void setScalarAsFloat(T* data, Vector3i position, Vector3i size, float value, uchar channel, uchar nrOfChannels) { if(position.x() < 0 || position.y() < 0 || position.z() < 0 || position.x() > size.x()-1 || position.y() > size.y()-1 || position.z() > size.z()-1 || channel >= nrOfChannels) throw OutOfBoundsException(); data[(position.x() + position.y()*size.x() + position.z()*size.x()*size.y())*nrOfChannels + channel] = value; }
void AbstractTexture::subImageImplementationDefault(GLenum target, GLint level, const Vector3i& offset, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data) { bindInternal(); /** @todo Get some extension wrangler instead to avoid linker errors to glTexSubImage3D() on ES2 */ #ifndef MAGNUM_TARGET_GLES2 glTexSubImage3D(target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), static_cast<GLenum>(format), static_cast<GLenum>(type), data); #else static_cast<void>(target); static_cast<void>(level); static_cast<void>(offset); static_cast<void>(size); static_cast<void>(format); static_cast<void>(type); static_cast<void>(data); #endif }
//---------------------------------------------------------------------------- void Texture::set(void* iPtr, const Vector3i& iS, GLenum iInternalFormat, GLenum iFormat, GLenum iDataType) { vector<int> s(3, 0); s[0] = iS.x(); s[1] = iS.y(); s[2] = iS.z(); set( iPtr, s, iInternalFormat, iFormat, iDataType ); }
coord_t Box::volume() const { if (!valid()) { return 0; } Vector3i diagonal = this->diagonal(); return diagonal.x() * diagonal.y() * diagonal.z(); }
double Cube::value(const Vector3i &pos) const { unsigned int index = pos.x() * m_points.y() * m_points.z() + pos.y() * m_points.z() + pos.z(); if (index < m_data.size()) return m_data[index]; else return 6969.0; }
//------------------------------------------------------------------------------ IntAABB Octree::calculateTotalKeyBounds() { IntAABB bounds; for (auto it = m_roots.begin(); it != m_roots.end(); ++it) { OctreeNode & node = *(it->second); Vector3i pos = it->first; bounds.addPoint(pos.x(), pos.y()); } return bounds; }
void BotBotCollisionGrid::Setup(Vector3i Dimensions) { assert(Dimensions.x() > 0 && "Attempting to create a world grid with zero x dimensions"); assert(Dimensions.y() > 0 && "Attempting to create a world grid with zero y dimensions"); SetupLevel(Grid1, Dimensions, 64); SetupLevel(Grid2, Dimensions, 128); SetupLevel(Grid3, Dimensions, 256); SetupLevel(Grid4, Dimensions, 512); MasterGrid.clear(); }
void BotBotCollisionGrid::SetupLevel(vector< vector< list< Robot* > > > &Grid, Vector3i Dimensions, int GridSize) { Grid.resize( (Dimensions.x() + GridSize - 1) / GridSize);//round up the number of dimensions needed for(unsigned int x = 0; x < Grid.size(); x++) { Grid[x].resize((Dimensions.y() + GridSize - 1) / GridSize); for(unsigned int y = 0; y < Grid[x].size(); y++) { Grid[x][y].clear(); } } }
uint getOctreeDepthForBounding(const Vector3i& maxXYZ) { coord_t max = ::std::max(maxXYZ.x(), ::std::max(maxXYZ.y(), maxXYZ.z())); if (max < 0) { throw ::std::runtime_error("Invalid bounding (all components must not be negative)"); } // how many bits are required to store numbers from 0 to max int requiredBits = getMostSignigicantSetBitPos(max) + 1; return static_cast<uint>(requiredBits); }
bool Cube::setLimits(const Vector3 &min_, const Vector3i &dim, const Vector3 &spacing_) { Vector3 max_ = Vector3(min_.x() + (dim.x()-1) * spacing_[0], min_.y() + (dim.y()-1) * spacing_[1], min_.z() + (dim.z()-1) * spacing_[2]); m_min = min_; m_max = max_; m_points = dim; m_spacing = spacing_; m_data.resize(m_points.x() * m_points.y() * m_points.z()); return true; }
bool Cube::setLimits(const Vector3d &min_, const Vector3i &dim, double spacing_) { Vector3d max_ = Vector3d(min_.x() + (dim.x()-1) * spacing_, min_.y() + (dim.y()-1) * spacing_, min_.z() + (dim.z()-1) * spacing_); m_min = min_; m_max = max_; m_points = dim; m_spacing = Vector3d(spacing_, spacing_, spacing_); m_data.resize(m_points.x() * m_points.y() * m_points.z()); return true; }
void AbstractTexture::storageImplementationDefault(GLenum target, GLsizei levels, AbstractTexture::InternalFormat internalFormat, const Vector3i& size) { bindInternal(); /** @todo Re-enable when extension wrangler is available for ES2 */ #ifndef MAGNUM_TARGET_GLES2 glTexStorage3D(target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); #else //glTexStorage3DEXT(target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); static_cast<void>(target); static_cast<void>(levels); static_cast<void>(internalFormat); static_cast<void>(size); #endif }
bool Cube::setLimits(const Vector3 &min_, const Vector3 &max_, const Vector3i &points) { // We can calculate all necessary properties and initialise our data Vector3 delta = max_ - min_; m_spacing = Vector3(delta.x() / (points.x()-1), delta.y() / (points.y()-1), delta.z() / (points.z()-1)); m_min = min_; m_max = max_; m_points = points; m_data.resize(m_points.x() * m_points.y() * m_points.z()); return true; }
bool MeshGenerator::marchingCube(const Vector3i &pos) { float afCubeValue[8]; Vector3f asEdgeVertex[12]; Vector3f asEdgeNorm[12]; // Calculate the position in the Cube Vector3f fPos(pos.x() * m_stepSize + m_min.x(), pos.y() * m_stepSize + m_min.y(), pos.z() * m_stepSize + m_min.z()); //Make a local copy of the values at the cube's corners for(int i = 0; i < 8; ++i) { afCubeValue[i] = m_cube->value(Vector3i(pos + Vector3i(a2iVertexOffset[i]))); } //Find which vertices are inside of the surface and which are outside long iFlagIndex = 0; for(int i = 0; i < 8; ++i) { if(afCubeValue[i] <= m_iso) { iFlagIndex |= 1<<i; } } //Find which edges are intersected by the surface long iEdgeFlags = aiCubeEdgeFlags[iFlagIndex]; // No intersections if the cube is entirely inside or outside of the surface if(iEdgeFlags == 0) { return false; } //Find the point of intersection of the surface with each edge //Then find the normal to the surface at those points for(int i = 0; i < 12; ++i) { //if there is an intersection on this edge if(iEdgeFlags & (1<<i)) { float fOffset = offset(afCubeValue[a2iEdgeConnection[i][0]], afCubeValue[a2iEdgeConnection[i][1]]); asEdgeVertex[i] = Vector3f( fPos.x() + (a2fVertexOffset[a2iEdgeConnection[i][0]][0] + fOffset * a2fEdgeDirection[i][0]) * m_stepSize, fPos.y() + (a2fVertexOffset[a2iEdgeConnection[i][0]][1] + fOffset * a2fEdgeDirection[i][1]) * m_stepSize, fPos.z() + (a2fVertexOffset[a2iEdgeConnection[i][0]][2] + fOffset * a2fEdgeDirection[i][2]) * m_stepSize); /// FIXME Optimize this to only calculate normals when required asEdgeNorm[i] = normal(asEdgeVertex[i]); } } // Store the triangles that were found, there can be up to five per cube for(int i = 0; i < 5; ++i) { if(a2iTriangleConnectionTable[iFlagIndex][3*i] < 0) break; int iVertex = 0; iEdgeFlags = a2iTriangleConnectionTable[iFlagIndex][3*i]; // Make sure we get the triangle winding the right way around! if (!m_reverseWinding) { for(int j = 0; j < 3; ++j) { iVertex = a2iTriangleConnectionTable[iFlagIndex][3*i+j]; m_indices.push_back(m_vertices.size()); m_normals.push_back(asEdgeNorm[iVertex]); m_vertices.push_back(asEdgeVertex[iVertex]); } } else { for(int j = 2; j >= 0; --j) { iVertex = a2iTriangleConnectionTable[iFlagIndex][3*i+j]; m_indices.push_back(m_vertices.size()); m_normals.push_back(-asEdgeNorm[iVertex]); m_vertices.push_back(asEdgeVertex[iVertex]); } } } return true; }
bool Box::contains(const Vector3i& point) const { return point.x() >= m_llf.x() && point.y() >= m_llf.y() && point.z() >= m_llf.z() && m_urb.x() >= point.x() && m_urb.y() >= point.y() && m_urb.z() >= point.z(); }
int main(int argc, char* argv[]){ gengetopt_args_info args_info; string dumpFileName; string outFileName; //parse the command line option if (cmdline_parser (argc, argv, &args_info) != 0) { exit(1) ; } //get the dumpfile name and meta-data file name if (args_info.input_given){ dumpFileName = args_info.input_arg; } else { strcpy( painCave.errMsg, "No input file name was specified.\n" ); painCave.isFatal = 1; simError(); } if (args_info.output_given){ outFileName = args_info.output_arg; } else { strcpy( painCave.errMsg, "No output file name was specified.\n" ); painCave.isFatal = 1; simError(); } Vector3i repeat = Vector3i(args_info.repeatX_arg, args_info.repeatY_arg, args_info.repeatZ_arg); Mat3x3d repeatD = Mat3x3d(0.0); repeatD(0,0) = repeat.x(); repeatD(1,1) = repeat.y(); repeatD(2,2) = repeat.z(); Vector3d translate = Vector3d(args_info.translateX_arg, args_info.translateY_arg, args_info.translateZ_arg); //parse md file and set up the system SimCreator oldCreator; SimInfo* oldInfo = oldCreator.createSim(dumpFileName, false); Globals* simParams = oldInfo->getSimParams(); std::vector<Component*> components = simParams->getComponents(); std::vector<int> nMol; for (vector<Component*>::iterator i = components.begin(); i !=components.end(); ++i) { int nMolOld = (*i)->getNMol(); int nMolNew = nMolOld * repeat.x() * repeat.y() * repeat.z(); nMol.push_back(nMolNew); } createMdFile(dumpFileName, outFileName, nMol); SimCreator newCreator; SimInfo* newInfo = newCreator.createSim(outFileName, false); DumpReader* dumpReader = new DumpReader(oldInfo, dumpFileName); int nframes = dumpReader->getNFrames(); DumpWriter* writer = new DumpWriter(newInfo, outFileName); if (writer == NULL) { sprintf(painCave.errMsg, "error in creating DumpWriter"); painCave.isFatal = 1; simError(); } SimInfo::MoleculeIterator miter; Molecule::IntegrableObjectIterator iiter; Molecule::RigidBodyIterator rbIter; Molecule* mol; StuntDouble* sd; StuntDouble* sdNew; RigidBody* rb; Mat3x3d oldHmat; Mat3x3d newHmat; Snapshot* oldSnap; Snapshot* newSnap; Vector3d oldPos; Vector3d newPos; for (int i = 0; i < nframes; i++){ cerr << "frame = " << i << "\n"; dumpReader->readFrame(i); oldSnap = oldInfo->getSnapshotManager()->getCurrentSnapshot(); newSnap = newInfo->getSnapshotManager()->getCurrentSnapshot(); newSnap->setID( oldSnap->getID() ); newSnap->setTime( oldSnap->getTime() ); oldHmat = oldSnap->getHmat(); newHmat = repeatD*oldHmat; newSnap->setHmat(newHmat); newSnap->setThermostat( oldSnap->getThermostat() ); newSnap->setBarostat( oldSnap->getBarostat() ); int newIndex = 0; for (mol = oldInfo->beginMolecule(miter); mol != NULL; mol = oldInfo->nextMolecule(miter)) { for (int ii = 0; ii < repeat.x(); ii++) { for (int jj = 0; jj < repeat.y(); jj++) { for (int kk = 0; kk < repeat.z(); kk++) { Vector3d trans = Vector3d(ii, jj, kk); for (sd = mol->beginIntegrableObject(iiter); sd != NULL; sd = mol->nextIntegrableObject(iiter)) { oldPos = sd->getPos() + translate; oldSnap->wrapVector(oldPos); newPos = oldPos + trans * oldHmat; sdNew = newInfo->getIOIndexToIntegrableObject(newIndex); sdNew->setPos( newPos ); sdNew->setVel( sd->getVel() ); if (sd->isDirectional()) { sdNew->setA( sd->getA() ); sdNew->setJ( sd->getJ() ); } newIndex++; } } } } } //update atoms of rigidbody for (mol = newInfo->beginMolecule(miter); mol != NULL; mol = newInfo->nextMolecule(miter)) { //change the positions of atoms which belong to the rigidbodies for (rb = mol->beginRigidBody(rbIter); rb != NULL; rb = mol->nextRigidBody(rbIter)) { rb->updateAtoms(); rb->updateAtomVel(); } } writer->writeDump(); } // deleting the writer will put the closing at the end of the dump file. delete writer; delete oldInfo; }
void AbstractTexture::invalidateSubImplementationARB(GLint level, const Vector3i& offset, const Vector3i& size) { glInvalidateTexSubImage(_id, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z()); }
void AbstractTexture::subImageImplementationDSA(GLenum target, GLint level, const Vector3i& offset, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data) { glTextureSubImage3DEXT(_id, target, level, offset.x(), offset.y(), offset.z(), size.x(), size.y(), size.z(), static_cast<GLenum>(format), static_cast<GLenum>(type), data); }
void AbstractTexture::storageImplementationDSA(GLenum target, GLsizei levels, AbstractTexture::InternalFormat internalFormat, const Vector3i& size) { glTextureStorage3DEXT(_id, target, levels, GLenum(internalFormat), size.x(), size.y(), size.z()); }
void AbstractTexture::imageImplementationDSA(GLenum target, GLint level, InternalFormat internalFormat, const Vector3i& size, AbstractImage::Format format, AbstractImage::Type type, const GLvoid* data) { glTextureImage3DEXT(_id, target, level, GLint(internalFormat), size.x(), size.y(), size.z(), 0, static_cast<GLenum>(format), static_cast<GLenum>(type), data); }