Maillage ok, normales ok ?, camera sped up, finir 2D
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6c39ee710a
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130
src/bspline.cpp
130
src/bspline.cpp
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@ -15,9 +15,14 @@ BSpline::BSpline(
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switch (typeSpline) {
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case ESpline::SPLINE1D:
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assert(k <= nbPtsCtrlX);
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assert(typePolygone != EPolygone::GAUSSIEN3D);
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assert(typePolygone != EPolygone::FIXE3D);
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assert(typePolygone != EPolygone::FIXE3D);
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break;
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case ESpline::SPLINE2D:
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assert(k <= nbPtsCtrlX && k <= nbPtsCtrlZ);
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assert(typePolygone != EPolygone::FIXE2D);
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assert(typePolygone != EPolygone::RANDOM2D);
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break;
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}
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@ -32,6 +37,8 @@ BSpline::BSpline(
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// Calcul du vecteur nodal de nbPtsCtrl valeurs
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construireVecteurNodal(typeVecteur);
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// Appel de la construction de la B-Spline
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switch (typeSpline) {
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case ESpline::SPLINE1D:
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calculerSpline1D();
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@ -94,6 +101,113 @@ void BSpline::calculerSpline1D()
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void BSpline::calculerSpline2D()
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{
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// Init
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int dec = 0, m = _k - 1;
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uint i = 0;
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double u = 0;
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std::vector<glm::vec3> vecteursPointsControle (_nbPtsCtrlX);
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//Parcours de u
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for(u = _vecteurNodal[m]; u <= _vecteurNodal[_nbPtsCtrlX]; u += _stepX){
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for(v = _vecteurNodal[m]; v <= _vecteurNodal[_nbPtsCtrlZ]; v += _stepZ){
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// Évaluation de p(u, v), revient à évaluer la génératrice sur les directrices
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// Vecteur de nbPtsCtrlZ directrices
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dec = 0;
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// Calcul du décalage
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for(int i = _k; u > _vecteurNodal[i]; ++i)
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++dec;
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// Récupération des k points de contrôles nécessaires à la floraison
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for(int i = 0; i < _k; i++){
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vecteursPointsControle[i] = _pointsDeControle[dec + i];
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}
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// Appel de la floraison récursive
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glm::vec3 newVertex = floraison(u, dec, _k, vecteursPointsControle);
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// Sauvegardes des paramètres de la B-spline
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_vertices.insert(_vertices.end(), {newVertex.x, newVertex.y, newVertex.z});
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_normals.insert(_normals.end(), {1, -1, -1});
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_indices.insert(_indices.end(), {i, i, ++i});
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}
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}
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// Maillage
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for(unsigned int i = 0; i < _pointsDeControle.size(); ++i) {
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// Indices
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int x = i / nbPtsMaillageZ;
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int z = i % nbPtsMaillageX;
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// Sommets
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uint sommetA = x * nbPtsMaillageX + z;
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uint sommetB = x * nbPtsMaillageX + z+1;
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uint sommetC = (x+1) * nbPtsMaillageX + z;
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uint sommetD = (x+1) * nbPtsMaillageX + z+1;
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// Triangles
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if (x != nbPtsMaillageX - 1 && z != nbPtsMaillageZ - 1) {
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// Faces
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_indices.insert(_indices.end(), {sommetA, sommetD, sommetB}); // Triangle 1
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_indices.insert(_indices.end(), {sommetA, sommetC, sommetD}); // Triangle 2
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}
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}
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// Normales
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_normals.assign(_vertices.size(), 0.0f);
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for(int i = 0; i < _indices.size(); i+=3) {
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// Récupération des sommets
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uint indiceSommetA = _indices[i];
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uint indiceSommetB = _indices[i+1];
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uint indiceSommetC = _indices[i+2];
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glm::vec3 sommetA = glm::vec3(_vertices[indiceSommetA*3], _vertices[indiceSommetA*3+1], _vertices[indiceSommetA*3+2]);
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glm::vec3 sommetB = glm::vec3(_vertices[indiceSommetB*3], _vertices[indiceSommetB*3+1], _vertices[indiceSommetB*3+2]);
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glm::vec3 sommetC = glm::vec3(_vertices[indiceSommetC*3], _vertices[indiceSommetC*3+1], _vertices[indiceSommetC*3+2]);
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// Calcul de la normale d'un triangle TODO: vérifier orientation normale
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glm::vec3 normale = glm::cross(sommetB - sommetA, sommetC - sommetA);
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// Ajout de la normale de la face aux normales des sommets participants
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_normals[indiceSommetA*3] += normale.x; _normals[indiceSommetA*3+1] += normale.y; _normals[indiceSommetA*3+2] += normale.z;
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_normals[indiceSommetB*3] += normale.x; _normals[indiceSommetB*3+1] += normale.y; _normals[indiceSommetB*3+2] += normale.z;
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_normals[indiceSommetC*3] += normale.x; _normals[indiceSommetC*3+1] += normale.y; _normals[indiceSommetC*3+2] += normale.z;
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}
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// Normalisation des normales en chaque sommet
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for(int i = 0; i < _normals.size(); i+=3) {
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glm::vec3 normale = glm::normalize(glm::vec3(_normals[i*3], _normals[i*3+1], _normals[i*3+2]));
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_normals[i*3] = normale.x;
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_normals[i*3+1] = normale.y;
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_normals[i*3+2] = normale.z;
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}
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// Ajouter le polygone de controle aux vecteurs
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int offset = static_cast<unsigned int>(_vertices.size())/3;
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std::cout << _pointsDeControle.size() << std::endl;
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for(unsigned int i = 0; i < _pointsDeControle.size(); ++i) {
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// Indices
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int x = i / _nbPtsCtrlZ;
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int z = i % _nbPtsCtrlX;
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std::cout << "z: " << z << "; x: " << x << std::endl;
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// Sommets
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uint sommetA = x * _nbPtsCtrlX + z + offset;
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uint sommetB = x * _nbPtsCtrlX + z+1 + offset;
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uint sommetC = (x+1) * _nbPtsCtrlX + z + offset;
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uint sommetD = (x+1) * _nbPtsCtrlX + z+1 + offset;
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// Triangles
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if (x != _nbPtsCtrlX - 1 && z != _nbPtsCtrlZ - 1) {
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// Faces
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/*
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_indices.insert(_indices.end(), {sommetA, sommetD, sommetB}); // Triangle 1
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_indices.insert(_indices.end(), {sommetA, sommetC, sommetD}); // Triangle 2
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*/
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}
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// Arêtes
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if (x != _nbPtsCtrlX - 1)
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_indices.insert(_indices.end(), {sommetA, sommetC, sommetA}); // Arête Horizontale
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if (z != _nbPtsCtrlZ - 1)
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_indices.insert(_indices.end(), {sommetA, sommetB, sommetA}); // Arête Verticale
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_vertices.insert(_vertices.end(), {_pointsDeControle[i].x, _pointsDeControle[i].y, _pointsDeControle[i].z});
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_normals.insert(_normals.end(), {0, 0, 0});
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}
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}
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glm::vec3 BSpline::floraison(float u, int dec, int k, std::vector<glm::vec3> vecteursPointsControle)
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@ -146,10 +260,10 @@ void BSpline::construirePolygone(EPolygone typePolygone, int nbPtsCtrlX, int nbP
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}
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case EPolygone::GAUSSIEN3D: {
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// Sigma = 1.0f
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float r, s = 2.0f;
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float sigma = 0.5f;
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float r, s = 2.0f * sigma * sigma;
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for(int x = - (nbPtsCtrlX / 2) + 1; x < nbPtsCtrlX / 2; ++x) {
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for(int z = - (nbPtsCtrlZ / 2) + 1; x < nbPtsCtrlZ / 2; ++x) {
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for(int z = - (nbPtsCtrlZ / 2) + 1; z < nbPtsCtrlZ / 2; ++z) {
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r = sqrt(x * x + z * z);
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_pointsDeControle.push_back(glm::vec3( x, (exp(-(r * r) / s)) / (M_PI * s), z));
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}
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@ -164,8 +278,8 @@ void BSpline::construirePolygone(EPolygone typePolygone, int nbPtsCtrlX, int nbP
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for(int i = 0; i < nbPtsCtrlX; ++i) {
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for(int j = 0; j < nbPtsCtrlZ; ++j) {
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x = (i * xMin + (nbPtsCtrlX - i) * xMax) / (xMax - xMin);
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y = fmod(x + z, 3);
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z = (j * zMin + (nbPtsCtrlZ - j) * zMax) / (zMax - zMin);
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y = fmod(x + z, 3) / 2;
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z = (j * zMin + (nbPtsCtrlZ - j) * zMax) / (zMin - zMax);
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_pointsDeControle.push_back(glm::vec3(x, y, z));
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}
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}
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@ -177,10 +291,10 @@ void BSpline::construirePolygone(EPolygone typePolygone, int nbPtsCtrlX, int nbP
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case EPolygone::RANDOM3D: {
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float x, y, z;
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for(int i = 0; i < nbPtsCtrlX; ++i) {
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for(int j = 0; j < nbPtsCtrlZ; ++i) {
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for(int j = 0; j < nbPtsCtrlZ; ++j) {
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x = (i * xMin + (nbPtsCtrlX - i) * xMax) / (xMax - xMin);
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y = yMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(yMax-yMin)));
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z = (j * zMin + (nbPtsCtrlZ - j) * zMax) / (zMax - zMin);
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y = yMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(yMax-yMin))) / 3;
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z = (j * zMin + (nbPtsCtrlZ - j) * zMax) / (zMin - zMax);
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_pointsDeControle.push_back(glm::vec3(x, y, z));
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}
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}
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@ -62,7 +62,7 @@ protected:
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// Default camera values
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constexpr GLfloat YAW = -90.0f;
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constexpr GLfloat PITCH = 0.0f;
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constexpr GLfloat SPEED = 3.0f;
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constexpr GLfloat SPEED = 30.0f;
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constexpr GLfloat SENSITIVTY = 0.25f;
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constexpr GLfloat ZOOM = 45.0f;
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@ -17,20 +17,20 @@ SimpleSpline::SimpleSpline(int width, int height, MainWindow* w) : Scene(width,
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* Type de vecteur nodal (Uniforme / Ouvert uniforme / Quelconque)
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*
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* Pas pour delta u et Pas pour delta v */
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BSpline bspline1D = BSpline(
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BSpline::ESpline::SPLINE1D,
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BSpline bspline = BSpline(
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BSpline::ESpline::SPLINE2D,
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3,
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BSpline::EPolygone::RANDOM2D,
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BSpline::EPolygone::RANDOM3D,
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BSpline::EVecteurNodal::UNIFORME,
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5,
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5,
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16,
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16,
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0.1,
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0.1
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);
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_vertices = bspline1D.getVertices();
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_indices = bspline1D.getIndices();
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_normals = bspline1D.getNormals();
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_vertices = bspline.getVertices();
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_indices = bspline.getIndices();
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_normals = bspline.getNormals();
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std::cout << "Vertices count: " << _vertices.size() / 3 << std::endl;
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std::cout << "Edges count: " << _indices.size() << std::endl;
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