Beispiel #1
0
//==========Functions=============
void readFile(char *fname)
{
  char filename[1024]; //holds filename
  FILE *SceneFile; //points to the file
  char cmd[512]; // holds a command
  char Buff[2048];
  int line=1; //keep track of line #s

  GLdouble x, y, z, angle, ni;
  char axis;
    
  //Initialize number of lights & objects
  numLights = 0; 
  numObjs = 0;

  //Start reading scene with identity transform
  loadIdentityTransform(&currentTransform[curGroupLevel]);

  //Open the file
  if ((SceneFile = fopen(fname, "r")) == NULL) 
  {
      printf("Error opening scene file \n");
      exit(1);
  }
  fscanf(SceneFile, "%s", cmd);  //stores first word into cmd

  //Loop to read contents of the file
  while (!feof(SceneFile))
  {
      if (!strcmp(cmd, "view")) //compares string to view
      {
          fscanf(SceneFile, "%d", &view.size);
          //printf("View size: %d\n", view.size);
          fscanf(SceneFile, "%lf", &view.d);
          //printf("View distance to corner of image plane: %f\n", view.d);
      }
      else if (!strncmp(cmd, "#", 1)) 
      {
          /* Comment, let's ignore! */
          fgets(Buff, 2048, SceneFile); //takes in till \n is found
      }
      else if (!strcmp(cmd, "group")) 
      {
          ++curGroupLevel;
          //printf("Current group level: %d\n", curGroupLevel);

          // get transform for previous group level
          currentTransform[curGroupLevel] = currentTransform[curGroupLevel-1]; 
      }
      else if (!strcmp(cmd, "groupend")) 
      {
          --curGroupLevel;
          //printf("Current group level: %d\n", curGroupLevel);
      }
      else if (!strcmp(cmd, "background"))
      {
          fscanf(SceneFile, "%lf", &backgroundColor.red);
          fscanf(SceneFile, "%lf", &backgroundColor.green);
          fscanf(SceneFile, "%lf", &backgroundColor.blue);
      }
      else if (!strcmp(cmd, "ambient"))
      {
          fscanf(SceneFile, "%lf", &ambient_light.red);
          fscanf(SceneFile, "%lf", &ambient_light.green);
          fscanf(SceneFile, "%lf", &ambient_light.blue);
      }
      else if (!strcmp(cmd, "light"))
      {
          if (numLights>=MAX_LIGHTS)
          {
              fprintf(stderr, "Error: max number of lights exceeded in description file\n");
              fprintf(stderr, "Line %d\n", line);
              exit(-1);
          }
          fscanf(SceneFile,"%lf", &lightSources[numLights].color.red);
          fscanf(SceneFile,"%lf", &lightSources[numLights].color.green);
          fscanf(SceneFile,"%lf", &lightSources[numLights].color.blue);
          fscanf(SceneFile,"%lf", &lightSources[numLights].position.x);
          fscanf(SceneFile,"%lf", &lightSources[numLights].position.y);
          fscanf(SceneFile,"%lf", &lightSources[numLights].position.z);
          //printf("Color red: %lf\n", lightSources[numLights].color.red);
          //printf("Color green: %lf\n", lightSources[numLights].color.green);
          //printf("Color blue: %lf\n", lightSources[numLights].color.blue);
          //printf("Position x: %lf\n", lightSources[numLights].position.x);
          //printf("Position y: %lf\n", lightSources[numLights].position.y);
          //printf("Position z: %lf\n", lightSources[numLights].position.z);

          numLights++;
      }
      else if (!strcmp(cmd, "sphere"))
      {
          objects[numObjs].transform = currentTransform[curGroupLevel];
          objects[numObjs].material = currentMaterial;
          numObjs++;
          if (numObjs>MAX_OBJECTS)
          {
              fprintf(stderr, "Error: max number of objects exceeded in description file\n");
              fprintf(stderr, "Line %d\n", line);
              exit(-1);
          }
      }
      else if (!strcmp(cmd, "material"))
      {
          fscanf(SceneFile, "%lf", &currentMaterial.diffuse.red);
          fscanf(SceneFile, "%lf", &currentMaterial.diffuse.green);
          fscanf(SceneFile, "%lf", &currentMaterial.diffuse.blue);
          fscanf(SceneFile, "%lf", &currentMaterial.specular.red);
          fscanf(SceneFile, "%lf", &currentMaterial.specular.green);
          fscanf(SceneFile, "%lf", &currentMaterial.specular.blue);
          fscanf(SceneFile, "%lf", &currentMaterial.shininess);
          // What do I do with this?
          // you need to put this into the object
      }
      else if (!strcmp(cmd, "refraction"))
      {
          //needs to be setup later
      }
      else if (!strcmp(cmd, "move"))
      {
        fscanf(SceneFile, "%lf", &x);
        fscanf(SceneFile, "%lf", &y);
        fscanf(SceneFile, "%lf", &z);

        //save current matrix off to the side
        tempSave = currentTransform[curGroupLevel];

        //set current matrix to identity (loadIdentityTransoform b/c 
        // we can't send in our current matrix)
        loadIdentityTransform(&currentTransform[curGroupLevel]);

        //apply passed in move to identity. so that it's first (reversing
        //order)
        applyTransform(translateTransform(x,y,z),&currentTransform[curGroupLevel]);  

        //now put save matrix on to transform passed in. (reversing order)
        applyTransform( tempSave, &currentTransform[curGroupLevel]); 
      }
      else if (!strcmp(cmd, "scale"))
      {
        //printf("Scale\n");
        fscanf(SceneFile, "%lf", &x);
        fscanf(SceneFile, "%lf", &y);
        fscanf(SceneFile, "%lf", &z);

        //save current matrix off to the side
        tempSave = currentTransform [curGroupLevel];

        //set current matrix to identity (loadIdentTransform b/c we can't send in
        //our current matrix)
        loadIdentityTransform(&currentTransform[curGroupLevel]);
        //apply passed in scale to identity. so that it's first (reversing
        //order)
        applyTransform( scaleTransform(x, y, z), &currentTransform[curGroupLevel]); 

        //now put save matrix on to transform passed in. (reversing order)
        applyTransform( tempSave, &currentTransform[curGroupLevel]);  
      }
      else if (!strcmp(cmd, "rotate"))
      {
        fscanf(SceneFile, "%lf", &angle);
        fscanf(SceneFile, "%lf", &x);
        fscanf(SceneFile, "%lf", &y);
        fscanf(SceneFile, "%lf", &z);

        //save current matrix off to the side
        tempSave = currentTransform[curGroupLevel];

        //set current matrix to identity (loadIdentTransform b/c we can't send in
        //our current matrix)
        loadIdentityTransform(&currentTransform[curGroupLevel]);

        //apply passed in rotate to identity. so that it's first (reversing
        //order)
        applyTransform(rotateTransform(angle,x,y,z), &currentTransform[curGroupLevel]); 
        //now put save matrix on to transform passed in. (reversing order)
        applyTransform( tempSave, &currentTransform[curGroupLevel]);  
      }
      else
      {
          fprintf(stderr, "Error: Unknown cmd '%s' in description file\n", cmd);
          fprintf(stderr, "Line %d\n", line);
          exit(-1);
      }
      fscanf(SceneFile, "%s", cmd); //get next command
      line++;
  }

  fclose(SceneFile); //close the scene file
}
Beispiel #2
0
//--------------------------------------------------------------------------------------------------
/// Create display model,
/// or at least empty scenes as frames that is delivered to the viewer
/// The real geometry generation is done inside RivReservoirViewGeometry and friends
//--------------------------------------------------------------------------------------------------
void RimGeoMechView::createDisplayModel()
{
   if (m_viewer.isNull()) return;

   if (!(m_geomechCase 
          && m_geomechCase->geoMechData() 
          && m_geomechCase->geoMechData()->femParts())) 
        return;

   int partCount = m_geomechCase->geoMechData()->femParts()->partCount();

   if (partCount <= 0) return;

   // Remove all existing animation frames from the viewer. 
   // The parts are still cached in the RivReservoir geometry and friends

   m_viewer->removeAllFrames();

   if (isTimeStepDependentDataVisible())
   {
       // Create empty frames in the viewer 

       int frameCount = geoMechCase()->geoMechData()->femPartResults()->frameCount();
       for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
       {
           cvf::ref<cvf::Scene> scene = new cvf::Scene;
           scene->addModel(new cvf::ModelBasicList);
           m_viewer->addFrame(scene.p());
       }
   }

   // Set the Main scene in the viewer. Used when the animation is in "Stopped" state

   cvf::ref<cvf::Scene> mainScene = new cvf::Scene;
   m_viewer->setMainScene(mainScene.p());

   // Grid model
   cvf::ref<cvf::ModelBasicList> mainSceneGridVizModel =  new cvf::ModelBasicList;
   mainSceneGridVizModel->setName("GridModel");
   m_vizLogic->appendNoAnimPartsToModel(mainSceneGridVizModel.p());
   mainSceneGridVizModel->updateBoundingBoxesRecursive();
   mainScene->addModel(mainSceneGridVizModel.p());

   // Well path model

   double characteristicCellSize = geoMechCase()->geoMechData()->femParts()->characteristicElementSize();
   cvf::BoundingBox femBBox = geoMechCase()->geoMechData()->femParts()->boundingBox();

   m_wellPathPipeVizModel->removeAllParts();
   addWellPathsToModel(m_wellPathPipeVizModel.p(),
                       cvf::Vec3d(0, 0, 0),
                       characteristicCellSize,
                       femBBox,
                       scaleTransform());

   m_viewer->addStaticModelOnce(m_wellPathPipeVizModel.p());


   // Cross sections

   m_crossSectionVizModel->removeAllParts();
   crossSectionCollection->appendPartsToModel(m_crossSectionVizModel.p(), scaleTransform());
   m_viewer->addStaticModelOnce(m_crossSectionVizModel.p());

   // If the animation was active before recreating everything, make viewer view current frame

   if (isTimeStepDependentDataVisible())
   {
        m_viewer->animationControl()->setCurrentFrameOnly(m_currentTimeStep);
        m_viewer->setCurrentFrame(m_currentTimeStep);
   }
   else
   {
       updateLegends();
       m_vizLogic->updateStaticCellColors(-1);
       m_overlayInfoConfig()->update3DInfo();
   }
}
Beispiel #3
0
Transform identityTransform(void)
{
  return scaleTransform(1, 1, 1);
}