20 |
|
#include <ctype.h> |
21 |
|
|
22 |
|
#define TCALNAME "tmesh.cal" /* triangle interp. file */ |
23 |
– |
#define QCALNAME "surf.cal" /* quad interp. file */ |
23 |
|
#define PATNAME "M-pat" /* mesh pattern name (reused) */ |
24 |
|
#define TEXNAME "M-nor" /* mesh texture name (reused) */ |
25 |
|
#define DEFOBJ "unnamed" /* default object name */ |
239 |
|
if (!puttri(argv[1], argv[2], argv[3])) |
240 |
|
syntax("Bad triangle"); |
241 |
|
break; |
243 |
– |
case 4: |
244 |
– |
if (!putquad(argv[1], argv[2], |
245 |
– |
argv[3], argv[4])) |
246 |
– |
syntax("Bad quad"); |
247 |
– |
break; |
242 |
|
default: |
243 |
|
if (!putface(argc-1, argv+1)) |
244 |
|
syntax("Bad face"); |
486 |
|
|
487 |
|
if (!cvtndx(vi, av[0])) |
488 |
|
return(0); |
489 |
< |
if (vi[2] >= 0) |
489 |
> |
if (!flatten && vi[2] >= 0) |
490 |
|
return(1); /* has interpolated normals */ |
491 |
|
if (ac < 4) |
492 |
|
return(0); /* it's a triangle! */ |
533 |
|
char *cp; |
534 |
|
register int i; |
535 |
|
|
536 |
< |
if (nonplanar(ac, av)) { /* break into quads and triangles */ |
537 |
< |
while (ac > 3) { |
538 |
< |
if (!putquad(av[0], av[1], av[2], av[3])) |
536 |
> |
if (nonplanar(ac, av)) { /* break into triangles */ |
537 |
> |
while (ac > 2) { |
538 |
> |
if (!puttri(av[0], av[1], av[2])) |
539 |
|
return(0); |
540 |
< |
ac -= 2; /* remove two vertices & rotate */ |
540 |
> |
ac--; /* remove vertex & rotate */ |
541 |
|
cp = av[0]; |
542 |
|
for (i = 0; i < ac-1; i++) |
543 |
< |
av[i] = av[i+3]; |
543 |
> |
av[i] = av[i+2]; |
544 |
|
av[i] = cp; |
545 |
|
} |
552 |
– |
if (ac == 3 && !puttri(av[0], av[1], av[2])) |
553 |
– |
return(0); |
546 |
|
return(1); |
547 |
|
} |
548 |
|
if ((cp = getmtl()) == NULL) |
679 |
|
bcm->tm[0][0], bcm->tm[0][1], bcm->tm[0][2]); |
680 |
|
printf("%14.8f %14.8f %14.8f\n", |
681 |
|
bcm->tm[1][0], bcm->tm[1][1], bcm->tm[1][2]); |
690 |
– |
} |
691 |
– |
|
692 |
– |
|
693 |
– |
putquad(p0, p1, p3, p2) /* put out a quadrilateral */ |
694 |
– |
char *p0, *p1, *p3, *p2; /* names correspond to binary pos. */ |
695 |
– |
{ |
696 |
– |
VNDX p0i, p1i, p2i, p3i; |
697 |
– |
FVECT norm[4]; |
698 |
– |
char *mod, *name; |
699 |
– |
int axis; |
700 |
– |
FVECT v1, v2, vc1, vc2; |
701 |
– |
int ok1, ok2; |
702 |
– |
|
703 |
– |
#ifdef TEXMAPS |
704 |
– |
/* also should output texture index coordinates, |
705 |
– |
* which will require new .cal file |
706 |
– |
*/ |
707 |
– |
#endif |
708 |
– |
if ((mod = getmtl()) == NULL) |
709 |
– |
return(-1); |
710 |
– |
name = getonm(); |
711 |
– |
/* get actual indices */ |
712 |
– |
if (!cvtndx(p0i,p0) || !cvtndx(p1i,p1) || |
713 |
– |
!cvtndx(p2i,p2) || !cvtndx(p3i,p3)) |
714 |
– |
return(0); |
715 |
– |
/* compute exact normals */ |
716 |
– |
fvsum(v1, vlist[p1i[0]], vlist[p0i[0]], -1.0); |
717 |
– |
fvsum(v2, vlist[p2i[0]], vlist[p0i[0]], -1.0); |
718 |
– |
fcross(vc1, v1, v2); |
719 |
– |
ok1 = normalize(vc1) != 0.0; |
720 |
– |
fvsum(v1, vlist[p2i[0]], vlist[p3i[0]], -1.0); |
721 |
– |
fvsum(v2, vlist[p1i[0]], vlist[p3i[0]], -1.0); |
722 |
– |
fcross(vc2, v1, v2); |
723 |
– |
ok2 = normalize(vc2) != 0.0; |
724 |
– |
if (!(ok1 | ok2)) |
725 |
– |
return(-1); |
726 |
– |
/* compute normal interpolation */ |
727 |
– |
axis = norminterp(norm, p0i, p1i, p2i, p3i); |
728 |
– |
|
729 |
– |
/* put out quadrilateral? */ |
730 |
– |
if (ok1 & ok2 && fabs(fdot(vc1,vc2)) >= 1.0-FTINY) { |
731 |
– |
printf("\n%s ", mod); |
732 |
– |
if (axis != -1) { |
733 |
– |
printf("texfunc %s\n", TEXNAME); |
734 |
– |
printf("4 surf_dx surf_dy surf_dz %s\n", QCALNAME); |
735 |
– |
printf("0\n13\t%d\n", axis); |
736 |
– |
pvect(norm[0]); |
737 |
– |
pvect(norm[1]); |
738 |
– |
pvect(norm[2]); |
739 |
– |
fvsum(v1, norm[3], vc1, -0.5); |
740 |
– |
fvsum(v1, v1, vc2, -0.5); |
741 |
– |
pvect(v1); |
742 |
– |
printf("\n%s ", TEXNAME); |
743 |
– |
} |
744 |
– |
printf("polygon %s.%d\n", name, faceno); |
745 |
– |
printf("0\n0\n12\n"); |
746 |
– |
pvect(vlist[p0i[0]]); |
747 |
– |
pvect(vlist[p1i[0]]); |
748 |
– |
pvect(vlist[p3i[0]]); |
749 |
– |
pvect(vlist[p2i[0]]); |
750 |
– |
return(1); |
751 |
– |
} |
752 |
– |
/* put out triangles? */ |
753 |
– |
if (ok1) { |
754 |
– |
printf("\n%s ", mod); |
755 |
– |
if (axis != -1) { |
756 |
– |
printf("texfunc %s\n", TEXNAME); |
757 |
– |
printf("4 surf_dx surf_dy surf_dz %s\n", QCALNAME); |
758 |
– |
printf("0\n13\t%d\n", axis); |
759 |
– |
pvect(norm[0]); |
760 |
– |
pvect(norm[1]); |
761 |
– |
pvect(norm[2]); |
762 |
– |
fvsum(v1, norm[3], vc1, -1.0); |
763 |
– |
pvect(v1); |
764 |
– |
printf("\n%s ", TEXNAME); |
765 |
– |
} |
766 |
– |
printf("polygon %s.%da\n", name, faceno); |
767 |
– |
printf("0\n0\n9\n"); |
768 |
– |
pvect(vlist[p0i[0]]); |
769 |
– |
pvect(vlist[p1i[0]]); |
770 |
– |
pvect(vlist[p2i[0]]); |
771 |
– |
} |
772 |
– |
if (ok2) { |
773 |
– |
printf("\n%s ", mod); |
774 |
– |
if (axis != -1) { |
775 |
– |
printf("texfunc %s\n", TEXNAME); |
776 |
– |
printf("4 surf_dx surf_dy surf_dz %s\n", QCALNAME); |
777 |
– |
printf("0\n13\t%d\n", axis); |
778 |
– |
pvect(norm[0]); |
779 |
– |
pvect(norm[1]); |
780 |
– |
pvect(norm[2]); |
781 |
– |
fvsum(v2, norm[3], vc2, -1.0); |
782 |
– |
pvect(v2); |
783 |
– |
printf("\n%s ", TEXNAME); |
784 |
– |
} |
785 |
– |
printf("polygon %s.%db\n", name, faceno); |
786 |
– |
printf("0\n0\n9\n"); |
787 |
– |
pvect(vlist[p2i[0]]); |
788 |
– |
pvect(vlist[p1i[0]]); |
789 |
– |
pvect(vlist[p3i[0]]); |
790 |
– |
} |
791 |
– |
return(1); |
792 |
– |
} |
793 |
– |
|
794 |
– |
|
795 |
– |
int |
796 |
– |
norminterp(resmat, p0i, p1i, p2i, p3i) /* compute normal interpolation */ |
797 |
– |
register FVECT resmat[4]; |
798 |
– |
register VNDX p0i, p1i, p2i, p3i; |
799 |
– |
{ |
800 |
– |
#define u ((ax+1)%3) |
801 |
– |
#define v ((ax+2)%3) |
802 |
– |
|
803 |
– |
register int ax; |
804 |
– |
MAT4 eqnmat; |
805 |
– |
FVECT v1; |
806 |
– |
register int i, j; |
807 |
– |
|
808 |
– |
#ifdef TEXMAPS |
809 |
– |
/* also check for texture indices */ |
810 |
– |
#endif |
811 |
– |
if (flatten || !(p0i[2]>=0 && p1i[2]>=0 && p2i[2]>=0 && p3i[2]>=0)) |
812 |
– |
return(-1); |
813 |
– |
/* find dominant axis */ |
814 |
– |
VCOPY(v1, vnlist[p0i[2]]); |
815 |
– |
fvsum(v1, v1, vnlist[p1i[2]], 1.0); |
816 |
– |
fvsum(v1, v1, vnlist[p2i[2]], 1.0); |
817 |
– |
fvsum(v1, v1, vnlist[p3i[2]], 1.0); |
818 |
– |
ax = ABS(v1[0]) > ABS(v1[1]) ? 0 : 1; |
819 |
– |
ax = ABS(v1[ax]) > ABS(v1[2]) ? ax : 2; |
820 |
– |
/* assign equation matrix */ |
821 |
– |
eqnmat[0][0] = vlist[p0i[0]][u]*vlist[p0i[0]][v]; |
822 |
– |
eqnmat[0][1] = vlist[p0i[0]][u]; |
823 |
– |
eqnmat[0][2] = vlist[p0i[0]][v]; |
824 |
– |
eqnmat[0][3] = 1.0; |
825 |
– |
eqnmat[1][0] = vlist[p1i[0]][u]*vlist[p1i[0]][v]; |
826 |
– |
eqnmat[1][1] = vlist[p1i[0]][u]; |
827 |
– |
eqnmat[1][2] = vlist[p1i[0]][v]; |
828 |
– |
eqnmat[1][3] = 1.0; |
829 |
– |
eqnmat[2][0] = vlist[p2i[0]][u]*vlist[p2i[0]][v]; |
830 |
– |
eqnmat[2][1] = vlist[p2i[0]][u]; |
831 |
– |
eqnmat[2][2] = vlist[p2i[0]][v]; |
832 |
– |
eqnmat[2][3] = 1.0; |
833 |
– |
eqnmat[3][0] = vlist[p3i[0]][u]*vlist[p3i[0]][v]; |
834 |
– |
eqnmat[3][1] = vlist[p3i[0]][u]; |
835 |
– |
eqnmat[3][2] = vlist[p3i[0]][v]; |
836 |
– |
eqnmat[3][3] = 1.0; |
837 |
– |
/* invert matrix (solve system) */ |
838 |
– |
if (!invmat4(eqnmat, eqnmat)) |
839 |
– |
return(-1); /* no solution */ |
840 |
– |
/* compute result matrix */ |
841 |
– |
for (j = 0; j < 4; j++) |
842 |
– |
for (i = 0; i < 3; i++) |
843 |
– |
resmat[j][i] = eqnmat[j][0]*vnlist[p0i[2]][i] + |
844 |
– |
eqnmat[j][1]*vnlist[p1i[2]][i] + |
845 |
– |
eqnmat[j][2]*vnlist[p2i[2]][i] + |
846 |
– |
eqnmat[j][3]*vnlist[p3i[2]][i]; |
847 |
– |
#ifdef TEXMAPS |
848 |
– |
/* compute result matrix for texture indices */ |
849 |
– |
#endif |
850 |
– |
return(ax); |
851 |
– |
|
852 |
– |
#undef u |
853 |
– |
#undef v |
682 |
|
} |
683 |
|
|
684 |
|
|