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mesh.h
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#ifndef MESH_H
#define MESH_H
#include <QVector>
#include <QVector2D>
#include <QVector3D>
#include <QMap>
#include <QDataStream>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLFunctions>
#include <QGroupBox>
#include <QVBoxLayout>
#include <QGridLayout>
#include <QPushButton>
#include "shader.h"
#include "qvecoperator.h"
#include "opencv2/opencv.hpp"
struct Vertex
{
QVector3D position;
QVector3D normal;
QVector3D color;
QVector2D texCoords;
friend QDataStream &operator<<(QDataStream &out,
const Vertex& _vert);
friend QDataStream &operator>>(QDataStream &in,
Vertex& _vert);
};
struct Texture
{
GLuint id;
};
class Mesh: protected QOpenGLFunctions
{
public:
Mesh();
~Mesh();
Mesh( const Mesh& other );
Mesh(QVector<Vertex> &vertices,
QVector<unsigned int> &indices);
Mesh(const QVector<QVector2D> &landmarks,
QString indicesFilename);
// overloaded operator to store meshes in QVector
Mesh& operator=( const Mesh& rhs );
// getter
const QVector<Vertex>& vertices();
const QVector<unsigned int>& indices();
const QVector<QList<unsigned int>>& neighbours();
QVector<QVector3D> positions();
QVector<QVector2D> texCoords();
int numOfTriangle();
int numOfSubdivisions();
// setter
void setVertices(QVector<Vertex> &vertices);
void setIndices(QVector<unsigned int> &indices);
void setTextureCoords(QVector<QVector2D> &texCoords);
void setEdgeTolerance(float tol);
void setGridType(QString val) {m_gridType =val;}
float edgeTolerance();
QString subdivType() {return m_subdivType;}
void load(QString fileName);
void save(QString fileName);
// transformations
void subdivide(int sub,QString subdivType = "ADAPTIVE");
void subdivideAdaptive(int subdivNumber);
void subdivideNonAdaptive(int subdivNumber);
void scaleToUnity();
void scaleTextureCoords(int w,int h);
void applyTransformation();
float edgeLength(QVector3D v1, QVector3D v2);
QPair<int,int> maxEdge(unsigned int idx0,unsigned int idx1,unsigned int idx2);
void bisectTriangleQuad(QPair<int,int> edge1,
QPair<int,int> edge2,
unsigned int commonVert,
QMap<QPair<int,int>, int> &table,
QVector<unsigned int> &newTriangles);
void bisectTriangle(QPair<int,int> edge,
unsigned int vertex,
QMap<QPair<int,int>, int> &table,
QVector<unsigned int> &newTriangles);
// opengl
void setup();
void clean();
void draw(Shader &shader);
void createTexture(cv::Mat &img);
QMatrix4x4 modelMatrix;
private:
void buildNeighbours();
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer VBO, EBO;
QVector<Vertex> m_vertices;
QVector<unsigned int> m_indices;
QVector<QList<unsigned int>> m_neighbours;
Texture texture;
int m_subdivNumber = 0;
float m_edgeTolerance = 0.005;
QString m_subdivType = "ADAPTIVE";
QString m_gridType = "IMAGE";
};
#endif // MESH_H