Beispiel #1
0
void VisitadorGP::visitData(const IData& d) {
	IShape* pS;
	d.getShape(&pS);
	// do something.
	Region r;
	pS->getMBR(r);

//	cout << "punto " << contador++ << ": " << r.m_pHigh[0] << " - " << r.m_pHigh[1] << endl;
	//cout << r.m_pHigh[0] << " " << r.m_pHigh[1] << endl;
	xy_pts_B.push_back(std::make_pair(r.m_pHigh[0], r.m_pHigh[1]));
	contador++;
	//cout<< "contador " << contador << endl;
	delete pS;

	// data should be an array of characters representing a Region as a string.
	byte* pData = 0;
	uint32_t cLen = 0;
	d.getData(cLen, &pData);
	// do something.
	//string s = reinterpret_cast<char*>(pData);
	//cout << s << endl;
	delete[] pData;

	//cout << d.getIdentifier() << endl;
	// the ID of this data entry is an answer to the query. I will just print it to stdout.
}
Beispiel #2
0
IShape* NodeFactory::CreateTriangle(float width, float height, const Color4F& color)
{
	ShapeTriangleMesh* mesh = MeshFactory::Instance().CreateShapeTriangleMesh(width, height, color);
	RETURN_NULL_IF_NULL(mesh);
	IMaterial* material = MaterialFactory::Instance().CreateShape(MEDUSA_PREFIX(Shape));
	IShape* sprite = new IShape();
	sprite->Initialize();
	sprite->SetSizeToContent(SizeToContent::Mesh);

	sprite->SetMesh(mesh);
	sprite->SetMaterial(material);
	return sprite;
}
bool inside_operator_variable::is_inside(
		const SpatialIndex::Point& p )
{
	tree_visitor v;

	m_rtree.point_location_query( p, v );

	vector<unsigned int> result = v.get_query_result();
	vector<unsigned int>::iterator i;

	bool inside = false;

	if ( m_type == geo_type::UNION ) {

		for ( i = result.begin(); i != result.end() ; i++ ) {
			IShape* s = m_regions[ ( *i ) ];
			if ( s->containsShape( p ) || s->touchesShape( p ) ) {
				inside = true;
				break;
			}
		}

	} else if ( m_type == geo_type::INTERSECTION ) {

		if ( result.size() == m_regions.size() ) {

			bool loop_break = false;
			for ( i = result.begin(); i != result.end() ; i++ ) {
				IShape* s = m_regions[ ( *i ) ];

				if ( !( s->containsShape( p ) ) && !( s->touchesShape( p ) ) ) {
					loop_break = true;
					break;
				}
			}

			inside = !loop_break;
		}

	} else {
		if ( result.size() == 0 ) {
			// nothing to do
			// inside was already set to false
		} else {

			IShape* s = m_regions[ 0 ];

			if ( s->containsShape( p ) || s->touchesShape( p ) ) {
				inside = true;
			}
		}
	}

	return inside;
}
Beispiel #4
0
IShape* NodeFactory::CreateCircle(float radius, float precision, const Color4F& color)
{
	ShapeGeneralMesh* mesh = MeshFactory::Instance().CreateShapeCircleMesh(radius, precision, color);
	RETURN_NULL_IF_NULL(mesh);
	IMaterial* material = MaterialFactory::Instance().CreateShape(MEDUSA_PREFIX(Shape_TrianglesFan));
	material->SetDrawMode(GraphicsDrawMode::TriangleFan);
	IShape* sprite = new IShape();
	sprite->Initialize();
	sprite->SetSizeToContent(SizeToContent::Mesh);
	sprite->SetMesh(mesh);
	sprite->SetMaterial(material);
	return sprite;
	
}
Beispiel #5
0
IShape* NodeFactory::CreateTriangle(const Point3F& p1, const Point3F& p2, const Point3F& p3, const Color4F& color)
{
	auto mesh = MeshFactory::Instance().CreateShapeTriangleMesh(p1, p2, p3, color);
	RETURN_NULL_IF_NULL(mesh);
	auto material = MaterialFactory::Instance().CreateShape(MEDUSA_PREFIX(Shape));
	IShape* sprite = new IShape();
	sprite->Initialize();
	sprite->SetSizeToContent(SizeToContent::Mesh);

	sprite->SetMesh(mesh);
	sprite->SetMaterial(material);
	return sprite;

}
Beispiel #6
0
std::unique_ptr<Intersection> Scene::intersect(const Ray& ray) const
{
    IShape* nearestHit = nullptr;
    double t_min = std::numeric_limits<double>::max();
    for(auto const& shape : _shapes)
    {
        assert(shape);
        double t = shape->intersect(ray);
        if(t < 0)
            continue;
        if(t > t_min)
            continue;
        t_min = t;
        nearestHit = shape.get();
    }

    if(nearestHit)
    {
        auto inter = new Intersection(ray, t_min);
        nearestHit->populate_intersection(*inter);
        return std::unique_ptr<Intersection>(inter);
    }
    return nullptr;
}
Beispiel #7
0
IShape* NodeFactory::CreateRect(const Size2F& rectSize, const Color4F& color)
{

	ShapeQuadMesh* mesh = MeshFactory::Instance().CreateShapeQuadMesh(rectSize, color);
	RETURN_NULL_IF_NULL(mesh);
	IMaterial* material = MaterialFactory::Instance().CreateShape(MEDUSA_PREFIX(Shape));
	IShape* sprite = new IShape();
	sprite->Initialize();
	sprite->SetSizeToContent(SizeToContent::Mesh);

	sprite->SetMesh(mesh);
	sprite->SetMaterial(material);
	sprite->SetSize(rectSize);
	return sprite;
}
Beispiel #8
0
IShape* NodeFactory::CreateRectBorder(const Size2F& rectSize, const Color4F& color)
{
	auto mesh = MeshFactory::Instance().CreateShapeQuadMesh(rectSize, color);
	RETURN_NULL_IF_NULL(mesh);
	auto material = MaterialFactory::Instance().CreateShape(MEDUSA_PREFIX(Shape_WireFrame));
	material->SetDrawMode(GraphicsDrawMode::LineStrip);

	IShape* sprite = new IShape();
	sprite->Initialize();
	sprite->SetSizeToContent(SizeToContent::Mesh);

	sprite->SetMesh(mesh);
	sprite->SetMaterial(material);
	sprite->SetSize(rectSize);
	return sprite;
}
Beispiel #9
0
	virtual bool Intersects(const IShape& shape) const override
	{
		return shape.Intersects(*this);
	}
Beispiel #10
0
// ************************************************************
//		FindSnapPoint
// ************************************************************
VARIANT_BOOL CMapView::FindSnapPoint(double tolerance, double xScreen, double yScreen, double* xFound, double* yFound)
{
	double maxDist = GetProjectedTolerance(xScreen, yScreen, tolerance);
	double x, y;
	this->PixelToProjection(xScreen, yScreen, x, y);

	long shapeIndex;
	long pointIndex;
	VARIANT_BOOL vb;
	double distance;

	double minDist = DBL_MAX;
	IShapefile* foundShapefile = NULL;
	long foundShapeIndex;
	long foundPointIndex;

	bool digitizing = EditorHelper::IsDigitizingCursor((tkCursorMode)m_cursorMode);
	tkLayerSelection behavior;
	_shapeEditor->get_SnapBehavior(&behavior);
	long currentHandle = -1;
	bool currentLayerOnly = behavior == lsActiveLayer && digitizing;
	if (currentLayerOnly)
		_shapeEditor->get_LayerHandle(&currentHandle);

	for (long i = 0; i < this->GetNumLayers(); i++)
	{
		long layerHandle = this->GetLayerHandle(i);
		if (currentLayerOnly && layerHandle != currentHandle)
			continue;

		Layer* l = GetLayer(layerHandle);
		if (!l || !l->wasRendered) continue;

		CComPtr<IShapefile> sf = NULL;
		sf.Attach(this->GetShapefile(layerHandle));
		if (sf)
		{
			VARIANT_BOOL snappable;
			sf->get_Snappable(&snappable);
			if (snappable)
			{
				sf->GetClosestVertex(x, y, maxDist, &shapeIndex, &pointIndex, &distance, &vb);
				if (vb)
				{
					if (distance < minDist)
					{
						minDist = distance;
						foundShapefile = sf;
						foundPointIndex = pointIndex;
						foundShapeIndex = shapeIndex;
					}
				}
			}
		}
	}

	bool result = false;
	if (minDist != DBL_MAX && foundShapefile)
	{
		IShape* shape = NULL;
		foundShapefile->get_Shape(foundShapeIndex, &shape);
		if (shape)
		{
			shape->get_XY(foundPointIndex, xFound, yFound, &vb);
			shape->Release();
			result = true;
		}
	}
	return result;
}
Beispiel #11
0
void AreaVisitor::printArea( IShape const & shape ) const
{
	std::cout << "Area of " << shape.getName() << " is " << _area << std::endl;
}
Beispiel #12
0
Color trace (const Ray& ray, std::set<IShape*>& sceneShapes,
						 std::set<Light*>& sceneLights, int depth)
{
	Color pixelColor (0.3);

	float near;
	Color color;
	Vector3D normal;
	IShape *shape = calculateIntersect (ray, sceneShapes, &near, normal, color);
	if (shape)
	{
		pixelColor = color;
		Point intersectionPoint = ray.calculate (near);

		Vector3D n;
		Color c;

		pixelColor = Color (0.0f);

		//Calculate illumination on intersected pixel
		for (auto light : sceneLights)
		{
			Vector3D lightDirection = (light->position () - intersectionPoint);

			float lightLenght = lightDirection.normalize ();

			const Ray shadowRay (intersectionPoint + normal * bias, lightDirection,
													 lightLenght);
			float near = INFINITY;

			IShape *s = calculateIntersect (shadowRay, sceneShapes, &near, n, c);
			if (!s) //There is no object between the intersected pixel and this light.
			{
				float diffuseCoefficient = shape->diffuse ();
				float specularCoefficient = shape->specular ();

				pixelColor += ambientColor (color);
				if (diffuseCoefficient > 0.0f)
					pixelColor += diffuseColor (lightDirection, light, normal, color,
																			diffuseCoefficient);

				if (specularCoefficient > 0.0f)
					pixelColor += specularColor (lightDirection, normal, ray, light,
																			 specularCoefficient);
			}
			else //Intersected pixel is shadowed!!!
			{
				pixelColor = color * 0.1;
				break;
			}
		}

		//Calculate the reflected color
		if ((shape->reflection () > 0)
				&& depth <= MAX_DEPTH)
		{
			Vector3D reflDir = ray.direction ()
					- normal * 2 * ray.direction ().dot (normal);
			reflDir.normalize ();

			Ray reflectionRay (intersectionPoint + normal * bias, reflDir);
			Color reflectionColor = trace (reflectionRay, sceneShapes, sceneLights,
			                               depth + 1);

			pixelColor += reflectionColor * shape->reflection ();
		}

	}

	pixelColor.clamp ();
	return pixelColor;
}
Beispiel #13
0
IEntity* CreateMissle(EntityPtr owner, Vector2d pos, float rot, IDrawer * d) {
	IShape* shape = d->CreateLine(pos, pos + Vector2d(cos(rot*PI/180), sin(rot * PI/180)) * MISSLE_LENGTH, 100, 50, 50, MISSLE_WIDTH);
	shape->SetOrigin(Vector2d(MISSLE_WIDTH/2, 0));
	return new Missle(owner, shape);
}