📄 glm.c
字号:
/* glmUnitize: "unitize" a model by translating it to the origin and * scaling it to fit in a unit cube around the origin. Returns the * scalefactor used. * * model - properly initialized GLMmodel structure */GLfloatglmUnitize(GLMmodel* model){ GLuint i; GLfloat maxx, minx, maxy, miny, maxz, minz; GLfloat cx, cy, cz, w, h, d; GLfloat scale; assert(model); assert(model->vertices); /* get the max/mins */ maxx = minx = model->vertices[3 + 0]; maxy = miny = model->vertices[3 + 1]; maxz = minz = model->vertices[3 + 2]; for (i = 1; i <= model->numvertices; i++) { if (maxx < model->vertices[3 * i + 0]) maxx = model->vertices[3 * i + 0]; if (minx > model->vertices[3 * i + 0]) minx = model->vertices[3 * i + 0]; if (maxy < model->vertices[3 * i + 1]) maxy = model->vertices[3 * i + 1]; if (miny > model->vertices[3 * i + 1]) miny = model->vertices[3 * i + 1]; if (maxz < model->vertices[3 * i + 2]) maxz = model->vertices[3 * i + 2]; if (minz > model->vertices[3 * i + 2]) minz = model->vertices[3 * i + 2]; } /* calculate model width, height, and depth */ w = glmAbs(maxx) + glmAbs(minx); h = glmAbs(maxy) + glmAbs(miny); d = glmAbs(maxz) + glmAbs(minz); /* calculate center of the model */ cx = (maxx + minx) / 2.0; cy = (maxy + miny) / 2.0; cz = (maxz + minz) / 2.0; /* calculate unitizing scale factor */ scale = 2.0 / glmMax(glmMax(w, h), d); /* translate around center then scale */ for (i = 1; i <= model->numvertices; i++) { model->vertices[3 * i + 0] -= cx; model->vertices[3 * i + 1] -= cy; model->vertices[3 * i + 2] -= cz; model->vertices[3 * i + 0] *= scale; model->vertices[3 * i + 1] *= scale; model->vertices[3 * i + 2] *= scale; } return scale;}/* glmDimensions: Calculates the dimensions (width, height, depth) of * a model. * * model - initialized GLMmodel structure * dimensions - array of 3 GLfloats (GLfloat dimensions[3]) */GLvoidglmDimensions(GLMmodel* model, GLfloat* dimensions){ GLuint i; GLfloat maxx, minx, maxy, miny, maxz, minz; assert(model); assert(model->vertices); assert(dimensions); /* get the max/mins */ maxx = minx = model->vertices[3 + 0]; maxy = miny = model->vertices[3 + 1]; maxz = minz = model->vertices[3 + 2]; for (i = 1; i <= model->numvertices; i++) { if (maxx < model->vertices[3 * i + 0]) maxx = model->vertices[3 * i + 0]; if (minx > model->vertices[3 * i + 0]) minx = model->vertices[3 * i + 0]; if (maxy < model->vertices[3 * i + 1]) maxy = model->vertices[3 * i + 1]; if (miny > model->vertices[3 * i + 1]) miny = model->vertices[3 * i + 1]; if (maxz < model->vertices[3 * i + 2]) maxz = model->vertices[3 * i + 2]; if (minz > model->vertices[3 * i + 2]) minz = model->vertices[3 * i + 2]; } /* calculate model width, height, and depth */ dimensions[0] = glmAbs(maxx) + glmAbs(minx); dimensions[1] = glmAbs(maxy) + glmAbs(miny); dimensions[2] = glmAbs(maxz) + glmAbs(minz);}/* glmScale: Scales a model by a given amount. * * model - properly initialized GLMmodel structure * scale - scalefactor (0.5 = half as large, 2.0 = twice as large) */GLvoidglmScale(GLMmodel* model, GLfloat scale){ GLuint i; for (i = 1; i <= model->numvertices; i++) { model->vertices[3 * i + 0] *= scale; model->vertices[3 * i + 1] *= scale; model->vertices[3 * i + 2] *= scale; }}/* glmReverseWinding: Reverse the polygon winding for all polygons in * this model. Default winding is counter-clockwise. Also changes * the direction of the normals. * * model - properly initialized GLMmodel structure */GLvoidglmReverseWinding(GLMmodel* model){ GLuint i, swap; assert(model); for (i = 0; i < model->numtriangles; i++) { swap = T(i).vindices[0]; T(i).vindices[0] = T(i).vindices[2]; T(i).vindices[2] = swap; if (model->numnormals) { swap = T(i).nindices[0]; T(i).nindices[0] = T(i).nindices[2]; T(i).nindices[2] = swap; } if (model->numtexcoords) { swap = T(i).tindices[0]; T(i).tindices[0] = T(i).tindices[2]; T(i).tindices[2] = swap; } } /* reverse facet normals */ for (i = 1; i <= model->numfacetnorms; i++) { model->facetnorms[3 * i + 0] = -model->facetnorms[3 * i + 0]; model->facetnorms[3 * i + 1] = -model->facetnorms[3 * i + 1]; model->facetnorms[3 * i + 2] = -model->facetnorms[3 * i + 2]; } /* reverse vertex normals */ for (i = 1; i <= model->numnormals; i++) { model->normals[3 * i + 0] = -model->normals[3 * i + 0]; model->normals[3 * i + 1] = -model->normals[3 * i + 1]; model->normals[3 * i + 2] = -model->normals[3 * i + 2]; }}/* glmFacetNormals: Generates facet normals for a model (by taking the * cross product of the two vectors derived from the sides of each * triangle). Assumes a counter-clockwise winding. * * model - initialized GLMmodel structure */GLvoidglmFacetNormals(GLMmodel* model){ GLuint i; GLfloat u[3]; GLfloat v[3]; assert(model); assert(model->vertices); /* clobber any old facetnormals */ if (model->facetnorms) free(model->facetnorms); /* allocate memory for the new facet normals */ model->numfacetnorms = model->numtriangles; model->facetnorms = (GLfloat*)malloc(sizeof(GLfloat) * 3 * (model->numfacetnorms + 1)); for (i = 0; i < model->numtriangles; i++) { model->triangles[i].findex = i+1; u[0] = model->vertices[3 * T(i).vindices[1] + 0] - model->vertices[3 * T(i).vindices[0] + 0]; u[1] = model->vertices[3 * T(i).vindices[1] + 1] - model->vertices[3 * T(i).vindices[0] + 1]; u[2] = model->vertices[3 * T(i).vindices[1] + 2] - model->vertices[3 * T(i).vindices[0] + 2]; v[0] = model->vertices[3 * T(i).vindices[2] + 0] - model->vertices[3 * T(i).vindices[0] + 0]; v[1] = model->vertices[3 * T(i).vindices[2] + 1] - model->vertices[3 * T(i).vindices[0] + 1]; v[2] = model->vertices[3 * T(i).vindices[2] + 2] - model->vertices[3 * T(i).vindices[0] + 2]; glmCross(u, v, &model->facetnorms[3 * (i+1)]); glmNormalize(&model->facetnorms[3 * (i+1)]); }}/* glmVertexNormals: Generates smooth vertex normals for a model. * First builds a list of all the triangles each vertex is in. Then * loops through each vertex in the the list averaging all the facet * normals of the triangles each vertex is in. Finally, sets the * normal index in the triangle for the vertex to the generated smooth * normal. If the dot product of a facet normal and the facet normal * associated with the first triangle in the list of triangles the * current vertex is in is greater than the cosine of the angle * parameter to the function, that facet normal is not added into the * average normal calculation and the corresponding vertex is given * the facet normal. This tends to preserve hard edges. The angle to * use depends on the model, but 90 degrees is usually a good start. * * model - initialized GLMmodel structure * angle - maximum angle (in degrees) to smooth across */GLvoidglmVertexNormals(GLMmodel* model, GLfloat angle){ GLMnode* node; GLMnode* tail; GLMnode** members; GLfloat* normals; GLuint numnormals; GLfloat average[3]; GLfloat dot, cos_angle; GLuint i, avg; assert(model); assert(model->facetnorms); /* calculate the cosine of the angle (in degrees) */ cos_angle = cos(angle * M_PI / 180.0); /* nuke any previous normals */ if (model->normals) free(model->normals); /* allocate space for new normals */ model->numnormals = model->numtriangles * 3; /* 3 normals per triangle */ model->normals = (GLfloat*)malloc(sizeof(GLfloat)* 3* (model->numnormals+1)); /* allocate a structure that will hold a linked list of triangle indices for each vertex */ members = (GLMnode**)malloc(sizeof(GLMnode*) * (model->numvertices + 1)); for (i = 1; i <= model->numvertices; i++) members[i] = NULL; /* for every triangle, create a node for each vertex in it */ for (i = 0; i < model->numtriangles; i++) { node = (GLMnode*)malloc(sizeof(GLMnode)); node->index = i; node->next = members[T(i).vindices[0]]; members[T(i).vindices[0]] = node; node = (GLMnode*)malloc(sizeof(GLMnode)); node->index = i; node->next = members[T(i).vindices[1]]; members[T(i).vindices[1]] = node; node = (GLMnode*)malloc(sizeof(GLMnode)); node->index = i; node->next = members[T(i).vindices[2]]; members[T(i).vindices[2]] = node; } /* calculate the average normal for each vertex */ numnormals = 1; for (i = 1; i <= model->numvertices; i++) { /* calculate an average normal for this vertex by averaging the facet normal of every triangle this vertex is in */ node = members[i]; if (!node) fprintf(stderr, "glmVertexNormals(): vertex w/o a triangle\n"); average[0] = 0.0; average[1] = 0.0; average[2] = 0.0; avg = 0; while (node) { /* only average if the dot product of the angle between the two facet normals is greater than the cosine of the threshold angle -- or, said another way, the angle between the two facet normals is less than (or equal to) the threshold angle */ dot = glmDot(&model->facetnorms[3 * T(node->index).findex], &model->facetnorms[3 * T(members[i]->index).findex]); if (dot > cos_angle) { node->averaged = GL_TRUE; average[0] += model->facetnorms[3 * T(node->index).findex + 0]; average[1] += model->facetnorms[3 * T(node->index).findex + 1]; average[2] += model->facetnorms[3 * T(node->index).findex + 2]; avg = 1; /* we averaged at least one normal! */ } else { node->averaged = GL_FALSE; } node = node->next; } if (avg) { /* normalize the averaged normal */ glmNormalize(average); /* add the normal to the vertex normals list */ model->normals[3 * numnormals + 0] = average[0]; model->normals[3 * numnormals + 1] = average[1]; model->normals[3 * numnormals + 2] = average[2]; avg = numnormals; numnormals++; } /* set the normal of this vertex in each triangle it is in */ node = members[i]; while (node) { if (node->averaged) { /* if this node was averaged, use the average normal */ if (T(node->index).vindices[0] == i) T(node->index).nindices[0] = avg; else if (T(node->index).vindices[1] == i) T(node->index).nindices[1] = avg; else if (T(node->index).vindices[2] == i) T(node->index).nindices[2] = avg; } else { /* if this node wasn't averaged, use the facet normal */ model->normals[3 * numnormals + 0] = model->facetnorms[3 * T(node->index).findex + 0]; model->normals[3 * numnormals + 1] = model->facetnorms[3 * T(node->index).findex + 1]; model->normals[3 * numnormals + 2] = model->facetnorms[3 * T(node->index).findex + 2]; if (T(node->index).vindices[0] == i) T(node->index).nindices[0] = numnormals; else if (T(node->index).vindices[1] == i) T(node->index).nindices[1] = numnormals; else if (T(node->index).vindices[2] == i) T(node->index).nindices[2] = numnormals; numnormals++; } node = node->next; } } model->numnormals = numnormals - 1; /* free the member information */ for (i = 1; i <= model->numvertices; i++) { node = members[i]; while (node) { tail = node; node = node->next; free(tail); } } free(members); /* pack the normals array (we previously allocated the maximum number of normals that could possibly be created (numtriangles * 3), so get rid of some of them (usually alot unless none of the facet normals were averaged)) */ normals = model->normals; model->normals = (GLfloat*)malloc(sizeof(GLfloat)* 3* (model->numnormals+1)); for (i = 1; i <= model->numnormals; i++) { model->normals[3 * i + 0] = normals[3 * i + 0]; model->normals[3 * i + 1] = normals[3 * i + 1]; model->normals[3 * i + 2] = normals[3 * i + 2];
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -