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0 parents commit 841490e2385574474355842c85d45797bea1d1e1 @elissawolf92 committed Oct 8, 2012
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  1. +191 −0 .svn/entries
  2. +9 −0 .svn/prop-base/3DViewer.exe.svn-base
  3. +9 −0 .svn/prop-base/3DViewer.ilk.svn-base
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  14. +20 −0 .svn/text-base/3DViewer.sln.svn-base
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  23. +1,070 −0 3DViewer/.svn/entries
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  27. +5 −0 3DViewer/.svn/prop-base/Deformer.cpp.svn-base
  28. +5 −0 3DViewer/.svn/prop-base/Deformer.h.svn-base
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  32. +5 −0 3DViewer/.svn/prop-base/MouseWheelListener.cpp.svn-base
  33. +5 −0 3DViewer/.svn/prop-base/MouseWheelListener.h.svn-base
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  45. +5 −0 3DViewer/.svn/prop-base/my3dviewer.cpp.svn-base
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  48. +5 −0 3DViewer/.svn/prop-base/myCamera.cpp.svn-base
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  50. +5 −0 3DViewer/.svn/prop-base/myglwidget.cpp.svn-base
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9 3DViewer/.svn/text-base/3DViewer.vcxproj.user.svn-base
@@ -0,0 +1,9 @@
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442 3DViewer/.svn/text-base/Deformer.cpp.svn-base
@@ -0,0 +1,442 @@
+#include "Deformer.h"
+using namespace std;
+#include <iostream>
+
+Deformer::Deformer(void)
+{
+ faces = vector<Face*>();
+ vertices = vector<Vertex*>();
+ minx = 0;
+ maxx = 0;
+ miny = 0;
+ maxy = 0;
+ minz = 0;
+ maxz = 0;
+ xdiv = 0;
+ ydiv = 0;
+ zdiv = 0;
+ controlPoints = vector<vector<vector<Vertex*>>>();
+ allPoints = vector<Vertex*>();
+ P0 = glm::vec3();
+ S = glm::vec3();
+ T = glm::vec3();
+ U = glm::vec3();
+}
+
+
+Deformer::~Deformer(void)
+{
+}
+
+Deformer::Deformer(vector<Face*> f, vector<Vertex*> v){
+ faces = f;
+ vertices = v;
+ minx = 0;
+ maxx = 0;
+ miny = 0;
+ maxy = 0;
+ minz = 0;
+ maxz = 0;
+ xdiv = 0;
+ ydiv = 0;
+ zdiv = 0;
+ controlPoints = vector<vector<vector<Vertex*>>>();
+ allPoints = vector<Vertex*>();
+ P0 = glm::vec3();
+ S = glm::vec3();
+ T = glm::vec3();
+ U = glm::vec3();
+
+}
+
+void Deformer::getBounds(){
+ //need to get min and max x, y, and z
+ Vertex* vert = vertices[0];
+ minx = vert->x;
+ maxx = vert->x;
+ miny = vert->y;
+ maxy = vert->y;
+ minz = vert->z;
+ maxz = vert->z;
+
+ for (int i = 0; i < vertices.size(); i++){
+ vert = vertices[i];
+ if (vert->x < minx)
+ minx = vert->x;
+ if (vert->x > maxx)
+ maxx = vert->x;
+ if (vert->y < miny)
+ miny = vert->y;
+ if (vert->y > maxy)
+ maxy = vert->y;
+ if (vert->z < minz)
+ minz = vert->z;
+ if (vert->z > maxz)
+ maxz = vert->z;
+ }
+
+ P0 = glm::vec3(minx, miny, minz);
+ S = glm::vec3(maxx - minx, 0, 0);
+ T = glm::vec3(0, maxy - miny, 0);
+ U = glm::vec3(0, 0, maxz - minz);
+
+ setSTU();
+
+ cout << "minx: " << minx << endl;
+ cout << "maxx: " << maxx << endl;
+ cout << "miny: " << miny << endl;
+ cout << "maxy: " << maxy << endl;
+ cout << "minz: " << minz << endl;
+ cout << "maxz: " << maxz << endl;
+
+}
+
+void Deformer::setSTU(){
+ for (int i = 0; i < vertices.size(); i++){
+ Vertex* v = vertices[i];
+ glm::vec3 vert = glm::vec3(v->x, v->y, v->z);
+ /*v->s = ((v->x) - minx) / (minx - maxx);
+ v->t = ((v->y) - miny) / (miny - maxy);
+ v->u = ((v->z) - minz) / (minz - maxz); */
+
+ v->s = glm::dot(glm::cross(T, U), ((vert - P0) / glm::dot(glm::cross(T,U), S)));
+ v->t = glm::dot(glm::cross(U, S), ((vert - P0) / glm::dot(glm::cross(U,S), T)));
+ v->u = glm::dot(glm::cross(S, T), ((vert - P0) / glm::dot(glm::cross(S,T), U)));
+ }
+
+}
+
+void Deformer::makeControlPoints(){
+
+ controlPoints = vector<vector<vector<Vertex*>>>();
+ allPoints = vector<Vertex*>();
+
+ float xinc = (maxx - minx) / (float)(xdiv-1);
+ float yinc = (maxy - miny) / (float)(ydiv-1);
+ float zinc = (maxz - minz) / (float)(zdiv-1);
+ int ID = 0;
+
+ Vertex* temp = new Vertex();
+
+ for (int i = 0; i < xdiv; i++){
+ controlPoints.push_back(vector<vector<Vertex*>>());
+ }
+ for (int i = 0; i < xdiv; i++){
+ for (int j = 0; j < ydiv; j++){
+ controlPoints[i].push_back(vector<Vertex*>());
+ }
+ }
+
+ for (int i = 0; i < xdiv; i++){ //i corresponds to x values
+ for (int j = 0; j < ydiv; j++){ //j corresponds to y values
+ for (int k = 0; k < zdiv; k++){ //k corresponds to z values
+ controlPoints[i][j].push_back(temp);
+ }
+ }
+ }
+
+ for (int i = 0; i < xdiv; i++){ //i corresponds to x values
+ for (int j = 0; j < ydiv; j++){ //j corresponds to y values
+ for (int k = 0; k < zdiv; k++){ //k corresponds to z values
+ float x = minx + (xinc * i);
+ float y = miny + (yinc * j);
+ float z = minz + (zinc * k);
+ Vertex* v = new Vertex(x, y, z, ID);
+ v->isControlPoint = true;
+ controlPoints[i][j][k] = v;
+ allPoints.push_back(v);
+ ID++;
+ }
+ }
+ }
+}
+
+void Deformer::drawPoints(){
+ glPointSize(5.0f);
+ for (int i = 0; i < allPoints.size(); i++){
+ Vertex* v = allPoints[i];
+ glBegin(GL_POINTS);
+ glVertex3f(v->x, v->y, v->z);
+ glEnd();
+ }
+}
+
+int Deformer::factorial(int f){
+ for (int i = f-1; i > 0; i--){
+ f = f * i;
+ }
+ return f;
+}
+
+int Deformer::choose(int n, int k){
+ if (k == 0)
+ return 1;
+ if (k == n)
+ return 1;
+ if (k > n)
+ return 0;
+
+ int out = factorial(n);
+ out = out / factorial(k);
+ out = out / factorial(n-k);
+ return out;
+}
+
+void Deformer::deform(Vertex* v){ //takes in the vertex, returns its new position based on control pts
+ float s = v->s;
+ float t = v->t;
+ float u = v->u;
+
+ int xdivtemp = xdiv - 1;
+ int ydivtemp = ydiv - 1;
+ int zdivtemp = zdiv-1;
+
+ /*for (int cp = 0; cp < allPoints.size(); cp++){
+ Vertex* controlPoint = allPoints[cp];
+ Vertex temp = *controlPoint; */
+ glm::vec3 out = glm::vec3(0,0,0);
+
+ for (int i = 0; i < xdiv; i++){
+ glm::vec3 jsum = glm::vec3(0,0,0);
+
+ for (int j = 0; j < ydiv; j++){
+ glm::vec3 ksum = glm::vec3(0,0,0);
+
+ for (int k = 0; k < zdiv; k++){
+ Vertex* controlPoint = controlPoints[i][j][k];
+ glm::vec3 addK = glm::vec3(controlPoint->x, controlPoint->y, controlPoint->z); //start with control point
+ addK = addK * (float)pow(u, k); // multiply by u^k
+ addK = addK * (float)pow((1 - u), (zdivtemp - k)); // * (l-u)^(n-k)
+ addK = addK * (float)choose(zdivtemp, k); // * n choose k (n = zdiv)
+ ksum = ksum + addK; //add to running sum
+ }
+
+ glm::vec3 addJ = ksum; //start with result from the k summation
+ addJ = addJ * (float)pow(t, j); // multiply by t^j
+ addJ = addJ * (float)pow((1-t), (ydivtemp-j)); // multiply by (l-t)^(m-j)
+ addJ = addJ * (float)choose(ydivtemp, j); // * m choose j (m = ydiv)
+ jsum = jsum + addJ; //add to running sum (middle summation)
+ }
+
+ glm::vec3 addI = jsum; //get the sum from the middle summation
+ addI = addI * (float)pow(s, i); //multiply by s^i
+ addI = addI * (float)pow((1 - s), (xdivtemp - i)); // * (l-s)^(l-i)
+ addI = addI * (float)choose(xdivtemp, i); //* l choose i (l = xdiv)
+ out = out + addI; //add to the final running sum
+ }
+
+ v->x = out.x;
+ v->y = out.y;
+ v->z = out.z;
+}
+
+void Deformer::twist(float t, QString axis){
+ for (int i = 0; i < controlPoints.size(); i++){
+ for (int j = 0; j < controlPoints[i].size(); j++){
+ for (int k = 0; k < controlPoints[i][j].size(); k++){
+
+ if (axis == "Z"){
+
+ Vertex* v = controlPoints[i][j][k];
+ float oldx = v->x;
+ float oldy = v->y;
+ float theta = (v->z) * t;
+
+ v->x = ((oldx * cos(theta)) - (oldy * sin(theta)));
+ v->y = ((oldx * sin(theta)) + (oldy * cos(theta)));
+ }
+
+ else if (axis == "X"){
+
+ Vertex* v = controlPoints[i][j][k];
+ float oldz = v->z;
+ float oldy = v->y;
+ float theta = (v->x) * t;
+
+ v->z = ((oldz * cos(theta)) - (oldy * sin(theta)));
+ v->y = ((oldz * sin(theta)) + (oldy * cos(theta)));
+
+ }
+
+ else { //axis == "Y"
+
+ Vertex* v = controlPoints[i][j][k];
+ float oldz = v->z;
+ float oldx = v->x;
+ float theta = (v->y) * t;
+
+ v->z = ((oldz * cos(theta)) - (oldx * sin(theta)));
+ v->x = ((oldz * sin(theta)) + (oldx * cos(theta)));
+ }
+
+ }
+ }
+
+ }
+}
+
+void Deformer::taper(float r, QString axis){
+
+ for (int i = 0; i < controlPoints.size(); i++){
+ for (int j = 0; j < controlPoints[i].size(); j++){
+ for (int k = 0; k < controlPoints[i][j].size(); k++){
+ Vertex* v = controlPoints[i][j][k];
+
+ if (axis == "Z"){
+ float val = v->z * r;
+ v->x = (v->x) * val;
+ v->y = (v->y) * val;
+ //z stays the same
+ }
+
+ else if (axis == "X"){
+ float val = v->x * r;
+ v->z = (v->z) * val;
+ v->y = (v->y) * val;
+ //x stays the same
+ }
+
+ else { //axis == "Y"
+ float val = v->y * r;
+ v->x = (v->x) * val;
+ v->z = (v->z) * val;
+ //y stays the same
+ }
+
+ }
+ }
+
+ }
+}
+
+void Deformer::bend(float min, float max, float bendval, QString axis){
+ for (int i = 0; i < controlPoints.size(); i++){
+ for (int j = 0; j < controlPoints[i].size(); j++){
+ for (int k = 0; k < controlPoints[i][j].size(); k++){
+
+ if (axis == "Y"){
+
+ Vertex* v = controlPoints[i][j][k];
+ float y = v->y;
+ float z = v->z;
+ float yPrime;
+ float theta;
+ float center = (min + max) /2;
+
+ if (bendval == 0)
+ return;
+
+ if (v->y < min){
+ yPrime = min;
+ theta = bendval * (yPrime - center);
+ v->y = ((-1 * sin(theta)) * (z - (1/bendval))) + center + (cos(theta) * (y - min));
+ v->z = (cos(theta) * (z - (1/bendval))) + (1/bendval) + (sin(theta) * (y - min));
+ }
+
+ else if (v->y > max){
+ yPrime = max;
+ theta = bendval * (yPrime - center);
+ v->y = ((-1 * sin(theta)) * (z - (1/bendval))) + center + (cos(theta) * (y - max));
+ v->z = (cos(theta) * (z - (1/bendval))) + (1/bendval) + (sin(theta) * (y - max));
+ }
+
+ else{
+ yPrime = y;
+ theta = bendval * (yPrime - center);
+ v->y = ((-1 * sin(theta)) * (z - (1/bendval))) + center;
+ v->z = (cos(theta) * (z - (1/bendval))) + (1/bendval);
+ }
+ }
+
+ else if (axis == "X"){
+
+ Vertex* v = controlPoints[i][j][k];
+ float x = v->x;
+ float z = v->z;
+ float xPrime;
+ float theta;
+ float center = (min + max) /2;
+
+ if (bendval == 0)
+ return;
+
+ if (v->x < min){
+ xPrime = min;
+ theta = bendval * (xPrime - center);
+ v->x = ((-1 * sin(theta)) * (z - (1/bendval))) + center + (cos(theta) * (x - min));
+ v->z = (cos(theta) * (z - (1/bendval))) + (1/bendval) + (sin(theta) * (x - min));
+ }
+
+ else if (v->x > max){
+ xPrime = max;
+ theta = bendval * (xPrime - center);
+ v->x = ((-1 * sin(theta)) * (z - (1/bendval))) + center + (cos(theta) * (x - max));
+ v->z = (cos(theta) * (z - (1/bendval))) + (1/bendval) + (sin(theta) * (x - max));
+ }
+
+ else{
+ xPrime = x;
+ theta = bendval * (xPrime - center);
+ v->x = ((-1 * sin(theta)) * (z - (1/bendval))) + center;
+ v->z = (cos(theta) * (z - (1/bendval))) + (1/bendval);
+ }
+ }
+ else { //axis == "Z"
+ Vertex* v = controlPoints[i][j][k];
+ float z = v->z;
+ float x = v->x;
+ float zPrime;
+ float theta;
+ float center = (min + max) /2;
+
+ if (bendval == 0)
+ return;
+
+ if (v->z < min){
+ zPrime = min;
+ theta = bendval * (zPrime - center);
+ v->z = ((-1 * sin(theta)) * (x - (1/bendval))) + center + (cos(theta) * (z - min));
+ v->x = (cos(theta) * (x - (1/bendval))) + (1/bendval) + (sin(theta) * (z - min));
+ }
+
+ else if (v->z > max){
+ zPrime = max;
+ theta = bendval * (zPrime - center);
+ v->z = ((-1 * sin(theta)) * (x - (1/bendval))) + center + (cos(theta) * (z - max));
+ v->x = (cos(theta) * (x - (1/bendval))) + (1/bendval) + (sin(theta) * (z - max));
+ }
+
+ else{
+ zPrime = z;
+ theta = bendval * (zPrime - center);
+ v->z = ((-1 * sin(theta)) * (x - (1/bendval))) + center;
+ v->x = (cos(theta) * (x - (1/bendval))) + (1/bendval);
+ }
+ }
+
+ }
+ }
+
+ }
+}
+
+void Deformer::setXDiv(int i){
+ xdiv = i;
+ getBounds();
+ makeControlPoints();
+ //fillPoints();
+}
+
+void Deformer::setYDiv(int i){
+ ydiv = i;
+ getBounds();
+ makeControlPoints();
+ //fillPoints();
+}
+
+void Deformer::setZDiv(int i){
+ zdiv = i;
+ getBounds();
+ makeControlPoints();
+ //fillPoints();
+}
61 3DViewer/.svn/text-base/Deformer.h.svn-base
@@ -0,0 +1,61 @@
+#ifndef DEFORMER
+#define DEFORMER
+#include "face.h"
+#include "vertex.h"
+#include "glew.h"
+#include "../glm/glm.hpp"
+#include <math.h>
+
+using namespace std;
+
+class Deformer
+{
+public:
+ Deformer(void);
+ ~Deformer(void);
+ Deformer(vector<Face*>, vector<Vertex*>);
+
+ vector<vector<vector<Vertex*>>> controlPoints;
+ vector<Vertex*> allPoints;
+ vector<Face*> faces;
+ vector<Vertex*> vertices;
+ float minx;
+ float maxx;
+ float miny;
+ float maxy;
+ float minz;
+ float maxz;
+
+ int xdiv;
+ int ydiv;
+ int zdiv;
+
+ glm::vec3 P0;
+ glm::vec3 max;
+ glm::vec3 S;
+ glm::vec3 T;
+ glm::vec3 U;
+
+ void getBounds();
+ void setSTU();
+ void makeControlPoints();
+ //void fillPoints();
+ void drawPoints();
+ int factorial(int);
+ int choose(int, int);
+ void deform(Vertex*);
+ void twist(float, QString);
+ void taper(float, QString);
+ void bend(float, float, float, QString);
+
+ void setXDiv(int);
+ void setYDiv(int);
+ void setZDiv(int);
+
+
+private:
+
+};
+
+#endif
+
169 3DViewer/.svn/text-base/Face.cpp.svn-base
@@ -0,0 +1,169 @@
+#include "face.h"
+#include "halfedge.h"
+#include "vertex.h"
+
+Face::Face(int x){
+QString intn;
+id = x;
+
+edgesinface = new vector<HalfEdge*>();
+intn = intn.setNum(x);
+setText(intn);
+planarity = true;
+isNull = false;
+hovering = false;
+}
+
+
+Face::Face(int x, HalfEdge* se){
+QString intn;
+id = x;
+
+edgesinface = new vector<HalfEdge*>();
+intn = intn.setNum(x);
+setText(intn);
+startingedge = se;
+planarity = true;
+isNull = true;
+hovering = false;
+}
+
+Face::Face(HalfEdge* edge, float r, float g, float b, int name){
+isNull = false;
+planarity = true;
+hovering = false;
+
+red = r;
+green = g;
+blue = b;
+id = name;
+startingedge = edge;
+edgesinface = new vector<HalfEdge*>();
+
+QString intn;
+intn = intn.setNum(name);
+setText(intn);
+}
+
+//returns number of edges and refills array of halfedges
+int Face::edges(){
+ HalfEdge* edge = startingedge->next;
+ int total = 1;