--- /dev/null
+/*
+This file is part of the 3dengfx, 3d visualization system.
+
+Copyright (c) 2004, 2005, 2006 John Tsiombikas <nuclear@siggraph.org>
+
+3dengfx 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 2 of the License, or
+(at your option) any later version.
+
+3dengfx 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 3dengfx; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+/* geometry generation
+ *
+ * author: John Tsiombikas 2004
+ * modified:
+ * Mihalis Georgoulopoulos 2004, 2005
+ * John Tsiombikas 2005
+ */
+
+#include <float.h>
+#include "3dengfx_config.h"
+#include "gfx/curves.hpp"
+#include "ggen.hpp"
+
+#define GGEN_SOURCE
+#include "teapot.h"
+
+/* create_cube - (JT)
+ * creates a subdivided cube
+ */
+void create_cube(TriMesh *mesh, scalar_t size, int subdiv) {
+ TriMesh tmp;
+ Matrix4x4 mat;
+
+ Vector3 face_vec[] = {
+ Vector3(0, 0, -1),
+ Vector3(1, 0, 0),
+ Vector3(0, 0, 1),
+ Vector3(-1, 0, 0),
+ Vector3(0, 1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ for(int i=0; i<6; i++) {
+ create_plane(i ? &tmp : mesh, face_vec[i], Vector2(size, size), subdiv);
+ mat.set_translation(face_vec[i] * (size / 2.0));
+
+ if(i) {
+ tmp.apply_xform(mat);
+ join_tri_mesh(mesh, mesh, &tmp);
+ } else {
+ mesh->apply_xform(mat);
+ }
+ }
+}
+
+/* CreatePlane - (JT)
+ * creates a planar mesh of arbitrary subdivision
+ */
+void create_plane(TriMesh *mesh, const Vector3 &normal, const Vector2 &size, int subdiv) {
+ unsigned long vcount = (subdiv + 2) * (subdiv + 2);
+ unsigned long tcount = (subdiv + 1) * (subdiv + 1) * 2;
+ int quad_num = tcount / 2;
+ int quads_row = subdiv + 1; // quads per row
+ int vrow = subdiv + 2; // vertices per row
+ int vcol = vrow;
+
+ Vertex *varray = new Vertex[vcount];
+ Triangle *tarray = new Triangle[tcount];
+
+ for(int j=0; j<vcol; j++) {
+ for(int i=0; i<vrow; i++) {
+
+ scalar_t u = (scalar_t)i/(scalar_t)quads_row;
+ scalar_t v = (scalar_t)j/(scalar_t)quads_row;
+ varray[j * vrow + i] = Vertex(Vector3(u - 0.5f, 1.0f - v - 0.5f, 0), u, 1.0 - v, Color(1.0f));
+ varray[j * vrow + i].pos.x *= size.x;
+ varray[j * vrow + i].pos.y *= size.y;
+ }
+ }
+
+ // first seperate the quads and then triangulate
+ Quad *quads = new Quad[quad_num];
+
+ for(int i=0; i<quad_num; i++) {
+ quads[i].vertices[0] = i + i / quads_row;
+ quads[i].vertices[1] = quads[i].vertices[0] + 1;
+ quads[i].vertices[2] = quads[i].vertices[0] + vrow;
+ quads[i].vertices[3] = quads[i].vertices[1] + vrow;
+ }
+
+ for(int i=0; i<quad_num; i++) {
+ tarray[i * 2] = Triangle(quads[i].vertices[0], quads[i].vertices[1], quads[i].vertices[3]);
+ tarray[i * 2 + 1] = Triangle(quads[i].vertices[0], quads[i].vertices[3], quads[i].vertices[2]);
+ }
+
+ for(unsigned long i=0; i<vcount; i++) {
+ varray[i].normal = Vector3(0, 0, -1);
+ }
+
+ // reorient the plane to match the specification
+ Basis b;
+ Vector3 n = normal.normalized();
+ b.k = -n;
+
+ if(fabs(dot_product(n, Vector3(1, 0, 0))) < 1.0 - small_number) {
+ b.i = Vector3(1, 0, 0);
+ b.j = cross_product(b.k, b.i);
+ b.i = cross_product(b.j, b.k);
+ } else {
+ b.j = Vector3(0, 1, 0);
+ b.i = cross_product(b.j, b.k);
+ b.j = cross_product(b.k, b.i);
+ }
+
+ Matrix3x3 rot = b.create_rotation_matrix();
+
+ for(unsigned long i=0; i<vcount; i++) {
+ varray[i].pos.transform(rot);
+ varray[i].normal.transform(rot);
+ }
+
+ mesh->set_data(varray, vcount, tarray, tcount);
+
+ delete [] quads;
+ delete [] varray;
+ delete [] tarray;
+}
+
+/* CreateCylinder - (JT)
+ * creates a cylinder by extruding a circle along the y axis, with optional
+ * caps at each end.
+ */
+void create_cylinder(TriMesh *mesh, scalar_t rad, scalar_t len, bool caps, int udiv, int vdiv) {
+ if(udiv < 3) udiv = 3;
+ Vector3 *circle = new Vector3[udiv + 1];
+
+ // generate the circle
+ Vector3 cgen(0.0, -len / 2.0, rad);
+
+ for(int i=0; i<udiv; i++) {
+ Matrix3x3 mat;
+ mat.set_rotation(Vector3(0.0, two_pi * (scalar_t)i / (scalar_t)udiv, 0.0));
+ circle[i] = cgen.transformed(mat);
+ }
+ circle[udiv] = cgen;
+
+ // extrude along y
+ int slices = vdiv + 2;
+ int vcount = (udiv + 1) * slices + (caps ? 2 * (udiv + 2) : 0);
+ Vertex *verts = new Vertex[vcount];
+ scalar_t yoffs = len / (vdiv + 1);
+
+ Vertex *vptr = verts;
+ for(int i=0; i<slices; i++) {
+ for(int j=0; j<=udiv; j++) {
+ vptr->pos = circle[j];
+ vptr->pos.y += yoffs * i;
+ vptr->normal = circle[j];
+ vptr->normal.y = 0.0;
+ vptr->normal /= rad;
+ scalar_t u = (scalar_t)j / (scalar_t)udiv;
+ scalar_t v = (scalar_t)i / (scalar_t)(vdiv + 1);
+ vptr->tex[0] = vptr->tex[1] = TexCoord(u, v);
+ vptr++;
+ }
+ }
+
+ if(caps) {
+ Vertex *cap1 = vptr;
+ Vertex *cap2 = vptr + udiv + 2;
+
+ for(int i=0; i<=udiv; i++) {
+ circle[i].y = -len/2.0;
+ cap1->pos = circle[i];
+ cap1->normal = Vector3(0.0, -1.0, 0.0);
+ //cap1->tex[0] = vptr->tex[1] = TexCoord((scalar_t)i / (scalar_t)udiv, 0.0);
+ cap1->tex[0].u = cap1->tex[1].u = (cap1->pos.x / rad) * 0.5 + 0.5;
+ cap1->tex[0].v = cap1->tex[1].v = (cap1->pos.z / rad) * 0.5 + 0.5;
+
+ *cap2 = *cap1;
+ cap2->pos.y = len/2.0;
+ cap2->normal.y *= -1.0;
+ //cap2->tex[0].v = cap2->tex[1].v = 1.0;
+
+ cap1++;
+ cap2++;
+ }
+
+ *cap1 = Vertex(Vector3(0.0, -len/2.0, 0.0), 0.5, 0.5);
+ cap1->normal = Vector3(0.0, -1.0, 0.0);
+
+ *cap2 = *cap1;
+ cap2->pos.y = len/2.0;
+ cap2->normal.y *= -1.0;
+ //cap2->tex[0].v = cap2->tex[1].v = 1.0;
+ }
+ delete [] circle;
+
+ // triangulate
+ int tcount = 2 * udiv * (slices - 1) + (caps ? udiv * 2 : 0);
+ Triangle *triangles = new Triangle[tcount];
+ Triangle *tptr = triangles;
+ int v = 0;
+ for(int i=0; i<slices-1; i++) {
+ for(int j=0; j<udiv; j++) {
+ *tptr++ = Triangle(v + udiv + 1, v + 1, v + udiv + 2);
+ *tptr++ = Triangle(v + udiv + 1, v, v + 1);
+ v++;
+ }
+ v++;
+ }
+
+ if(caps) {
+ v += udiv + 1;
+ int v2 = v + udiv + 2;
+ Triangle *tcap2 = tptr + udiv;
+ for(int i=0; i<udiv; i++) {
+ *tptr++ = Triangle(v + udiv + 1, v + i + 1, v + i);
+ *tcap2++ = Triangle(v2 + udiv + 1, v2 + i, v2 + i + 1);
+ }
+ }
+
+ mesh->set_data(verts, vcount, triangles, tcount);
+
+ delete [] verts;
+ delete [] triangles;
+}
+
+/* CreateSphere - (MG)
+ * creates a sphere as a solid of revolution
+ */
+void create_sphere(TriMesh *mesh, scalar_t radius, int subdiv) {
+ // Solid of revolution. A slice of pi rads is rotated
+ // for 2pi rads. Subdiv in this revolution should be
+ // double than subdiv of the slice, because the angle
+ // is double.
+
+ unsigned long edges_pi = 2 * subdiv;
+ unsigned long edges_2pi = 4 * subdiv;
+
+ unsigned long vcount_pi = edges_pi + 1;
+ unsigned long vcount_2pi = edges_2pi + 1;
+
+ unsigned long vcount = vcount_pi * vcount_2pi;
+
+ unsigned long quad_count = edges_pi * edges_2pi;
+ unsigned long tcount = quad_count * 2;
+
+ Vertex *varray = new Vertex[vcount];
+ Triangle *tarray = new Triangle[tcount];
+
+ for(unsigned long j = 0; j < vcount_pi; j++) {
+ for(unsigned long i = 0; i < vcount_2pi; i++) {
+
+ Vector3 up_vec(0,1,0);
+
+ scalar_t rotx,roty;
+ rotx = -(pi * j) / (vcount_pi - 1);
+ roty = -(two_pi * i) / (vcount_2pi - 1);
+
+ Matrix4x4 rot_mat;
+ rot_mat.set_rotation(Vector3(rotx, 0, 0));
+ up_vec.transform(rot_mat);
+ rot_mat.set_rotation(Vector3(0, roty, 0));
+ up_vec.transform(rot_mat);
+
+ scalar_t u = (scalar_t)i / (scalar_t)(vcount_2pi - 1);
+ scalar_t v = 1.0 - (scalar_t)j / (scalar_t)(vcount_pi - 1);
+ varray[j * vcount_2pi + i] = Vertex(up_vec * radius, u, v, Color(1.0f));
+ varray[j * vcount_2pi + i].normal = up_vec;
+ }
+ }
+
+ // first seperate the quads and then triangulate
+ Quad *quads = new Quad[quad_count];
+
+ for(unsigned long i=0; i<quad_count; i++) {
+
+ unsigned long hor_edge,vert_edge;
+ hor_edge = i % edges_2pi;
+ vert_edge = i / edges_2pi;
+
+ quads[i].vertices[0] = hor_edge + vert_edge * vcount_2pi;
+ quads[i].vertices[1] = quads[i].vertices[0] + 1;
+ quads[i].vertices[2] = quads[i].vertices[0] + vcount_2pi;
+ quads[i].vertices[3] = quads[i].vertices[1] + vcount_2pi;
+ }
+
+ for(unsigned long i=0; i<quad_count; i++) {
+ tarray[i * 2] = Triangle(quads[i].vertices[0], quads[i].vertices[1], quads[i].vertices[3]);
+ tarray[i * 2 + 1] = Triangle(quads[i].vertices[0], quads[i].vertices[3], quads[i].vertices[2]);
+ }
+
+ mesh->set_data(varray, vcount, tarray, tcount);
+
+ delete [] quads;
+ delete [] varray;
+ delete [] tarray;
+}
+
+/* CreateTorus - (MG)
+ * Creates a toroid mesh
+ */
+void create_torus(TriMesh *mesh, scalar_t circle_rad, scalar_t revolv_rad, int subdiv) {
+ unsigned long edges_2pi = 4 * subdiv;
+ unsigned long vcount_2pi = edges_2pi + 1;
+
+ unsigned long vcount = vcount_2pi * vcount_2pi;
+ unsigned long qcount = edges_2pi * edges_2pi;
+ unsigned long tcount = qcount * 2;
+
+ // alloc mamory
+ Vertex *varray = new Vertex[vcount];
+ Quad *qarray = new Quad[qcount];
+ Triangle *tarray = new Triangle[tcount];
+ Vertex *circle = new Vertex[vcount_2pi];
+
+ // first create a circle
+ // rotation of this circle will produce the torus
+ for (unsigned long i = 0; i < vcount_2pi; i++)
+ {
+ scalar_t t = (scalar_t)i / (scalar_t)(vcount_2pi - 1);
+
+ Vector3 up_vec = Vector3(0, 1, 0);
+ Matrix4x4 rot_mat;
+ rot_mat.set_rotation(Vector3(0, 0, two_pi * t));
+ up_vec.transform(rot_mat);
+
+ Vector3 pos_vec = up_vec * circle_rad;
+ pos_vec += Vector3(revolv_rad, 0, 0);
+
+ circle[i] = Vertex(pos_vec, 0, t, Color(1.0f));
+ circle[i].normal = up_vec;
+ }
+
+ // vertex loop
+ for (unsigned long j = 0; j < vcount_2pi; j++)
+ {
+ for (unsigned long i = 0; i < vcount_2pi; i++)
+ {
+ scalar_t t = (scalar_t)i / (scalar_t)(vcount_2pi - 1);
+
+ Vector3 pos,nor;
+ pos = circle[j].pos;
+ nor = circle[j].normal;
+
+ Matrix4x4 rot_mat;
+ rot_mat.set_rotation(Vector3(0, two_pi * t, 0));
+ pos.transform(rot_mat);
+ nor.transform(rot_mat);
+
+ unsigned long index = i + vcount_2pi * j;
+
+ varray[index] = Vertex(pos, t, 1.0 - circle[j].tex[0].v, Color(1.0f));
+ varray[index].normal = nor;
+ }
+ } // End vertex loop
+
+
+ for(unsigned long i=0; i<qcount; i++) {
+
+ unsigned long hor_edge,vert_edge;
+ hor_edge = i % edges_2pi;
+ vert_edge = i / edges_2pi;
+
+ qarray[i].vertices[0] = hor_edge + vert_edge * vcount_2pi;
+ qarray[i].vertices[1] = qarray[i].vertices[0] + 1;
+ qarray[i].vertices[2] = qarray[i].vertices[0] + vcount_2pi;
+ qarray[i].vertices[3] = qarray[i].vertices[1] + vcount_2pi;
+ }
+
+ for(unsigned long i=0; i<qcount; i++) {
+ tarray[i * 2] = Triangle(qarray[i].vertices[0], qarray[i].vertices[1], qarray[i].vertices[3]);
+ tarray[i * 2 + 1] = Triangle(qarray[i].vertices[0], qarray[i].vertices[3], qarray[i].vertices[2]);
+ }
+
+ mesh->set_data(varray, vcount, tarray, tcount);
+
+ // cleanup
+ delete [] varray;
+ delete [] qarray;
+ delete [] tarray;
+ delete [] circle;
+}
+
+
+/* create_revolution - (JT)
+ * Creates a surface of revolution by rotating a curve around the Y axis.
+ */
+void create_revolution(TriMesh *mesh, const Curve &curve, int udiv, int vdiv) {
+ if(udiv < 3) udiv = 3;
+ if(vdiv < 1) vdiv = 1;
+
+ int slices = udiv;
+ int stacks = vdiv + 1;
+
+ // create the slice that will be revolved to create the mesh
+ Vector3 *slice = new Vector3[stacks];
+ Vector3 *slice_normal = new Vector3[stacks];
+
+ for(int i=0; i<stacks; i++) {
+ scalar_t t = (scalar_t)i / (scalar_t)vdiv;
+ slice[i] = curve(t);
+
+ // calculate normal
+ Vector3 bitangent = (curve(t + 0.0001) - curve(t - 0.0001)).normalized();
+ Vector3 tp1 = slice[i].rotated(Vector3(0.0, DEG_TO_RAD(3), 0.0));
+ Vector3 tp2 = slice[i].rotated(Vector3(0.0, -DEG_TO_RAD(3), 0.0));
+ Vector3 tangent = (tp1 - tp2).normalized();
+
+ slice_normal[i] = cross_product(tangent, bitangent);
+ }
+
+ int vcount = stacks * slices;
+ int quad_count = udiv * vdiv;
+ int tcount = quad_count * 2;
+
+ Vertex *varray = new Vertex[vcount];
+ Triangle *tarray = new Triangle[tcount];
+
+ Vertex *vptr = varray;
+ Triangle *tptr = tarray;
+
+ for(int i=0; i<slices; i++) {
+ Matrix4x4 rot;
+ rot.set_rotation(Vector3(0.0, two_pi * (scalar_t)i / (scalar_t)udiv, 0.0));
+
+ for(int j=0; j<stacks; j++) {
+ // create the vertex
+ vptr->pos = slice[j].transformed(rot);
+ vptr->tex[0].u = vptr->tex[1].u = (scalar_t)i / (scalar_t)udiv;
+ vptr->tex[0].v = vptr->tex[1].v = (scalar_t)j / (scalar_t)vdiv;
+ vptr->normal = slice_normal[j].transformed(rot);
+ vptr++;
+
+ if(j < vdiv) {
+ // create the quad
+ Quad q;
+ q.vertices[0] = j + (i % slices) * stacks;
+ q.vertices[1] = j + ((i + 1) % slices) * stacks;
+ q.vertices[2] = (j + 1) + ((i + 1) % slices) * stacks;
+ q.vertices[3] = (j + 1) + (i % slices) * stacks;
+
+ // triangulate
+ tptr->vertices[0] = q.vertices[0];
+ tptr->vertices[1] = q.vertices[1];
+ tptr->vertices[2] = q.vertices[2];
+ tptr++;
+ tptr->vertices[0] = q.vertices[0];
+ tptr->vertices[1] = q.vertices[2];
+ tptr->vertices[2] = q.vertices[3];
+ tptr++;
+ }
+ }
+ }
+
+ mesh->set_data(varray, vcount, tarray, tcount);
+ delete [] varray;
+ delete [] tarray;
+ delete [] slice;
+ delete [] slice_normal;
+}
+
+/* create_revolution - helper function - (JT)
+ * accepts an array of data points, fits a spline through them and passes the rest
+ * to the real create_revolution defined above.
+ */
+void create_revolution(TriMesh *mesh, const Vector3 *data, int count, int udiv, int vdiv) {
+ CatmullRomSplineCurve spline;
+ for(int i=0; i<count; i++) {
+ spline.add_control_point(data[i]);
+ }
+ spline.set_arc_parametrization(true);
+
+ create_revolution(mesh, spline, udiv, vdiv);
+}
+
+/* create_extrusion - (JT)
+ * Takes a shape and extrudes it along a path.
+ */
+void create_extrusion(TriMesh *mesh, const Curve &shape, const Curve &path, int udiv, int vdiv, scalar_t start_scale, scalar_t end_scale) {
+ if(udiv < 3) udiv = 3;
+ Vector3 *shape_pt = new Vector3[udiv + 1];
+
+ for(int i=0; i<udiv; i++) {
+ shape_pt[i] = shape((scalar_t)i / (scalar_t)udiv);
+ }
+ shape_pt[udiv] = shape_pt[0];
+
+ // extrude along the spline
+ int slices = vdiv + 2;
+ int vcount = (udiv + 1) * slices;
+ Vertex *verts = new Vertex[vcount];
+ scalar_t dt = 1.0 / (vdiv + 1);
+
+ Vertex *vptr = verts;
+ for(int i=0; i<slices; i++) {
+ for(int j=0; j<=udiv; j++) {
+ // XXX FIX THIS
+ vptr->pos = shape_pt[j];
+ vptr->pos.y += dt * i;
+ scalar_t u = (scalar_t)j / (scalar_t)udiv;
+ scalar_t v = (scalar_t)i / (scalar_t)(vdiv + 1);
+ vptr->tex[0] = vptr->tex[1] = TexCoord(u, v);
+ vptr++;
+ }
+ }
+
+ delete [] shape_pt;
+
+ // triangulate
+ int tcount = 2 * udiv * (slices - 1);
+ Triangle *triangles = new Triangle[tcount];
+ Triangle *tptr = triangles;
+ int v = 0;
+ for(int i=0; i<slices-1; i++) {
+ for(int j=0; j<udiv; j++) {
+ *tptr++ = Triangle(v + udiv + 1, v + 1, v + udiv + 2);
+ *tptr++ = Triangle(v + udiv + 1, v, v + 1);
+ v++;
+ }
+ v++;
+ }
+
+ mesh->set_data(verts, vcount, triangles, tcount);
+ mesh->calculate_normals();
+
+ delete [] verts;
+ delete [] triangles;
+}
+
+/* CreateBezierPatch - (MG)
+ * overloaded function that gets a vector3 array
+ * and makes a single Bezier patch
+ */
+void create_bezier_patch(TriMesh *mesh, const Vector3 *cp, int subdiv)
+{
+
+ // make 8 BezierSpline's
+ BezierSpline u[4], v[4];
+
+ u[0].add_control_point(cp[0]);
+ u[0].add_control_point(cp[1]);
+ u[0].add_control_point(cp[2]);
+ u[0].add_control_point(cp[3]);
+
+ u[1].add_control_point(cp[4]);
+ u[1].add_control_point(cp[5]);
+ u[1].add_control_point(cp[6]);
+ u[1].add_control_point(cp[7]);
+
+ u[2].add_control_point(cp[8]);
+ u[2].add_control_point(cp[9]);
+ u[2].add_control_point(cp[10]);
+ u[2].add_control_point(cp[11]);
+
+ u[3].add_control_point(cp[12]);
+ u[3].add_control_point(cp[13]);
+ u[3].add_control_point(cp[14]);
+ u[3].add_control_point(cp[15]);
+
+ v[0].add_control_point(cp[0]);
+ v[0].add_control_point(cp[4]);
+ v[0].add_control_point(cp[8]);
+ v[0].add_control_point(cp[12]);
+
+ v[1].add_control_point(cp[1]);
+ v[1].add_control_point(cp[5]);
+ v[1].add_control_point(cp[9]);
+ v[1].add_control_point(cp[13]);
+
+ v[2].add_control_point(cp[2]);
+ v[2].add_control_point(cp[6]);
+ v[2].add_control_point(cp[10]);
+ v[2].add_control_point(cp[14]);
+
+ v[3].add_control_point(cp[3]);
+ v[3].add_control_point(cp[7]);
+ v[3].add_control_point(cp[11]);
+ v[3].add_control_point(cp[15]);
+
+ unsigned long edges = subdiv * 2;
+ unsigned long vrow = edges + 1;
+ unsigned long qcount = edges * edges;
+ unsigned long vcount = vrow * vrow;
+ unsigned long tcount = qcount * 2;
+
+ // allocate memory
+ Vertex *varray = new Vertex[vcount];
+ Quad *qarray = new Quad[qcount];
+ Triangle *tarray = new Triangle[tcount];
+
+ // Vertex loop
+ for (unsigned long j=0; j<vrow; j++)
+ {
+ scalar_t tv = (scalar_t)j / (scalar_t)(vrow - 1);
+ BezierSpline uc;
+ uc.add_control_point(v[0](tv));
+ uc.add_control_point(v[1](tv));
+ uc.add_control_point(v[2](tv));
+ uc.add_control_point(v[3](tv));
+
+ for (unsigned long i=0; i<vrow; i++)
+ {
+ scalar_t tu = (scalar_t)i / (scalar_t)(vrow - 1);
+ BezierSpline vc;
+ vc.add_control_point(u[0](tu));
+ vc.add_control_point(u[1](tu));
+ vc.add_control_point(u[2](tu));
+ vc.add_control_point(u[3](tu));
+
+ // get the position
+ Vector3 pos = uc(tu);
+
+ // get normal
+ Vector3 tan_u,tan_v;
+ tan_u = uc.get_tangent(tu);
+ tan_v = vc.get_tangent(tv);
+ Vector3 normal;
+ normal = cross_product(tan_u, tan_v);
+ normal.normalize();
+
+ // store vertex
+ varray[i + j * vrow] = Vertex(pos, tu, 1.0 - tv, Color(1.0f));
+ varray[i + j * vrow].normal = normal;
+ }
+ } // end vertex loop
+
+
+ // first seperate the quads and then triangulate
+ for(unsigned long i=0; i<qcount; i++) {
+ qarray[i].vertices[0] = i + i / edges;
+ qarray[i].vertices[1] = qarray[i].vertices[0] + 1;
+ qarray[i].vertices[2] = qarray[i].vertices[0] + vrow;
+ qarray[i].vertices[3] = qarray[i].vertices[1] + vrow;
+ }
+
+ for(unsigned long i=0; i<qcount; i++) {
+ tarray[i * 2] = Triangle(qarray[i].vertices[0], qarray[i].vertices[1], qarray[i].vertices[3]);
+ tarray[i * 2 + 1] = Triangle(qarray[i].vertices[0], qarray[i].vertices[3], qarray[i].vertices[2]);
+ }
+
+ mesh->set_data(varray, vcount, tarray, tcount);
+
+ // cleanup
+ delete [] varray;
+ delete [] qarray;
+ delete [] tarray;
+}
+
+/* CreateBezierPatch - (MG)
+ * creates a bezier patch (!)
+ * if the control curves contain more than one
+ * segments, multiple patches will be included
+ * in the output TriMesh
+ */
+void create_bezier_patch(TriMesh *mesh, const BezierSpline &u0, const BezierSpline &u1, const BezierSpline &u2, const BezierSpline &u3, int subdiv)
+{
+ // get minimum number of segments
+ unsigned long min_seg , tmp;
+ min_seg = u0.get_segment_count();
+ tmp = u1.get_segment_count(); if (min_seg > tmp) min_seg = tmp;
+ tmp = u2.get_segment_count(); if (min_seg > tmp) min_seg = tmp;
+ tmp = u3.get_segment_count(); if (min_seg > tmp) min_seg = tmp;
+
+ TriMesh tmp_mesh;
+ Vector3 *cp = new Vector3[16];
+ for (unsigned long i=0; i<min_seg; i++)
+ {
+ // fill control point array
+ cp[0] = u0.get_control_point(4 * i + 0);
+ cp[1] = u0.get_control_point(4 * i + 1);
+ cp[2] = u0.get_control_point(4 * i + 2);
+ cp[3] = u0.get_control_point(4 * i + 3);
+
+ cp[4] = u1.get_control_point(4 * i + 0);
+ cp[5] = u1.get_control_point(4 * i + 1);
+ cp[6] = u1.get_control_point(4 * i + 2);
+ cp[7] = u1.get_control_point(4 * i + 3);
+
+ cp[8] = u2.get_control_point(4 * i + 0);
+ cp[9] = u2.get_control_point(4 * i + 1);
+ cp[10] = u2.get_control_point(4 * i + 2);
+ cp[11] = u2.get_control_point(4 * i + 3);
+
+ cp[12] = u3.get_control_point(4 * i + 0);
+ cp[13] = u3.get_control_point(4 * i + 1);
+ cp[14] = u3.get_control_point(4 * i + 2);
+ cp[15] = u3.get_control_point(4 * i + 3);
+
+ // Make a single patch and put all patches together
+ create_bezier_patch(&tmp_mesh, cp, subdiv);
+
+ join_tri_mesh(mesh, mesh, &tmp_mesh);
+ }
+
+ // cleanup
+ delete [] cp;
+}
+
+/* CreateBezierMesh - (MG)
+ * tesselates a whole mesh of bezier patches.
+ * usefull when some patches share vertices
+ * TODO : Make a bezier patch class , like Triangle
+ * and Quad. Store indices
+ */
+void create_bezier_mesh(TriMesh *mesh, const Vector3 *cp, unsigned int *patches, int patch_count, int subdiv)
+{
+ TriMesh tmp_mesh;
+ Vector3 control_pts[16];
+ for(int i=0; i<patch_count; i++)
+ {
+ for(int j=0; j<16; j++)
+ {
+ control_pts[j] = cp[ patches[16 * i + j] ];
+ }
+
+ create_bezier_patch(&tmp_mesh, control_pts, subdiv);
+
+ join_tri_mesh(mesh, mesh, &tmp_mesh);
+ }
+}
+
+/* CreateTeapot - (MG)
+ * Creates a teapot TriMesh, using the original
+ * data file from Newell
+ */
+void create_teapot(TriMesh *mesh, scalar_t size, int subdiv)
+{
+ unsigned int *patches = new unsigned int[teapot_num_patches * 16];
+
+ // fix indices to start from zero
+ for(int i=0; i<teapot_num_patches * 16; i++)
+ {
+ patches[i] = teapot_patches[i] - 1;
+ }
+
+
+ // rearrange patches to clockwise order
+ for(int p=0; p<teapot_num_patches; p++)
+ {
+ unsigned int new_order[16];
+ for(int j=0; j<4; j++)
+ {
+ for(int i=0; i<4; i++)
+ {
+ new_order[j * 4 + (3 - i)] = patches[p * 16 + j * 4 + i];
+ }
+ }
+
+ for(int k=0; k<16; k++)
+ {
+ patches[16 * p + k] = new_order[k];
+ }
+ }
+
+ // rearrange vertices to correct axes
+ Vector3 *vertices = new Vector3[teapot_num_vertices];
+ for(int i = 0; i < teapot_num_vertices; i++)
+ {
+ vertices[i].x = teapot_vertices[i * 3 + 0] * size;
+ vertices[i].z = teapot_vertices[i * 3 + 1] * size;
+ vertices[i].y = teapot_vertices[i * 3 + 2] * size;
+ }
+
+ create_bezier_mesh(mesh, vertices, patches, teapot_num_patches, subdiv);
+
+ mesh->calculate_normals();
+
+ // cleanup
+ delete [] patches;
+ delete [] vertices;
+}
+
+
+// fractal stuff ...
+
+/* create_landscape (JT)
+ * Creates a fractal landscape... (TODO: add algorithm description or something)
+ */
+void create_landscape(TriMesh *mesh, const Vector2 &size, int mesh_detail, scalar_t max_height, int iter, scalar_t roughness, int seed) {
+ create_plane(mesh, Vector3(0, 1, 0), size, mesh_detail);
+ roughness *= 0.25;
+
+ if(seed == GGEN_RANDOM_SEED) {
+ srand(time(0));
+ } else if(seed != GGEN_NO_RESEED) {
+ srand(seed);
+ }
+
+ scalar_t offs = max_height / (scalar_t)iter;
+
+ unsigned long vcount = mesh->get_vertex_array()->get_count();
+ Vertex *varray = mesh->get_mod_vertex_array()->get_mod_data();
+
+ for(int i=0; i<iter; i++) {
+ // pick a partitioning line (2d)
+ Vector2 pt1(frand(size.x) - size.x / 2.0, frand(size.y) - size.y / 2.0);
+ Vector2 pt2(frand(size.x) - size.x / 2.0, frand(size.y) - size.y / 2.0);
+
+ // find its normal
+ Vector2 normal(pt2.y - pt1.y, pt1.x - pt2.x);
+
+ // classify all points wrt. this line and raise them accordingly.
+ for(unsigned long j=0; j<vcount; j++) {
+ Vector3 *vpos = &varray[j].pos;
+ Vector2 vpos2d(vpos->x, vpos->z);
+
+ scalar_t dist = dist_line(pt1, pt2, vpos2d);
+
+ /* this was considered but it was producing extremely smooth
+ * results, which looked unnatural.
+ */
+ /*
+ if(dot_product(normal, vpos2d - pt1) < 0.0) {
+ dist = -dist;
+ }
+ scalar_t sigmoid = (tanh(dist * size.x * size.y * roughness) + 1.0) * 0.5;
+ vpos->y += offs * sigmoid;
+ */
+
+ if(dot_product(normal, vpos2d - pt1) > 0.0) {
+ scalar_t sigmoid = tanh(dist * size.x * size.y * roughness);
+ vpos->y += offs * sigmoid;
+ }
+ }
+ }
+
+ // normalize the landscape in the range [0, max_height)
+ scalar_t hmin = FLT_MAX, hmax = 0.0;
+ Vertex *vptr = varray;
+
+ for(unsigned long i=0; i<vcount; i++) {
+ if(vptr->pos.y > hmax) hmax = vptr->pos.y;
+ if(vptr->pos.y < hmin) hmin = vptr->pos.y;
+ vptr++;
+ }
+
+ vptr = varray;
+ for(unsigned long i=0; i<vcount; i++) {
+ vptr->pos.y = max_height * (vptr->pos.y - hmin) / (hmax - hmin);
+ vptr++;
+ }
+
+ mesh->calculate_normals();
+}