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src/bspline.cpp
107
src/bspline.cpp
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@ -9,7 +9,7 @@ BSpline::BSpline(
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int nbPtsCtrlX,
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int nbPtsCtrlZ,
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float stepX,
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float stepY)
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float stepZ)
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{
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// Simple vérification
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switch (typeSpline) {
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@ -29,7 +29,7 @@ BSpline::BSpline(
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// Initialisation des valeurs
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_k = k;
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_stepX = stepX;
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_stepY = stepY;
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_stepZ = stepZ;
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srand(time(NULL));
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// Génération du polygone de contrôle
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@ -102,40 +102,71 @@ 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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int decX = 0, decZ = 0, m = _k - 1, nbPtsMaillageX = 0, nbPtsMaillageZ = 0;
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uint i = 0, n = 0;
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double u = 0, v = 0;
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//std::vector<glm::vec3> vecteursPointsControle (_k);
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std::vector<glm::vec3> generatrice;
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std::vector<std::vector<glm::vec3>> pointsInfluents;
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std::vector<glm::vec3> vecteurHorizontal;
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// Évaluation de p(u, v), revient à évaluer la génératrice sur les directrices
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//Parcours de u
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for(u = _vecteurNodal[m]; u <= _vecteurNodal[_nbPtsCtrlX]; u += _stepX){
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// Parcours de v
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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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// Réinitialisation
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vecteurHorizontal.clear();
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pointsInfluents.clear();
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generatrice.clear();
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decX = 0;
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decZ = 0;
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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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++decX;
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for(int j = _k; v > _vecteurNodal[j]; ++j)
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++decZ;
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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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// Calcul des points influents
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pointsInfluents.clear();
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for(int i = 0; i < _k; ++i) {
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vecteurHorizontal.clear();
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for(int j = 0; j < _k; ++j) {
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glm::vec3 pt = _pointsDeControle[((decX + i) * _nbPtsCtrlZ) + (decZ + j)];
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vecteurHorizontal.push_back(pt);
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}
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pointsInfluents.push_back(vecteurHorizontal);
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}
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// m+1 directrices floraisons
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for(int i = 0; i < _k; ++i) {
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generatrice.push_back(floraison(v, decZ, _k, pointsInfluents[i]));
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}
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// Calcul de b-spline sur la génératrice (locale)
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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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glm::vec3 newVertex = floraison(u, decX, _k, generatrice);
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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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//_normals.insert(_normals.end(), {1, -1, -1});
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//_indices.insert(_indices.end(), {i, i, ++i});
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// Incrémenter taille en z
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if(u == _vecteurNodal[m]) nbPtsMaillageZ++;
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}
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nbPtsMaillageX++;
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}
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std::cout << nbPtsMaillageX * nbPtsMaillageZ << " INDICES CALCULÉS" << std::endl;
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// Maillage
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for(unsigned int i = 0; i < _pointsDeControle.size(); ++i) {
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for(unsigned int i = 0; i < _vertices.size() / 3; ++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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@ -152,8 +183,11 @@ void BSpline::calculerSpline2D()
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}
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}
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std::cout << _vertices.size() / 3 * 2 << " TRIANGLES CALCULÉS" << std::endl;
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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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@ -171,35 +205,39 @@ void BSpline::calculerSpline2D()
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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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for(int i = 0; i < _vertices.size(); i+=3) {
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glm::vec3 normale = glm::normalize(glm::vec3(_normals[i], _normals[i+1], _normals[i+2]));
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_normals.at(i) = normale.x;
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_normals.at(i+1) = normale.y;
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_normals.at(i+2) = normale.z;
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}
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std::cout << _normals.size()/3 << " NORMALES CALCULÉES" << std::endl;
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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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//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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//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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//_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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// 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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@ -208,6 +246,7 @@ void BSpline::calculerSpline2D()
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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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std::cout << "POLYGONE AJOUTÉ" << std::endl;
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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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@ -260,7 +299,7 @@ void BSpline::construirePolygone(EPolygone typePolygone, int nbPtsCtrlX, int nbP
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}
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case EPolygone::GAUSSIEN3D: {
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float sigma = 0.5f;
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float sigma = 0.3f;
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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; z < nbPtsCtrlZ / 2; ++z) {
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@ -278,7 +317,7 @@ 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) / 2;
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y = fmod(x + z, 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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@ -293,7 +332,7 @@ 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 = yMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(yMax-yMin))) / 3;
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y = yMin + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(yMax-yMin))) / 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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@ -20,7 +20,7 @@ public:
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int nbPtsCtrlX = 10,
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int nbPtsCtrlZ = 10,
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float stepX = 0.1,
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float stepY = 0.1);
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float stepZ = 0.1);
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std::vector<GLfloat> const & getVertices() const {return _vertices;}
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std::vector<GLfloat> const & getNormals() const {return _normals;}
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std::vector<GLuint> const & getIndices() const {return _indices;}
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@ -32,7 +32,7 @@ private:
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// Paramètres
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int _k, _nbPtsCtrlX, _nbPtsCtrlZ;
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float _stepX, _stepY;
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float _stepX, _stepZ;
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ESpline _typeSpline;
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EPolygone _typePolygone;
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@ -19,11 +19,11 @@ SimpleSpline::SimpleSpline(int width, int height, MainWindow* w) : Scene(width,
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* Pas pour delta u et Pas pour delta v */
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BSpline bspline = BSpline(
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BSpline::ESpline::SPLINE2D,
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3,
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4,
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BSpline::EPolygone::RANDOM3D,
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BSpline::EVecteurNodal::UNIFORME,
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16,
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16,
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BSpline::EVecteurNodal::OUVERTUNIFORME,
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8,
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8,
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0.1,
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0.1
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);
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@ -31,7 +31,7 @@ SimpleSpline::SimpleSpline(int width, int height, MainWindow* w) : Scene(width,
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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 << "test" << std::endl;
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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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std::cout << "Triangles count: " << _indices.size() / 3 << std::endl;
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