VIZ++ Class: OpenGLTriangleSurfaces
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Source code
/*
* OpenGLTriangleSurfaces.h
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#pragma once
#include <viz++/opengl/Normal3.h>
#include <viz++/Vertex.h>
#include <viz++/opengl/TriangleIndices.h>
#include <viz++/Vector3f.h>
#include <viz++/opengl/FaceIndices.h>
namespace VIZ {
class OpenGLTriangleSurfaces {
private:
const Vertex<3>* vertexArray;
size_t numberOfVertices;
const FaceIndices<3>* faceArray;
size_t numberOfFaces;
Normal3* normals;
size_t numberOfNormals;
public:
OpenGLTriangleSurfaces(__in const Vertex<3>* vertices, __in size_t numVertices,
__in const FaceIndices<3>* 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<3>[numFaces];
memcpy((void*)faceArray, (const void*)faces, sizeof(FaceIndices<3>)* numFaces);
} else {
throw IException("Invalid faces parameters.");
}
//calculateNormals();
}
~OpenGLTriangleSurfaces()
{
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 i = 0; i<numberOfFaces; i++) {
FaceIndices<3> tri = faceArray[i];
Vector3f v1(vertexArray[ tri.index[0] ]);
Vector3f v2(vertexArray[ tri.index[1] ]);
Vector3f v3(vertexArray[ tri.index[2] ]);
Vector3f normal = Vector3f::crossProduct(v2 - v1, v3 - v1);
normal.normalize();
normals[i].x = normal[0];
normals[i].y = normal[1];
normals[i].z = normal[2];
// Printf("%d x=%f, y=%f, z=%f\n", i,
// normals[i].x, normals[i].y, normals[i].z);
}
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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