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ShObjMesh.hpp

00001 // Sh: A GPU metaprogramming language. 00002 // 00003 // Copyright (c) 2003 University of Waterloo Computer Graphics Laboratory 00004 // Project administrator: Michael D. McCool 00005 // Authors: Zheng Qin, Stefanus Du Toit, Kevin Moule, Tiberiu S. Popa, 00006 // Michael D. McCool 00007 // 00008 // This software is provided 'as-is', without any express or implied 00009 // warranty. In no event will the authors be held liable for any damages 00010 // arising from the use of this software. 00011 // 00012 // Permission is granted to anyone to use this software for any purpose, 00013 // including commercial applications, and to alter it and redistribute it 00014 // freely, subject to the following restrictions: 00015 // 00016 // 1. The origin of this software must not be misrepresented; you must 00017 // not claim that you wrote the original software. If you use this 00018 // software in a product, an acknowledgment in the product documentation 00019 // would be appreciated but is not required. 00020 // 00021 // 2. Altered source versions must be plainly marked as such, and must 00022 // not be misrepresented as being the original software. 00023 // 00024 // 3. This notice may not be removed or altered from any source 00025 // distribution. 00027 #ifndef SHUTIL_SHOBJMESH_HPP 00028 #define SHUTIL_SHOBJMESH_HPP 00029 00030 #include <iosfwd> 00031 00032 #include "sh.hpp" 00033 #include "ShMesh.hpp" 00034 00035 namespace ShUtil { 00036 00037 using namespace SH; 00038 00039 struct ShObjVertex; 00040 struct ShObjFace; 00041 struct ShObjEdge; 00042 00043 typedef ShMeshType<ShObjVertex, ShObjFace, ShObjEdge> ShObjMeshType; 00044 00045 struct ShObjVertex: public ShMeshVertex<ShObjMeshType> { 00046 ShPoint3f pos; // vertex position 00047 00049 ShObjVertex(const ShPoint3f &p); 00050 }; 00051 00052 struct ShObjFace: public ShMeshFace<ShObjMeshType> { 00053 ShNormal3f normal; // face normal 00054 }; 00055 00056 struct ShObjEdge: public ShMeshEdge<ShObjMeshType> { 00057 // properties for start vertex in this edge's face 00058 ShNormal3f normal; 00059 ShVector3f tangent; 00060 ShTexCoord2f texcoord; 00061 }; 00062 00063 /* OBJ file mesh where each vertex stores its position, 00064 * Each edge stores the normal/tc/tangent for its start vertex, 00065 * and each face stores its face normal 00066 * 00067 * Each face in the object mesh is a triangle. (Triangulation 00068 * happens on loading from the OBJ file) 00069 */ 00070 class ShObjMesh: public ShMesh<ShObjMeshType> { 00071 public: 00072 typedef ShMesh<ShObjMeshType> ParentType; 00073 00075 ShObjMesh(); 00076 00078 ShObjMesh(std::istream &in); 00079 00081 std::istream& readObj(std::istream &in); 00082 00084 void generateFaceNormals(); 00085 00090 int generateVertexNormals(bool force = false); 00091 00097 int generateTangents(bool force = false); 00098 00104 int generateSphericalTexCoords(bool force = false); 00105 00107 void normalizeNormals(); 00108 00112 void consolidateVertices(); 00113 00115 friend std::istream& operator>>(std::istream &in, ShObjMesh &mesh); 00116 }; 00117 00118 } 00119 00120 #endif

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