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/* RCSid $Id: objutil.h,v 2.16 2021/04/23 18:31:45 greg Exp $ */
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/*
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* Declarations for .OBJ file utility
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*
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* Include after <stdio.h>
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*
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* Created by Greg Ward on Wed Feb 11 2004.
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*/
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#ifndef _OBJUTIL_H_
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#define _OBJUTIL_H_
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifndef DUP_CHECK_REVERSE
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#define DUP_CHECK_REVERSE 1 /* eliminate flipped duplicates */
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#endif
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#ifndef POPEN_SUPPORT
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#define POPEN_SUPPORT 1 /* support "!command" i/o */
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#endif
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/* face flags */
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#define FACE_DEGENERATE 01
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#define FACE_DUPLICATE 02
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#define FACE_SELECTED 04
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#define FACE_CUSTOM(n) (FACE_SELECTED<<(n))
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#define FACE_RESERVED (1<<15)
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struct Face; /* forward declaration */
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typedef int VNDX[3]; /* vertex indices (point,map,normal) */
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/* Structure to hold vertex indices and link back to face list */
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typedef struct {
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int vid; /* vertex id */
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int tid; /* texture id */
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int nid; /* normal id */
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struct Face *fnext; /* next in vertex face list */
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} VertEnt;
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/* Structure to hold face and its vertex references */
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typedef struct Face {
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struct Face *next; /* next face in main list */
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short flags; /* face selected, etc */
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short nv; /* number of vertices */
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short grp; /* group/object index */
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short mat; /* material index */
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/* in cases where the same vertex appears twice, first has link */
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VertEnt v[3]; /* vertex list (extends struct) */
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} Face;
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/* Structure to hold vertex */
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typedef struct {
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double p[3]; /* 3-D position */
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Face *vflist; /* linked face list (no repeats) */
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} Vertex;
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/* Structure to hold texture coordinate */
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typedef struct {
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float u, v; /* 2-D local texture coordinate */
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} TexCoord;
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/* Array to hold surface normal */
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typedef float Normal[3];
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/* Structure to hold a loaded .OBJ file */
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typedef struct {
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char **descr; /* descriptive comments */
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int ndescr; /* number of comments */
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char **grpname; /* object/group name list */
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int ngrps; /* number of group names */
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int lastgrp; /* last group seen */
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char **matname; /* material name list */
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int nmats; /* number of materials */
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int lastmat; /* last material seen */
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Vertex *vert; /* vertex array */
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int nverts; /* number of vertices */
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TexCoord *tex; /* texture coordinate array */
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int ntex; /* number of texture coord's */
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Normal *norm; /* surface normal array */
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int nnorms; /* number of surface normals */
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Face *flist; /* linked face list */
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int nfaces; /* count of faces */
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} Scene;
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/* Allocate a new scene holder */
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extern Scene * newScene(void);
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/* Add a .OBJ file to a scene */
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extern Scene * loadOBJ(Scene *sc, const char *fspec);
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/* Duplicate a scene, optionally selecting faces */
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extern Scene * dupScene(const Scene *sc, int flreq, int flexc);
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/* Add one scene to another, not checking for redundancies */
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extern int addScene(Scene *scdst, const Scene *scsrc);
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/* Transform entire scene */
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extern int xfScene(Scene *sc, int xac, char *xav[]);
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extern int xfmScene(Scene *sc, const char *xfm);
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/* Add a descriptive comment */
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extern void addComment(Scene *sc, const char *comment);
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/* Find index for comment containing the given string (starting from n) */
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extern int findComment(Scene *sc, const char *match, int n);
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/* Clear comments */
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extern void clearComments(Scene *sc);
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/* Write a .OBJ file, return # faces written or -1 on error */
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extern int toOBJ(Scene *sc, FILE *fp);
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extern int writeOBJ(Scene *sc, const char *fspec);
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/* Convert indicated faces to Radiance, return # written or -1 on error */
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extern int toRadiance(Scene *sc, FILE *fp, int flreq, int flexc);
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extern int writeRadiance(Scene *sc, const char *fspec,
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int flreq, int flexc);
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/* Compute face area (and normal) */
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extern double faceArea(const Scene *sc, const Face *f, Normal nrm);
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/* Eliminate duplicate vertices, return # joined */
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extern int coalesceVertices(Scene *sc, double eps);
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/* Identify duplicate faces */
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extern int findDuplicateFaces(Scene *sc);
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/* Delete indicated faces, return # deleted */
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extern int deleteFaces(Scene *sc, int flreq, int flexc);
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/* Clear face selection */
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extern void clearSelection(Scene *sc, int set);
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/* Invert face selection */
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extern void invertSelection(Scene *sc);
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/* Count number of faces selected */
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extern int numberSelected(Scene *sc);
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/* Select faces by object name (modifies current) */
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extern void selectGroup(Scene *sc, const char *gname, int invert);
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/* Select faces by material name (modifies current) */
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extern void selectMaterial(Scene *sc, const char *mname, int invert);
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/* Execute callback on indicated faces */
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extern int foreachFace(Scene *sc, int (*cb)(Scene *, Face *, void *),
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int flreq, int flexc, void *c_data);
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/* Remove texture coordinates from the indicated faces */
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extern int removeTexture(Scene *sc, int flreq, int flexc);
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/* Remove surface normals from the indicated faces */
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extern int removeNormals(Scene *sc, int flreq, int flexc);
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/* Change group for the indicated faces */
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extern int changeGroup(Scene *sc, const char *gname,
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int flreq, int flexc);
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/* Change material for the indicated faces */
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extern int changeMaterial(Scene *sc, const char *mname,
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int flreq, int flexc);
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/* Add a vertex to our scene, returning index */
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extern int addVertex(Scene *sc, double x, double y, double z);
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/* Add a texture coordinate to our scene, returning index */
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extern int addTexture(Scene *sc, double u, double v);
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/* Add a surface normal to our scene, returning index */
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extern int addNormal(Scene *sc, double xn, double yn, double zn);
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/* Set current group (sc->lastgrp) to given ID */
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extern void setGroup(Scene *sc, const char *nm);
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/* Set current material (sc->lastmat) to given ID */
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extern void setMaterial(Scene *sc, const char *nm);
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/* Add a new face to our scene, using current group and material */
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extern Face * addFace(Scene *sc, VNDX vid[], int nv);
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/* Get neighbor vertices: malloc array with valence in index[0] */
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extern int * getVertexNeighbors(Scene *sc, int vid);
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/* Expand bounding box min & max (initialize bbox to all zeroes) */
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extern int growBoundingBox(Scene *sc, double bbox[2][3],
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int flreq, int flexc);
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/* Convert all faces with > 3 vertices to triangles */
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extern int triangulateScene(Scene *sc);
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/* Delete unreferenced vertices, normals, texture coords */
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extern void deleteUnreferenced(Scene *sc);
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/* Free a scene */
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extern void freeScene(Scene *sc);
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/* Find an existing name in a list of names */
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extern int findName(const char *nm, const char **nmlist, int n);
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/* Verbose mode global */
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extern int verbose;
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extern char *emalloc(unsigned int n);
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extern char *ecalloc(unsigned int ne, unsigned int n);
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extern char *erealloc(char *cp, unsigned int n);
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extern void efree(char *cp);
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#define getGroupID(sc,nm) findName(nm, (const char **)(sc)->grpname, (sc)->ngrps)
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#define getMaterialID(sc,nm) findName(nm, (const char **)(sc)->matname, (sc)->nmats)
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#define CHUNKBITS 7 /* object allocation chunk bits */
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#define CHUNKSIZ (1<<CHUNKBITS) /* object allocation chunk size */
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#define chunk_alloc(typ, arr, nold) \
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((nold)&(CHUNKSIZ-1) ? (arr) : \
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(typ *)erealloc(arr, sizeof(typ)*((nold)+CHUNKSIZ)))
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#ifdef __cplusplus
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}
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#endif
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#endif /* ! _OBJUTIL_H_ */
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