//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(ModelBasicListTest, MergePartsWithTransformation)
{
    Vec3fArray* verts = new Vec3fArray;
    verts->reserve(3);
    verts->add(Vec3f(0, 0, 0));
    verts->add(Vec3f(1, 0, 0));
    verts->add(Vec3f(1, 1, 0));

    Vec3fArray* norms = new Vec3fArray;
    norms->resize(3);
    norms->set(0, Vec3f::Z_AXIS);
    norms->set(1, Vec3f::Z_AXIS);
    norms->set(2, Vec3f::Z_AXIS);

    DrawableGeo* myGeo = new DrawableGeo;
    myGeo->setFromTriangleVertexArray(verts);
    myGeo->setNormalArray(norms);

    Part* myPart = new Part;
    myPart->setDrawable(myGeo);

    Part* myPart2 = new Part;
    myPart2->setDrawable(myGeo);

    ref<ModelBasicList> myModel = new ModelBasicList;
    myModel->addPart(myPart);
    myModel->addPart(myPart2);
    EXPECT_EQ(2, myModel->partCount());

    Mat4d matrix;
    matrix.setTranslation(Vec3d(10, 20, 30));
    Transform* transform = new Transform;
    transform->setLocalTransform(matrix);
    myPart2->setTransform(transform);


    myModel->mergeParts(1000, 1000);
    EXPECT_EQ(1, myModel->partCount());

    Part* mergedPart = myModel->part(0);
    DrawableGeo* mergedGeo = dynamic_cast<DrawableGeo*>(mergedPart->drawable());
    const Vec3fArray* vertices = mergedGeo->vertexArray();
    EXPECT_EQ(6, vertices->size());

    Vec3f v5 = vertices->get(5);
    EXPECT_EQ(11, v5.x());
    EXPECT_EQ(21, v5.y());
    EXPECT_EQ(30, v5.z());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(ModelBasicListTest, MergeParts)
{
    Vec3fArray* verts = new Vec3fArray;
    verts->reserve(3);
    verts->add(Vec3f(0, 0, 0));
    verts->add(Vec3f(1, 0, 0));
    verts->add(Vec3f(1, 1, 0));

    Vec3fArray* norms = new Vec3fArray;
    norms->resize(3);
    norms->set(0, Vec3f::Z_AXIS);
    norms->set(1, Vec3f::Z_AXIS);
    norms->set(2, Vec3f::Z_AXIS);

    DrawableGeo* myGeo = new DrawableGeo;
    myGeo->setFromTriangleVertexArray(verts);
    myGeo->setNormalArray(norms);

    Part* myPart = new Part;
    myPart->setDrawable(myGeo);

    Part* myPart2 = new Part;
    myPart2->setDrawable(myGeo);

    ref<ModelBasicList> myModel = new ModelBasicList;
    myModel->addPart(myPart);
    myModel->addPart(myPart2);
    EXPECT_EQ(2, myModel->partCount());

    myModel->mergeParts(1000, 1000);
    EXPECT_EQ(1, myModel->partCount());

    Part* mergedPart = myModel->part(0);

    DrawableGeo* mergedGeo = dynamic_cast<DrawableGeo*>(mergedPart->drawable());
    const Vec3fArray* vertices = mergedGeo->vertexArray();
    EXPECT_EQ(6, vertices->size());

    Vec3f v5 = vertices->get(5);
    EXPECT_EQ(1, v5.x());
    EXPECT_EQ(1, v5.y());
    EXPECT_EQ(0, v5.z());
}
Beispiel #3
0
//--------------------------------------------------------------------------------------------------
/// Merge a drawable geometry object with this drawable possibly with transformation.
/// 
/// \param drawableGeo Drawable geometries to be merged
/// \param transformation Transformation matrix used to modify vertices
/// 
/// Vertices are converted if a transformation matrix is given.
/// Vertex arrays are appended to the merged vertex array. Primitives are copied and indices updated.
/// 
/// \warning All other vertex attribute data such as normals, texture coordinates etc will be set to NULL
//--------------------------------------------------------------------------------------------------
void DrawableGeo::mergeInto(const DrawableGeo& drawableGeo, const Mat4d* transformation)
{
    size_t totalVertexCount = m_vertexBundle->vertexCount();
    totalVertexCount += drawableGeo.vertexCount();

    // Nothing to do if no existing vertices and no new vertices
    if (totalVertexCount == 0)
    {
        return;
    }

    // Create a new vertex array and copy data from our array
    cref<Vec3fArray> oldVertexArray = m_vertexBundle->vertexArray();
    ref<Vec3fArray> newVertexArr = new Vec3fArray(totalVertexCount);
    size_t currentVertexIndex = 0;
    if (oldVertexArray.notNull() && oldVertexArray->size() > 0)
    {
        newVertexArr->copyData(*oldVertexArray, oldVertexArray->size(), 0, 0);
        currentVertexIndex = oldVertexArray->size();
    }

    // Do the primitive set
    size_t i = 0;
    for (i = 0; i < drawableGeo.primitiveSetCount(); i++)
    {
        const PrimitiveSet* primSet = drawableGeo.primitiveSet(i);
        CVF_ASSERT(primSet);

        ref<UIntArray> indices = new UIntArray;
        indices->resize(primSet->indexCount());

        uint k;
        for (k = 0; k < primSet->indexCount(); k++)
        {
            uint val = primSet->index(k);

            val += static_cast<uint>(currentVertexIndex);
            indices->set(k, val);
        }

        ref<PrimitiveSetIndexedUInt> prim = new PrimitiveSetIndexedUInt(primSet->primitiveType());
        prim->setIndices(indices.p());
        m_primitiveSets.push_back(prim.p());
    }


    const Vec3fArray* srcVertices = drawableGeo.vertexArray();
    CVF_ASSERT(srcVertices);

    if (transformation)
    {
        size_t j;
        for (j = 0; j < srcVertices->size(); j++)
        {
            // Transform to double vector to be able to do a transform using a double matrix
            Vec3d tmpDoubleVec(srcVertices->get(j));
            tmpDoubleVec.transformPoint(*transformation);
            newVertexArr->set(currentVertexIndex, Vec3f(tmpDoubleVec));
            currentVertexIndex++;
        }
    }
    else
    {
        // Append other drawable vertices vertex array and update vertex index
        newVertexArr->copyData(*srcVertices, srcVertices->size(), currentVertexIndex, 0);
    }

    // Clear all vertex attributes and set new vertex array
    m_vertexBundle->clear();
    m_vertexBundle->setVertexArray(newVertexArr.p());

    recomputeBoundingBox();
}