfaces(__in const Vertex<3>* vertices, __in size_t numVertices,
__in const FaceIndices<4>* faces, __in size_t numFaces)
:vertexArray(NULL),
numberOfVertices(numVertices),
faceArray(NULL),
numberOfFaces(numFaces),
normals(NULL),
numberOfNormals(0)
{
//Deep copy
if (vertices && numVertices >0) {
vertexArray = new Vertex<3>[numVertices];
memcpy((void*)vertexArray, (const void*)vertices, sizeof(Vertex3)* numVertices);
} else {
throw IException("Invalid vertices parameters.");
}
if (faces && numFaces >0) {
faceArray = new FaceIndices<4>[numFaces];
memcpy((void*)faceArray, (const void*)faces, sizeof(FaceIndices<4>)* numFaces);
} else {
throw IException("Invalid faces parameters.");
}
}
~OpenGLQuadSurfaces()
{
delete [] vertexArray;
vertexArray = NULL;
delete [] faceArray;
faceArray = NULL;
delete [] normals;
normals = NULL;
}
Normal3* calculateSurfaceNormals(__out size_t& numNormals) //,
{
numberOfNormals = numberOfFaces;
if (normals == NULL) {
normals = new Normal3[numberOfFaces];
}
for (int s = 0; s<numberOfFaces; s++) {
FaceIndices<4> quad = faceArray[s];
Vector3f v[4] = {
Vector3f(vertexArray[ quad.index[0]]),
Vector3f(vertexArray[ quad.index[1]]),
Vector3f(vertexArray[ quad.index[2]]),
Vector3f(vertexArray[ quad.index[3]]),
};
Vector3f normal;
for (int i=0; i<4; i++) {
int j = (i+1) % 4;
normal[0] += (v[i][1] - v[j][1]) * (v[i][2] + v[j][2]);
normal[1] += (v[i][2] - v[j][2]) * (v[i][0] + v[j][0]);
normal[2] += (v[i][0] - v[j][0]) * (v[i][1] + v[j][1]);
}
normal.normalize();
normals[s].x = normal[0];
normals[s].y = normal[1];
normals[s].z = normal[2];
}
numNormals = numberOfNormals;
return normals;
}
void displayNormals()
{
for (int i =0; i<numberOfFaces; i++) {
Printf("%d x=%f, y=%f, z=%f\n", i,
normals[i].x, normals[i].y, normals[i].z);
}
}
};
}
Last modified: 10 Feb 2017
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