💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <engine/geom/brep/brep-operations.hpp>
#include <engine/math/vector.hpp>
#include <engine/debug/log.hpp>
#include <algorithm>
#include <cmath>
namespace geom {
void generate_face_normals(brep_mesh& mesh)
{
const auto& vertex_positions = mesh.vertices().attributes().at<math::fvec3>("position");
auto& face_normals = static_cast<brep_attribute<math::fvec3>&>(*mesh.faces().attributes().try_emplace<math::fvec3>("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)
{
// Generate face normals if they don't exist
if (!mesh.faces().attributes().contains("normal"))
{
generate_face_normals(mesh);
}
const auto& vertex_positions = mesh.vertices().attributes().at<math::fvec3>("position");
const auto& face_normals = mesh.faces().attributes().at<math::fvec3>("normal");
auto& vertex_normals = static_cast<brep_attribute<math::fvec3>&>(*mesh.vertices().attributes().try_emplace<math::fvec3>("normal").first);
for (brep_vertex* vertex: mesh.vertices())
{
// Zero vertex normal
auto& vertex_normal = vertex_normals[vertex->index()];
vertex_normal = {};
// Skip vertices with no edges
if (vertex->edges().empty())
{
continue;
}
// Get vertex position
const auto& vertex_position = vertex_positions[vertex->index()];
// For each edge bounded by this vertex
for (brep_edge* edge: vertex->edges())
{
// Skip edges with no associated face
if (edge->loops().empty())
{
continue;
}
// Calculate direction vector of current edge
const auto direction0 = math::normalize
(
vertex_positions[edge->vertices()[edge->vertices().front() == vertex]->index()] -
vertex_position
);
// For each edge loop
for (brep_loop* loop: edge->loops())
{
// Skip loops not originating at vertex
if (loop->vertex() != vertex)
{
continue;
}
// Calculate direction vector of previous edge
const auto direction1 = math::normalize
(
vertex_positions[loop->previous()->vertex()->index()] -
vertex_position
);
// Find angle between two edges
const auto cos_edge_angle = math::dot(direction0, direction1);
const auto edge_angle = std::acos(cos_edge_angle);
// Weigh face normal by edge angle and add to vertex normal
vertex_normal += face_normals[loop->face()->index()] * edge_angle;
}
}
// Normalize vertex normal
const auto sqr_length = math::sqr_length(vertex_normal);
if (sqr_length)
{
vertex_normal /= std::sqrt(sqr_length);
}
}
}
void generate_loop_barycentric(brep_mesh& mesh)
{
const auto& vertex_positions = mesh.vertices().attributes().at<math::fvec3>("position");
auto& loop_barycentric = static_cast<brep_attribute<math::fvec3>&>(*mesh.loops().attributes().try_emplace<math::fvec3>("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