/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code 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 3 of the License, or * (at your option) any later version. * * Antkeeper source code 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 Antkeeper source code. If not, see . */ #include #include #include namespace geom { void generate_face_normals(brep_mesh& mesh) { const auto& vertex_positions = mesh.vertices().attributes().at("position"); auto& face_normals = static_cast&>(*mesh.faces().attributes().try_emplace("normal").first); for (brep_face* face: mesh.faces()) { auto loop = face->loops().begin(); const auto& a = vertex_positions[loop->vertex()->index()]; const auto& b = vertex_positions[(++loop)->vertex()->index()]; const auto& c = vertex_positions[(++loop)->vertex()->index()]; face_normals[face->index()] = math::normalize(math::cross(b - a, c - a)); } } void generate_vertex_normals(brep_mesh& mesh) { const auto& vertex_positions = mesh.vertices().attributes().at("position"); auto& vertex_normals = static_cast&>(*mesh.vertices().attributes().try_emplace("normal").first); // Init vertex normals to zero std::fill(vertex_normals.begin(), vertex_normals.end(), math::fvec3::zero()); if (auto face_normals_it = mesh.faces().attributes().find("normals"); face_normals_it != mesh.faces().attributes().end()) { const auto& face_normals = static_cast&>(*face_normals_it); for (brep_face* face: mesh.faces()) { // Get face normal from face normal attribute const auto& face_normal = face_normals[face->index()]; // Accumulate vertex normals for (brep_loop* loop: face->loops()) { vertex_normals[loop->vertex()->index()] += face_normal; } } } else { for (brep_face* face: mesh.faces()) { // Calculate face normal auto loop = face->loops().begin(); const auto& a = vertex_positions[loop->vertex()->index()]; const auto& b = vertex_positions[(++loop)->vertex()->index()]; const auto& c = vertex_positions[(++loop)->vertex()->index()]; const auto face_normal = math::normalize(math::cross(b - a, c - a)); // Accumulate vertex normals for (brep_loop* loop: face->loops()) { vertex_normals[loop->vertex()->index()] += face_normal; } } } // Normalize vertex normals for (auto& vertex_normal: vertex_normals) { vertex_normal = math::normalize(vertex_normal); } } void generate_loop_barycentric(brep_mesh& mesh) { const auto& vertex_positions = mesh.vertices().attributes().at("position"); auto& loop_barycentric = static_cast&>(*mesh.loops().attributes().try_emplace("barycentric").first); for (brep_face* face: mesh.faces()) { auto loop = face->loops().begin(); loop_barycentric[loop->index()] = {1.0f, 0.0f, 0.0f}; loop_barycentric[(++loop)->index()] = {0.0f, 1.0f, 0.0f}; loop_barycentric[(++loop)->index()] = {0.0f, 0.0f, 1.0f}; } } } // namespace geom