/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2014 Mario Luzeiro * Copyright (C) 1992-2015 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file 3d_mesh_model.cpp * @brief */ #include <3d_mesh_model.h> #include #ifdef USE_OPENMP #include #endif // USE_OPENMP S3D_MESH::S3D_MESH() { isPerFaceNormalsComputed = false; isPointNormalizedComputed = false; isPerPointNormalsComputed = false; m_Materials = NULL; childs.clear(); m_translation = glm::vec3( 0.0f, 0.0f, 0.0f ); m_rotation = glm::vec4( 0.0f, 0.0f, 0.0f, 0.0f ); m_scale = glm::vec3( 1.0f, 1.0f, 1.0f ); m_scaleOrientation = glm::vec4( 0.0f, 0.0f, 1.0f, 0.0f ); // not used m_center = glm::vec3( 0.0f, 0.0f, 0.0f ); // not used } S3D_MESH::~S3D_MESH() { for( unsigned int idx = 0; idx < childs.size(); idx++ ) { delete childs[idx]; } } void S3D_MESH::openGL_RenderAllChilds() { //DBG( printf( "openGL_RenderAllChilds") ); glPushMatrix(); glTranslatef( m_translation.x, m_translation.y, m_translation.z ); glRotatef( m_rotation[3], m_rotation[0], m_rotation[1], m_rotation[2] ); glScalef( m_scale.x, m_scale.y, m_scale.z ); SetOpenGlDefaultMaterial(); // Render your self openGL_Render(); // Render childs for( unsigned int idx = 0; idx < childs.size(); idx++ ) { childs[idx]->openGL_Render(); } SetOpenGlDefaultMaterial(); glPopMatrix(); } void S3D_MESH::openGL_Render() { //DBG( printf( "openGL_Render" ) ); bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL ); bool smoothShapes = g_Parm_3D_Visu.IsRealisticMode() && g_Parm_3D_Visu.GetFlag( FL_RENDER_SMOOTH ); if( m_Materials ) m_Materials->SetOpenGLMaterial( 0, useMaterial ); if( m_CoordIndex.size() == 0 ) return; glPushMatrix(); glTranslatef( m_translation.x, m_translation.y, m_translation.z ); glRotatef( m_rotation[3], m_rotation[0], m_rotation[1], m_rotation[2] ); glScalef( m_scale.x, m_scale.y, m_scale.z ); std::vector< glm::vec3 > normals; calcPointNormalized(); calcPerFaceNormals(); if( m_PerVertexNormalsNormalized.size() == 0 ) { if( smoothShapes ) calcPerPointNormals(); } for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ ) { if( m_MaterialIndex.size() > 1 ) { if( m_Materials ) m_Materials->SetOpenGLMaterial( m_MaterialIndex[idx], useMaterial ); } switch( m_CoordIndex[idx].size() ) { case 3: glBegin( GL_TRIANGLES ); break; case 4: glBegin( GL_QUADS ); break; default: glBegin( GL_POLYGON ); break; } if( m_PerVertexNormalsNormalized.size() > 0 ) { for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ ) { glm::vec3 normal = m_PerVertexNormalsNormalized[m_NormalIndex[idx][ii]]; glNormal3fv( &normal.x ); glm::vec3 point = m_Point[m_CoordIndex[idx][ii]]; glVertex3fv( &point.x ); } } else if( smoothShapes ) { std::vector< glm::vec3 > normals_list; normals_list = m_PerFaceVertexNormals[idx]; for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ ) { glm::vec3 normal = normals_list[ii]; glNormal3fv( &normal.x ); glm::vec3 point = m_Point[m_CoordIndex[idx][ii]]; glVertex3fv( &point.x ); } } else { // Flat glm::vec3 normal = m_PerFaceNormalsNormalized[idx]; for( unsigned int ii = 0; ii < m_CoordIndex[idx].size(); ii++ ) { glNormal3fv( &normal.x ); glm::vec3 point = m_Point[m_CoordIndex[idx][ii]]; glVertex3fv( &point.x ); } } glEnd(); } glPopMatrix(); } void S3D_MESH::calcPointNormalized() { //DBG( printf( "calcPointNormalized\n" ) ); if( isPointNormalizedComputed == true ) return; isPointNormalizedComputed = true; if( m_PerVertexNormalsNormalized.size() > 0 ) return; m_PointNormalized.clear(); float biggerPoint = 0.0f; for( unsigned int i = 0; i< m_Point.size(); i++ ) { if( fabs( m_Point[i].x ) > biggerPoint ) biggerPoint = fabs( m_Point[i].x ); if( fabs( m_Point[i].y ) > biggerPoint ) biggerPoint = fabs( m_Point[i].y ); if( fabs( m_Point[i].z ) > biggerPoint ) biggerPoint = fabs( m_Point[i].z ); } biggerPoint = 1.0 / biggerPoint; for( unsigned int i = 0; i < m_Point.size(); i++ ) { glm::vec3 p; p = m_Point[i] * biggerPoint; m_PointNormalized.push_back( p ); } //DBG( printf("m_Point.size %u\n", m_Point.size()) ); } bool IsClockwise( glm::vec3 v0, glm::vec3 v1, glm::vec3 v2 ) { double sum = 0.0; sum += (v1.x - v0.x) * (v1.y + v0.y); sum += (v2.x - v1.x) * (v2.y + v1.y); sum += (v0.x - v2.x) * (v0.y + v2.y); return sum > FLT_EPSILON; } void S3D_MESH::calcPerFaceNormals() { //DBG( printf( "calcPerFaceNormals" ) ); if( isPerFaceNormalsComputed == true ) return; isPerFaceNormalsComputed = true; if( m_PerVertexNormalsNormalized.size() > 0 ) return; bool haveAlreadyNormals_from_model_file = false; if( m_PerFaceNormalsNormalized.size() > 0 ) haveAlreadyNormals_from_model_file = true; m_PerFaceNormalsRaw.clear(); m_PerFaceSquaredArea.clear(); //DBG( printf("m_CoordIndex.size %u\n", m_CoordIndex.size()) ); //DBG( printf("m_PointNormalized.size %u\n", m_PointNormalized.size()) ); // There are no points defined for the coordIndex if( m_PointNormalized.size() == 0 ) { m_CoordIndex.clear(); return; } for( unsigned int idx = 0; idx < m_CoordIndex.size(); idx++ ) { // User normalized and multiply to get better resolution glm::vec3 v0 = m_PointNormalized[m_CoordIndex[idx][0]]; glm::vec3 v1 = m_PointNormalized[m_CoordIndex[idx][1]]; glm::vec3 v2 = m_PointNormalized[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]]; /* // !TODO: improove and check what is best to calc the normal (check what have more resolution) glm::vec3 v0 = m_Point[m_CoordIndex[idx][0]]; glm::vec3 v1 = m_Point[m_CoordIndex[idx][1]]; glm::vec3 v2 = m_Point[m_CoordIndex[idx][m_CoordIndex[idx].size() - 1]]; */ glm::vec3 cross_prod; /* // This is not working as good as it is expected :/ if( IsClockwise( v0, v1, v2 ) ) { // CW cross_prod = glm::cross( v1 - v2, v0 - v2 ); } else {*/ // CCW cross_prod = glm::cross( v1 - v0, v2 - v0 ); //} float area = glm::dot( cross_prod, cross_prod ); if( cross_prod[2] < 0.0 ) area = -area; if( area < FLT_EPSILON ) area = FLT_EPSILON * 2.0f; m_PerFaceSquaredArea.push_back( area ); m_PerFaceNormalsRaw.push_back( cross_prod ); if( haveAlreadyNormals_from_model_file == false ) { // normalize vertex normal float l = glm::length( cross_prod ); if( l > FLT_EPSILON ) // avoid division by zero { cross_prod = cross_prod / l; } else { // Cannot calc normal if( ( cross_prod.x > cross_prod.y ) && ( cross_prod.x > cross_prod.z ) ) { cross_prod.x = 1.0; cross_prod.y = 0.0; cross_prod.z = 0.0; } else if( ( cross_prod.y > cross_prod.x ) && ( cross_prod.y > cross_prod.z ) ) { cross_prod.x = 0.0; cross_prod.y = 1.0; cross_prod.z = 0.0; } else { cross_prod.x = 0.0; cross_prod.y = 0.0; cross_prod.z = 1.0; } } m_PerFaceNormalsNormalized.push_back( cross_prod ); } } } // http://www.bytehazard.com/code/vertnorm.html // http://www.emeyex.com/site/tuts/VertexNormals.pdf void S3D_MESH::calcPerPointNormals() { //DBG( printf( "calcPerPointNormals" ) ); if( isPerPointNormalsComputed == true ) return; isPerPointNormalsComputed = true; if( m_PerVertexNormalsNormalized.size() > 0 ) return; m_PerFaceVertexNormals.clear(); // Pre-allocate space for the entire vector of vertex normals so we can do parallel writes m_PerFaceVertexNormals.resize( m_CoordIndex.size() ); // for each face A in mesh #ifdef USE_OPENMP #pragma omp parallel for #endif /* USE_OPENMP */ for( unsigned int each_face_A_idx = 0; each_face_A_idx < m_CoordIndex.size(); each_face_A_idx++ ) { // n = face A facet normal std::vector< glm::vec3 >& face_A_normals = m_PerFaceVertexNormals[each_face_A_idx]; face_A_normals.resize( m_CoordIndex[each_face_A_idx].size() ); // loop through all 3 vertices // for each vert in face A for( unsigned int each_vert_A_idx = 0; each_vert_A_idx < m_CoordIndex[each_face_A_idx].size(); each_vert_A_idx++ ) { face_A_normals[each_vert_A_idx] = m_PerFaceNormalsRaw[each_face_A_idx] * (m_PerFaceSquaredArea[each_face_A_idx]); int vertexIndex = (int)(m_CoordIndex[each_face_A_idx][each_vert_A_idx]); glm::vec3 vector_face_A = m_PerFaceNormalsNormalized[each_face_A_idx]; // for each face B in mesh for( unsigned int each_face_B_idx = 0; each_face_B_idx < m_CoordIndex.size(); each_face_B_idx++ ) { //if A != B { // ignore self if( each_face_A_idx != each_face_B_idx ) { if( (m_CoordIndex[each_face_B_idx][0] == vertexIndex) || (m_CoordIndex[each_face_B_idx][1] == vertexIndex) || (m_CoordIndex[each_face_B_idx][2] == vertexIndex) ) { glm::vec3 vector_face_B = m_PerFaceNormalsNormalized[each_face_B_idx]; float dot_prod = glm::dot( vector_face_A, vector_face_B ); if( dot_prod > 0.05f ) { face_A_normals[each_vert_A_idx] += m_PerFaceNormalsRaw[each_face_B_idx] * (m_PerFaceSquaredArea[each_face_B_idx] * dot_prod); } } } } // normalize vertex normal float l = glm::length( face_A_normals[each_vert_A_idx] ); if( l > FLT_EPSILON ) // avoid division by zero face_A_normals[each_vert_A_idx] /= l; } } }