dust3d/thirdparty/FastMassSpring/ClothApp/Mesh.cpp

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#include "Mesh.h"
// M E S H /////////////////////////////////////////////////////////////////////////////////////
float* Mesh::vbuff() { return VERTEX_DATA(this); }
float* Mesh::nbuff() { return NORMAL_DATA(this); }
float* Mesh::tbuff() { return TEXTURE_DATA(this); }
unsigned int* Mesh::ibuff() { return &_ibuff[0]; }
void Mesh::useIBuff(std::vector<unsigned int>& _ibuff) { this->_ibuff = _ibuff; }
unsigned int Mesh::vbuffLen() { return (unsigned int)n_vertices() * 3; }
unsigned int Mesh::nbuffLen() { return (unsigned int)n_vertices() * 3; }
unsigned int Mesh::tbuffLen() { return (unsigned int)n_vertices() * 2; }
unsigned int Mesh::ibuffLen() { return (unsigned int)_ibuff.size(); }
// M E S H B U I L D E R /////////////////////////////////////////////////////////////////////
void MeshBuilder::uniformGrid(float w, int n) {
result = new Mesh;
unsigned int ibuffLen = 6 * (n - 1) * (n - 1);
std::vector<unsigned int> ibuff(ibuffLen);
// request mesh properties
result->request_vertex_normals();
result->request_vertex_normals();
result->request_vertex_texcoords2D();
// generate mesh
unsigned int idx = 0; // vertex index
const float d = w / (n - 1); // step distance
const float ud = 1.0f / (n - 1); // unit step distance
const OpenMesh::Vec3f o = OpenMesh::Vec3f(-w/2.0f, w/2.0f, 0.0f); // origin
const OpenMesh::Vec3f ux = OpenMesh::Vec3f(1.0f, 0.0f, 0.0f); // unit x direction
const OpenMesh::Vec3f uy = OpenMesh::Vec3f(0.0f, -1.0f, 0.0f); // unit y direction
std::vector<OpenMesh::VertexHandle> handle_table(n * n); // table storing vertex handles for easy grid connectivity establishment
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
handle_table[j + i * n] = result->add_vertex(o + d*j*ux + d*i*uy); // add vertex
result->set_texcoord2D(handle_table[j + i * n], OpenMesh::Vec2f(ud*j, ud*i)); // add texture coordinates
//add connectivity
if (i > 0 && j < n - 1) {
result->add_face(
handle_table[j + i * n],
handle_table[j + 1 + (i - 1) * n],
handle_table[j + (i - 1) * n]
);
ibuff[idx++] = j + i * n;
ibuff[idx++] = j + 1 + (i - 1) * n;
ibuff[idx++] = j + (i - 1) * n;
}
if (j > 0 && i > 0) {
result->add_face(
handle_table[j + i * n],
handle_table[j + (i - 1) * n],
handle_table[j - 1 + i * n]
);
ibuff[idx++] = j + i * n;
ibuff[idx++] = j + (i - 1) * n;
ibuff[idx++] = j - 1 + i * n;
}
}
}
// calculate normals
result->request_face_normals();
result->update_normals();
result->release_face_normals();
// set index buffer
result->useIBuff(ibuff);
}
Mesh* MeshBuilder::getResult() { return result; }