Beispiel #1
0
//----------------------------------------------------------
void ofGLRenderer::draw(ofMesh & vertexData, ofPolyRenderMode renderType, bool useColors, bool useTextures, bool useNormals){
		if (bSmoothHinted) startSmoothing();
#ifndef TARGET_OPENGLES
		glPushAttrib(GL_POLYGON_BIT);
		glPolygonMode(GL_FRONT_AND_BACK, ofGetGLPolyMode(renderType));
		draw(vertexData,useColors,useTextures,useNormals);
		glPopAttrib(); //TODO: GLES doesnt support polygon mode, add renderType to gl renderer?
#else
		if(vertexData.getNumVertices()){
			glEnableClientState(GL_VERTEX_ARRAY);
			glVertexPointer(3, GL_FLOAT, sizeof(ofVec3f), vertexData.getVerticesPointer());
		}
		if(vertexData.getNumNormals() && useNormals){
			glEnableClientState(GL_NORMAL_ARRAY);
			glNormalPointer(GL_FLOAT, 0, vertexData.getNormalsPointer());
		}
		if(vertexData.getNumColors() && useColors){
			glEnableClientState(GL_COLOR_ARRAY);
			glColorPointer(4,GL_FLOAT, sizeof(ofFloatColor), vertexData.getColorsPointer());
		}

		if(vertexData.getNumTexCoords() && useTextures){
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			glTexCoordPointer(2, GL_FLOAT, 0, vertexData.getTexCoordsPointer());
		}

		GLenum drawMode;
		switch(renderType){
		case OF_MESH_POINTS:
			drawMode = GL_POINTS;
			break;
		case OF_MESH_WIREFRAME:
			drawMode = GL_LINES;
			break;
		case OF_MESH_FILL:
			drawMode = ofGetGLPrimitiveMode(vertexData.getMode());
			break;
		default:
			drawMode = ofGetGLPrimitiveMode(vertexData.getMode());
			break;
		}

		if(vertexData.getNumIndices()){
			glDrawElements(drawMode, vertexData.getNumIndices(),GL_UNSIGNED_SHORT,vertexData.getIndexPointer());
		}else{
			glDrawArrays(drawMode, 0, vertexData.getNumVertices());
		}
		if(vertexData.getNumColors() && useColors){
			glDisableClientState(GL_COLOR_ARRAY);
		}
		if(vertexData.getNumNormals() && useNormals){
			glDisableClientState(GL_NORMAL_ARRAY);
		}
		if(vertexData.getNumTexCoords() && useTextures){
			glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		}
#endif
		if (bSmoothHinted) endSmoothing();
}
Beispiel #2
0
void MeshHelper::fuseNeighbours( ofMesh& mesh, float fuseDistance )
{
	//@todo tex coords, normals
	assert( mesh.getMode() == OF_PRIMITIVE_TRIANGLES );
	int oldNumVerts = mesh.getNumVertices();
	int oldNumIndices = mesh.getNumIndices();
	
	if ( fuseDistance < 0 )
	{
		// fuse close-enough vertices
		// first define 'close enough' as 1/10000 of smallest dimension of the bounding box width/height/depth
		ofVec3f tlb, brf; // top left back, bottom right front
		calculateAABoundingBox( mesh, tlb, brf );
		float minDimension = min(brf.x-tlb.x,min(brf.y-tlb.y, brf.z-tlb.z));
		fuseDistance = minDimension * 0.00001f;
	}
	
	// now fuse
	map<ofIndexType,ofIndexType> fused;
	vector<ofVec3f> newVertices;
	vector<ofIndexType> remove;
	for ( ofIndexType i=0; i<mesh.getNumVertices(); i++ )
	{
		const ofVec3f& vertex = mesh.getVertex(i);
		// look at all the earlier vertices
		bool didFuse = false;
		for ( ofIndexType j=0; j<newVertices.size(); j++ ) {
			if ( (vertex-newVertices[j]).length()<fuseDistance ) {
				// fuse i to j
				fused[i] = j;
				remove.push_back(i);
				didFuse = true;
				break;
			}
		}
		if ( !didFuse ) {
			newVertices.push_back( vertex );
			fused[i] = newVertices.size()-1;
		}
	}
	
	// update indices
	for ( int i=0; i<mesh.getNumIndices(); i++ ) {
		ofIndexType originalIndex = mesh.getIndex(i);
		assert( fused.find( originalIndex ) != fused.end() );
		if ( fused.find(originalIndex) != fused.end() ) {
			mesh.getIndices()[i] = fused[originalIndex];
		}
	}
	
	// remove the fused
	for ( int i=remove.size()-1; i>=0; i-- ) {
		mesh.removeVertex( remove[i] );
	}
		
	ofLogNotice("MeshHelper") << "fuseNeighbours inplace: input " << oldNumVerts << " vertices/" << oldNumIndices << " indices, output " << mesh.getNumVertices() << " vertices/" << mesh.getNumIndices() << " indices";

}
void ofxObjLoader::save(string path, ofMesh& mesh){
    path = ofToDataPath(path);
    
    GLuint writeMode = GLM_NONE;
    
    GLMmodel* m = new GLMmodel();
    if(mesh.getNumVertices() > 0){
        m->numvertices = mesh.getNumVertices();
	    m->vertices = new GLfloat[m->numvertices*3+1];
        memcpy(&m->vertices[3], &mesh.getVertices()[0].x, sizeof(ofVec3f) * mesh.getNumVertices());
    }
    else {
        ofLogError("ofxObjLoader::save -- No vertices to save!");
        return;
    }
    
    if(mesh.getNumNormals() > 0){
        m->numnormals = mesh.getNumNormals();
        m->normals = new GLfloat[m->numnormals*3+1];
        memcpy(&m->normals[3], &mesh.getNormals()[0].x, sizeof(ofVec3f)*mesh.getNumNormals());
        writeMode |= GLM_SMOOTH;
    }
	
    if(mesh.getNumTexCoords() > 0){
        m->numtexcoords = mesh.getNumTexCoords();
        m->texcoords = new GLfloat[m->numtexcoords*2+1];
        memcpy(&m->texcoords[2], &mesh.getTexCoords()[0].x, sizeof(ofVec2f)*mesh.getNumTexCoords());
        writeMode |= GLM_TEXTURE;
    }
    
    if(mesh.getNumIndices() > 0){
        //create triangles
		m->numtriangles = mesh.getNumIndices()/3;
        m->triangles = new GLMtriangle[m->numtriangles];
        
        //add them all to one group
        m->groups = new GLMgroup();
        m->groups->next = NULL;
        m->groups->material = NULL;
        string name = "ofMesh";
        m->groups->name = (char*)malloc(sizeof(char) * name.length()+1);
        strcpy(m->groups->name, name.c_str());
        
        m->groups->numtriangles = mesh.getNumIndices()/3;
		m->groups->triangles = new GLuint[m->groups->numtriangles];
        m->numgroups = 1;
        for(int i = 0; i < mesh.getNumIndices()/3; i++){
            memcpy(m->triangles[i].vindices, &mesh.getIndices()[i*3], sizeof(GLuint)*3);
            memcpy(m->triangles[i].nindices, &mesh.getIndices()[i*3], sizeof(GLuint)*3);
            memcpy(m->triangles[i].tindices, &mesh.getIndices()[i*3], sizeof(GLuint)*3);
            m->groups->triangles[i] = i;
        }
    }
    
    glmWriteOBJ(m, (char*)path.c_str(), writeMode);
    glmDelete(m);
}
int getClosestTripletOnMesh(const ofMesh& objectMesh,const ofMesh& imageMesh, float x, float y, float* distance) {
    
    float bestDistance = numeric_limits<float>::infinity();
    int bestChoice = 0;
    
    for(int i = 0; i < objectMesh.getNumIndices()/3; i++) {
        
		ofVec3f cur = ofVec3f(0,0,0);
        for (int j=0;j<3;j++) {
            cur+=imageMesh.getVerticesPointer()[objectMesh.getIndexPointer()[3*i+j]];
        }
        
        cur/=3.0;
        
		float dx = x - cur.x;
		float dy = y - cur.y;
        float dz = 0 - cur.z;
		float curDistance = dx * dx + dy * dy + dz * dz;
		if(curDistance < bestDistance) {
			bestDistance = curDistance;
			bestChoice = i;
		}
	}
    
    return bestChoice;
}
void PyramidBrush::setNormals(ofMesh& mesh) {
    
    int nV = mesh.getNumVertices();
    int nT = mesh.getNumIndices() / 3;
    
    vector<ofPoint> norm(nV);
    for(int t=0; t < nT; t++) {
        int i1 = mesh.getIndex(3*t);
        int i2 = mesh.getIndex(3*t + 1);
        int i3 = mesh.getIndex(3*t + 2);
        
        const ofPoint &v1 = mesh.getVertex(i1);
        const ofPoint &v2 = mesh.getVertex(i2);
        const ofPoint &v3 = mesh.getVertex(i3);
        
        ofPoint dir = ( (v2 - v1).crossed(v3 - v1)).normalized();
        
        norm[i1] += dir;
        norm[i2] += dir;
        norm[i3] += dir;
    }
    for(int i = 0; i < nV; i++) {
        norm[i].normalize();
    }
    
    mesh.clearNormals();
    mesh.addNormals(norm);
}
Beispiel #6
0
//--------------------------------------------------------------
void ofVbo::setMesh(const ofMesh & mesh, int usage, bool useColors, bool useTextures, bool useNormals){
	if(mesh.getVertices().empty()){
		ofLogWarning("ofVbo") << "setMesh(): ignoring mesh with no vertices";
		return;
	}
	setVertexData(mesh.getVerticesPointer(),mesh.getNumVertices(),usage);
	if(mesh.hasColors() && useColors){
		setColorData(mesh.getColorsPointer(),mesh.getNumColors(),usage);
		enableColors();
	}else{
		disableColors();
	}
	if(mesh.hasNormals() && useNormals){
		setNormalData(mesh.getNormalsPointer(),mesh.getNumNormals(),usage);
		enableNormals();
	}else{
		disableNormals();
	}
	if(mesh.hasTexCoords() && useTextures){
		setTexCoordData(mesh.getTexCoordsPointer(),mesh.getNumTexCoords(),usage);
		enableTexCoords();
	}else{
		disableTexCoords();
	}
	if(mesh.hasIndices()){
		setIndexData(mesh.getIndexPointer(), mesh.getNumIndices(), usage);
		enableIndices();
	}else{
		disableIndices();
	}
}
//--------------------------------------------------------------
void ofVboByteColor::setMesh(const ofMesh & mesh, int usage){
	setVertexData(mesh.getVerticesPointer(),mesh.getNumVertices(),usage);
	setColorData(mesh.getColorsPointer(),mesh.getNumColors(),usage);
	setNormalData(mesh.getNormalsPointer(),mesh.getNumNormals(),usage);
	setTexCoordData(mesh.getTexCoordsPointer(),mesh.getNumTexCoords(),usage);
	setIndexData(mesh.getIndexPointer(), mesh.getNumIndices(), usage);
}
//--------------------------------------------------------------
void ofxBulletTriMeshShape::updateMesh( btDiscreteDynamicsWorld* a_world, ofMesh& aMesh ) {
    if( aMesh.getNumVertices() != totalVerts || aMesh.getNumIndices() != totalIndices ) {
        ofLogWarning() << "updateMesh :: the verts or the indices are not the correct size, not updating";
        return;
    }
    
    auto& tverts = aMesh.getVertices();
    
    btVector3 aabbMin(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT);
    btVector3 aabbMax(-BT_LARGE_FLOAT,-BT_LARGE_FLOAT,-BT_LARGE_FLOAT);
    
    for( int i = 0; i < totalVerts; i++ ) {
        auto& v = tverts[i];
        bullet_vertices[i].setValue( v.x, v.y, v.z );
        
        aabbMin.setMin( bullet_vertices[i] );
        aabbMax.setMax( bullet_vertices[i] );
    }
    
    btBvhTriangleMeshShape* triShape = (btBvhTriangleMeshShape*)_shape;
//    triShape->partialRefitTree( aabbMin, aabbMax );
    triShape->refitTree( aabbMin, aabbMax );
    
    //clear all contact points involving mesh proxy. Note: this is a slow/unoptimized operation.
    a_world->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs( getRigidBody()->getBroadphaseHandle(), a_world->getDispatcher());
}
Beispiel #9
0
ofMesh convertFromIndices(const ofMesh& mesh) {
	ofMesh result;
	// have to do a const_cast because ofMesh::get*() is not const correct
	ofMesh& cmesh = const_cast<ofMesh&>(mesh);
	int vertices = mesh.getNumVertices();
	int colors = mesh.getNumColors();
	int normals = mesh.getNumNormals();
	int texcoords = mesh.getNumTexCoords();
	int indices = mesh.getNumIndices();
	for(int i = 0; i < indices; i++) {
		int cur = cmesh.getIndex(i);
		if(vertices > 0) {
			result.addVertex(cmesh.getVertex(cur));
		}
		if(colors > 0) {
			result.addColor(cmesh.getColor(cur));
		}
		if(normals > 0) {
			result.addNormal(cmesh.getNormal(cur));
		}
		if(texcoords > 0) {
			result.addTexCoord(cmesh.getTexCoord(cur));
		}
	}
	return result;
}
Beispiel #10
0
//Universal function which sets normals for the triangle mesh
void ofxOcean::setNormals( ofMesh &mesh ){
    //The number of the vertices
    int nV = mesh.getNumVertices();
    //The number of the triangles
    int nT = mesh.getNumIndices() / 3;
    vector<ofPoint> norm( nV ); //Array for the normals
    //Scan all the triangles. For each triangle add its
    //normal to norm's vectors of triangle's vertices
    for (int t=0; t<nT; t++) {
        //Get indices of the triangle t
        int i1 = mesh.getIndex( 3 * t );
        int i2 = mesh.getIndex( 3 * t + 1 );
        int i3 = mesh.getIndex( 3 * t + 2 );
        //Get vertices of the triangle
        const ofPoint &v1 = mesh.getVertex( i1 );
        const ofPoint &v2 = mesh.getVertex( i2 );
        const ofPoint &v3 = mesh.getVertex( i3 );
        //Compute the triangle's normal
        ofPoint dir = ( (v2 - v1).getCrossed( v3 - v1 ) ).getNormalized();
        //Accumulate it to norm array for i1, i2, i3
        norm[ i1 ] += dir;
        norm[ i2 ] += dir;
        norm[ i3 ] += dir;
    }
    //Normalize the normal's length
    for (int i=0; i<nV; i++) {
        norm[i].normalize();
    }
    //Set the normals to mesh
    mesh.clearNormals();
    mesh.addNormals( norm );
}
Beispiel #11
0
//--------------------------------------------------------------
//Universal function which sets normals for the triangle mesh
void setNormals( ofMesh &mesh ){
    
    int nV = mesh.getNumVertices();//640
    int nT = mesh.getNumIndices() / 3;//213
    
    vector<ofPoint> norm( nV );
    
    for (int t=0; t<nT; t++) {
        
        int i1 = mesh.getIndex( 3 * t );
        int i2 = mesh.getIndex( 3 * t + 1 );
        int i3 = mesh.getIndex( 641 );
        
        const ofPoint &v1 = mesh.getVertex( i1 );
        const ofPoint &v2 = mesh.getVertex( i2 );
        const ofPoint &v3 = mesh.getVertex( i3 );
        
        //Compute the triangle's normal
        ofPoint dir = ( (v2 - v1).crossed( v3 - v1 ) ).normalized();
        
        norm[ i1 ] += dir;
        norm[ i2 ] += dir;
        norm[ i3 ] += dir;
    }
    
    //Normalize the normal's length
    for (int i=0; i<nV; i++) {
        norm[i].normalize();
    }
    
    //Set the normals to mesh
    mesh.clearNormals();
    mesh.addNormals( norm );
}
Beispiel #12
0
void buildNormals(ofMesh& mesh) {
    if(mesh.getNumIndices() > 0) {
        buildNormalsAverage(mesh);
    } else {
        buildNormalsFaces(mesh);
    }
}
//----------------------------------------------------------
void ofGLRenderer::draw(const ofMesh & vertexData, bool useColors, bool useTextures, bool useNormals) const{
	if(vertexData.getNumVertices()){
		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, sizeof(ofVec3f), &vertexData.getVerticesPointer()->x);
	}
	if(vertexData.getNumNormals() && useNormals){
		glEnableClientState(GL_NORMAL_ARRAY);
		glNormalPointer(GL_FLOAT, sizeof(ofVec3f), &vertexData.getNormalsPointer()->x);
	}
	if(vertexData.getNumColors() && useColors){
		glEnableClientState(GL_COLOR_ARRAY);
		glColorPointer(4,GL_FLOAT, sizeof(ofFloatColor), &vertexData.getColorsPointer()->r);
	}

	if(vertexData.getNumTexCoords() && useTextures){
		set<int>::iterator textureLocation = textureLocationsEnabled.begin();
		for(;textureLocation!=textureLocationsEnabled.end();textureLocation++){
			glActiveTexture(GL_TEXTURE0+*textureLocation);
			glClientActiveTexture(GL_TEXTURE0+*textureLocation);
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			glTexCoordPointer(2, GL_FLOAT, sizeof(ofVec2f), &vertexData.getTexCoordsPointer()->x);
		}
		glActiveTexture(GL_TEXTURE0);
		glClientActiveTexture(GL_TEXTURE0);
	}

	if(vertexData.getNumIndices()){
#ifdef TARGET_OPENGLES
		glDrawElements(ofGetGLPrimitiveMode(vertexData.getMode()), vertexData.getNumIndices(),GL_UNSIGNED_SHORT,vertexData.getIndexPointer());
#else
		glDrawElements(ofGetGLPrimitiveMode(vertexData.getMode()), vertexData.getNumIndices(),GL_UNSIGNED_INT,vertexData.getIndexPointer());
#endif
	}else{
		glDrawArrays(ofGetGLPrimitiveMode(vertexData.getMode()), 0, vertexData.getNumVertices());
	}

	if(vertexData.getNumColors() && useColors){
		glDisableClientState(GL_COLOR_ARRAY);
	}
	if(vertexData.getNumNormals() && useNormals){
		glDisableClientState(GL_NORMAL_ARRAY);
	}
	if(vertexData.getNumTexCoords() && useTextures){
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
}
Beispiel #14
0
void MeshHelper::fuseNeighbours( ofMesh& outputMesh, const ofMesh& sourceMesh, float fuseDistance )
{
	//@todo tex coords, normals
	assert( sourceMesh.getMode() == OF_PRIMITIVE_TRIANGLES );
	
	if ( fuseDistance < 0 )
	{
		// fuse close-enough vertices
		// first define 'close enough' as 1/10000 of smallest dimension of the bounding box width/height/depth
		ofVec3f tlb, brf; // top left back, bottom right front
		calculateAABoundingBox( sourceMesh, tlb, brf );
		float minDimension = min(brf.x-tlb.x,min(brf.y-tlb.y, brf.z-tlb.z));
		fuseDistance = minDimension * 0.00001f;
	}

	// now fuse
	map<int,int> fused;
	vector<ofVec3f> vertices;
	for ( int i=0; i<sourceMesh.getNumVertices(); i++ )
	{
		const ofVec3f& vertex = sourceMesh.getVertex(i);
		//vertex.rotate(10, 10, 10);
		bool didFuse = false;
		for ( int j=0; j<vertices.size(); j++ ) {
			if ( (vertex-vertices[j]).length()<fuseDistance ) {
				// fuse i to j
				fused[i] = j;
				didFuse = true;
				break;
			}
		}
		if ( !didFuse ) {
			vertices.push_back( vertex );
			fused[i] = vertices.size()-1;
		}
	}
		
	// build the output mesh
	outputMesh.clear();
	outputMesh.addVertices(vertices);
	if ( sourceMesh.getNumIndices() > 0 ) {
		// walk through indices to build up the new mesh
		const vector<ofIndexType>& indices = sourceMesh.getIndices();
		for ( int i=0; i<indices.size(); i+=3 ) {
			assert( fused.find( indices[i] ) != fused.end() );
			assert( fused.find( indices[i+1] ) != fused.end() );
			assert( fused.find( indices[i+2] ) != fused.end() );
			outputMesh.addTriangle( fused[indices[i]], fused[indices[i+1]], fused[indices[i+2]] );
		}
	} else {
		// triangles are just triples of vertices
		for ( int i=0; i<sourceMesh.getNumVertices(); i+=3 ) {
			outputMesh.addTriangle( fused[i], fused[i+1], fused[i+2] );
		}
	}
	
	ofLogNotice("MeshHelper") << "fuseNeighbours: input " << sourceMesh.getNumVertices() << " vertices/" << sourceMesh.getNumIndices() << " indices, output " << outputMesh.getNumVertices() << " vertices/" << outputMesh.getNumIndices() << " indices";
}
//--------------------------------------------------------------
void ofxBulletSoftTriMesh::create( ofxBulletWorldSoft* a_world, ofMesh& aMesh, btTransform &a_bt_tr, float a_mass ) {
    
    if(a_world == NULL) {
        ofLogError("ofxBulletSoftTriMesh") << "create(): a_world param is NULL";
        return;
    }
    
    if( aMesh.getMode() != OF_PRIMITIVE_TRIANGLES ) {
        ofLogError("ofxBulletSoftTriMesh") << " only excepts meshes that are triangles";
        return;
    }
    
    _world = a_world;
    
    _cachedMesh.clear();
    _cachedMesh = aMesh;
    
    if( bullet_vertices != NULL ) {
        delete bullet_vertices;
        bullet_vertices = NULL;
    }
    
    int vertStride  = sizeof(btVector3);
    int indexStride = 3*sizeof(int);
    
    int totalVerts    = (int)aMesh.getNumVertices();
    int totalIndices  = (int)aMesh.getNumIndices();
    
    bullet_vertices = new btScalar[ totalVerts * 3 ];
    int* bullet_indices = new int[ totalIndices ];
    
    auto& tverts       = aMesh.getVertices();
    vector< ofIndexType >& tindices = aMesh.getIndices();
    
    for( int i = 0; i < totalVerts; i++ ) {
        bullet_vertices[i*3+0] = tverts[i].x;
        bullet_vertices[i*3+1] = tverts[i].y;
        bullet_vertices[i*3+2] = tverts[i].z;
    }
    for( int i = 0; i < totalIndices; i++ ) {
        bullet_indices[i] = tindices[i];
    }
    
    _softBody = btSoftBodyHelpers::CreateFromTriMesh( _world->getInfo(),
                                                         bullet_vertices,
                                                         bullet_indices,
                                                         totalIndices/3 );
    _softBody->transform( a_bt_tr );
    setMass( a_mass, true );
    
    setCreated(_softBody);
    createInternalUserData();

    delete [] bullet_indices;
    
}
//----------------------------------------------------------
void ofGLRenderer::draw(ofMesh & vertexData){
	if(vertexData.getNumVertices()){
		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, sizeof(ofVec3f), vertexData.getVerticesPointer());
	}
	if(vertexData.getNumNormals()){
		glEnableClientState(GL_NORMAL_ARRAY);
		glNormalPointer(GL_FLOAT, 0, vertexData.getNormalsPointer());
	}
	if(vertexData.getNumColors()){
		glEnableClientState(GL_COLOR_ARRAY);
		glColorPointer(4,GL_FLOAT, sizeof(ofColor), vertexData.getColorsPointer());
	}

	if(vertexData.getNumTexCoords()){
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, 0, vertexData.getTexCoordsPointer());
	}

	if(vertexData.getNumIndices()){
#ifdef TARGET_OPENGLES
		glDrawElements(ofGetGLPrimitiveMode(vertexData.getMode()), vertexData.getNumIndices(),GL_UNSIGNED_SHORT,vertexData.getIndexPointer());
#else
		glDrawElements(ofGetGLPrimitiveMode(vertexData.getMode()), vertexData.getNumIndices(),GL_UNSIGNED_INT,vertexData.getIndexPointer());
#endif
	}else{
		glDrawArrays(ofGetGLPrimitiveMode(vertexData.getMode()), 0, vertexData.getNumVertices());
	}
	if(vertexData.getNumColors()){
		glDisableClientState(GL_COLOR_ARRAY);
	}
	if(vertexData.getNumNormals()){
		glDisableClientState(GL_NORMAL_ARRAY);
	}
	if(vertexData.getNumTexCoords()){
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
}
// Returns true iff the mesh contains two index defined traingles that intersect.
bool check_triangle_intersections(ofMesh &mesh)
{
    
    int len = mesh.getNumIndices();
    for(int i = 0; i < len; i += 3)
    {
        ofVec3f v1 = mesh.getVertex(mesh.getIndex(i));
        ofVec3f v2 = mesh.getVertex(mesh.getIndex(i + 1));
        ofVec3f v3 = mesh.getVertex(mesh.getIndex(i + 2));
        
        for(int j = 0; j < len; j += 3)
        {
            ofVec3f p1 = mesh.getVertex(mesh.getIndex(j));
            ofVec3f p2 = mesh.getVertex(mesh.getIndex(j + 1));
            ofVec3f p3 = mesh.getVertex(mesh.getIndex(j + 2));
            
            int b  = Intersecting(p1, p2, v1, v2, v3);
            int b2 = Intersecting(p2, p3, v1, v2, v3);
            int b3 = Intersecting(p3, p1, v1, v2, v3);
            
            if(b == 1 || b2 == 1 || b3 == 1)
            {
                return true;
            }
            
            if(point_triangle_intersection(v1, v2, v3, p1)||
               point_triangle_intersection(v1, v2, v3, p2)||
               point_triangle_intersection(v1, v2, v3, p3))
            {
                return true;
            }
            
            
        }
        
    }
    
    return false;
    
}
Beispiel #18
0
Handle <Device::RTShape> Renderer::addMesh(Device::RTMaterial material, const ofMesh & meshPr, const ofMatrix4x4& transform) {

    int vertsNum = meshPr.getNumVertices();
    int vertsSize = vertsNum * sizeof(ofVec3f);
    Device::RTData positions = g_device->rtNewData("immutable_managed", vertsSize, meshPr.getVerticesPointer());

    int normalsNum = meshPr.getNumNormals();
    int normalsSize = normalsNum * sizeof(ofVec3f);
    Device::RTData normals = g_device->rtNewData("immutable_managed", normalsSize, meshPr.getNormalsPointer());

    int textcoordsNum = meshPr.getNumTexCoords();
    int textcoordsSize = textcoordsNum * sizeof(ofVec2f);
    Device::RTData texcoords = g_device->rtNewData("immutable_managed", textcoordsSize, meshPr.getTexCoordsPointer());

    int indicesNum = meshPr.getNumIndices();
    int indicesSize = indicesNum * sizeof(ofIndexType);
    Device::RTData triangles = g_device->rtNewData("immutable_managed", indicesSize, meshPr.getIndexPointer());

    Handle <Device::RTShape> mesh = device->rtNewShape("trianglemesh");

    if(vertsNum) {
        g_device->rtSetArray(mesh, "positions", "float3", positions, vertsNum, sizeof(ofVec3f), 0);
    }
    if(normalsNum) {
        g_device->rtSetArray(mesh, "normals", "float3", normals, normalsNum, sizeof(ofVec3f), 0);
    }
    if(textcoordsNum) {
        g_device->rtSetArray(mesh, "texcoords", "float2", texcoords, textcoordsNum, sizeof(ofVec2f), 0);
    }
    if(indicesNum) {
        g_device->rtSetArray(mesh, "indices", "int3", triangles, indicesNum / 3, 3 * sizeof(ofIndexType), 0);
    }

    device->rtCommit(mesh);
    device->rtClear(mesh);

    return addShape(material, mesh, transform);
}
Beispiel #19
0
void ofSaveMesh(const ofMesh& mesh, string filename) {
	ofFile ply;
	if (ply.open(filename, ofFile::WriteOnly, true)) {	
		int vertexCount =  mesh.getNumVertices();
		int triangleCount = mesh.getNumVertices() / 3;
		cout << "saving mesh with " << mesh.getNumIndices() << " indices" << endl;
		cout << "saving mesh with " << mesh.getNumVertices() << " vertices" << endl;
		
		// write the header
		ply << "ply" << endl;
		ply << "format binary_little_endian 1.0" << endl;
		ply << "element vertex " << vertexCount << endl;
		ply << "property float x" << endl;
		ply << "property float y" << endl;
		ply << "property float z" << endl;
		ply << "element face " << triangleCount << endl;
		ply << "property list uchar int vertex_index" << endl;
		ply << "end_header" << endl;
		
		// write all the vertices
		const vector<ofVec3f>& surface = mesh.getVertices();
		for(int i = 0; i < surface.size(); i++) {
			// write the raw data as if it were a stream of bytes
			ply.write((char*) &surface[i], sizeof(ofVec3f));
		}
		
		// write all the faces
		unsigned char faceSize = 3;
		for(int i = 0; i < vertexCount; i += faceSize) {
			// write the raw data as if it were a stream of bytes
			ply.write((char*) &faceSize, sizeof(unsigned char));
			for(int j = 0; j < faceSize; j++) {
				int curIndex = i + j;
				ply.write((char*) &curIndex, sizeof(int));
			}
		}
	}
}
        //--------------------------------------------------------------
        void save(const string& path, const ofMesh& mesh)
        {
            ofFile file(path, ofFile::WriteOnly, true);

            int numVerts = mesh.getNumVertices();
            file.write((char *)(&numVerts), sizeof(int));
            if (numVerts > 0) {
                file.write((char *)(&(mesh.getVertices())[0]), sizeof(ofPoint) * numVerts);
            }

            int numNormals = mesh.getNumNormals();
            file.write((char *)(&numNormals), sizeof(int));
            if (numNormals > 0) {
                file.write((char *)(&(mesh.getNormals())[0]), sizeof(ofPoint) * numNormals);
            }

            int numTexCoords = mesh.getNumTexCoords();
            file.write((char *)(&numTexCoords), sizeof(int));
            if (numTexCoords > 0) {
                file.write((char *)(&(mesh.getTexCoords())[0]), sizeof(ofVec2f) * numTexCoords);
            }

            int numColors = mesh.getNumColors();
            file.write((char *)(&numColors), sizeof(int));
            if (numColors > 0) {
                file.write((char *)(&(mesh.getColors())[0]), sizeof(ofFloatColor) * numColors);
            }

            int numIndices = mesh.getNumIndices();
            file.write((char *)(&numIndices), sizeof(int));
            if (numIndices > 0) {
                file.write((char *)(&(mesh.getIndices())[0]), sizeof(ofIndexType) * numIndices);
            }

            file.close();
        }
vector<pair<btVector3, btConvexHullShape*> > ofxBulletConvexDecomposer::decompose(const ofMesh &meshToDecompose, btVector3 scale )
{
	assert( meshToDecompose.getMode() == OF_TRIANGLES_MODE );
	vector<pair<btVector3, btConvexHullShape*> > convexShapes;
	int tcount = meshToDecompose.getNumIndices()/3;
	if ( tcount == 0 )
		// nothing to do
		return convexShapes;
	
	// adapted from bullet-2.81-rev2613/Demos/ConvexDecompositionDemo/ConvexDecompositionDemo.cpp
	
	/*
	 unsigned int depth = 5;
	 float cpercent     = 5;
	 float ppercent     = 15;
	 unsigned int maxv  = 16;
	 float skinWidth    = 0.0;
	 
	 // ConvexDecomposition::WavefrontObj wo;
	 ConvexDecomposition::DecompDesc desc;
	 desc.mVcount       = meshToDecompose.getNumVertices();
	 desc.mVertices     = (float*)(meshToDecompose.getVerticesPointer());
	 desc.mTcount       = meshToDecompose.getNumIndices()/3;
	 desc.mIndices      = meshToDecompose.getIndexPointer();
	 desc.mDepth        = depth;
	 desc.mCpercent     = cpercent;
	 desc.mPpercent     = ppercent;
	 desc.mMaxVertices  = maxv;
	 desc.mSkinWidth    = skinWidth;
	 
	 desc.mCallback = this;
	 */
	
	//-----------------------------------------------
	// HACD
	//-----------------------------------------------
	
	std::vector< HACD::Vec3<HACD::Real> > points;
	std::vector< HACD::Vec3<long> > triangles;
	
	for(int i=0; i<meshToDecompose.getNumVertices(); i++ )
	{
		ofVec3f meshVert = meshToDecompose.getVertex(i);
		HACD::Vec3<HACD::Real> vertex( meshVert.x, meshVert.y, meshVert.z );
		points.push_back(vertex);
	}
	
	for(int i=0;i<meshToDecompose.getNumIndices(); i+=3 )
	{
		HACD::Vec3<long> triangle(meshToDecompose.getIndex(i), meshToDecompose.getIndex(i+1), meshToDecompose.getIndex(i+2) );
		triangles.push_back(triangle);
	}
	assert(triangles.size()==tcount);
	
	
	HACD::HACD myHACD;
	myHACD.SetPoints(&points[0]);
	myHACD.SetNPoints(points.size());
	myHACD.SetTriangles(&triangles[0]);
	myHACD.SetNTriangles(triangles.size());
	myHACD.SetCompacityWeight(0.1);
	myHACD.SetVolumeWeight(0.0);
	
	// HACD parameters
	// Recommended parameters: 2 100 0 0 0 0
	size_t nClusters = 2;
	double concavity = 100;
	bool invert = false;
	bool addExtraDistPoints = false;
	bool addNeighboursDistPoints = false;
	bool addFacesPoints = false;
	
	myHACD.SetNClusters(nClusters);                     // minimum number of clusters
	myHACD.SetNVerticesPerCH(100);                      // max of 100 vertices per convex-hull
	myHACD.SetConcavity(concavity);                     // maximum concavity
	myHACD.SetAddExtraDistPoints(addExtraDistPoints);
	myHACD.SetAddNeighboursDistPoints(addNeighboursDistPoints);
	myHACD.SetAddFacesPoints(addFacesPoints);
	
	myHACD.SetCallBack( hacdCallback );
	
	myHACD.Compute();
	nClusters = myHACD.GetNClusters();
	
	
	
	int totalTriangles = 0;
	int totalPoints = 0;
	for (int c=0;c<nClusters;c++)
	{
		//generate convex result
		size_t nPoints = myHACD.GetNPointsCH(c);
		size_t nTriangles = myHACD.GetNTrianglesCH(c);
		ofLogVerbose("ofxBulletConvexDecomposer") << "cluster " << c <<"/" << nClusters << " points " << nPoints << " triangles " << nTriangles;
		
		float* vertices = new float[nPoints*3];
		unsigned int* triangles = new unsigned int[nTriangles*3];
		
		HACD::Vec3<HACD::Real> * pointsCH = new HACD::Vec3<HACD::Real>[nPoints];
		HACD::Vec3<long> * trianglesCH = new HACD::Vec3<long>[nTriangles];
		myHACD.GetCH(c, pointsCH, trianglesCH);
		
		// points
		for(size_t v = 0; v < nPoints; v++)
		{
			vertices[3*v] = pointsCH[v].X();
			vertices[3*v+1] = pointsCH[v].Y();
			vertices[3*v+2] = pointsCH[v].Z();
		}
		// triangles
		for(size_t f = 0; f < nTriangles; f++)
		{
			triangles[3*f] = trianglesCH[f].X();
			triangles[3*f+1] = trianglesCH[f].Y();
			triangles[3*f+2] = trianglesCH[f].Z();
		}
		
	
		ConvexResult r(nPoints, vertices, nTriangles, triangles);
		convexShapes.push_back( createConvexHullShapeFromConvexResult(r, scale) );
		
		delete [] pointsCH;
		delete [] trianglesCH;
		delete [] vertices;
		delete [] triangles;
		
		totalTriangles += nTriangles;
	}

	return convexShapes;
}
Beispiel #22
0
void ofxPolyvox::polyvoxToOfMesh(const PolyVox::SurfaceMesh<PositionMaterialNormal>& surfaceMesh, ofMesh& polyvxToOfMesh, bool setColor){

    //Convienient access to the vertices and indices
	const vector<uint32_t>& vecIndices = surfaceMesh.getIndices();
	const vector<PositionMaterialNormal>& vecVertices = surfaceMesh.getVertices();//surfaceMesh.getRawVertexData();

	ofIndexType ofVecIndices;
	const void* pIndices = static_cast<const void*>(&(vecIndices[0]));

	int* indices = (int*)pIndices;

    vector<int> indx;


     for (int i = 0; i < surfaceMesh.getNoOfIndices(); i++ ){

     indx.push_back(indices[i]);
     //cout << "indices:" << indices[i] << endl;
    polyvxToOfMesh.addIndex(indx[i]);
     }

	ofLog(OF_LOG_NOTICE, "ofMesh: number of indices is %d", polyvxToOfMesh.getNumIndices());

    ofVec3f ofVecVertices;


     for (int i = 0; i < surfaceMesh.getNoOfVertices(); i++ ){


    PositionMaterialNormal vert0 = vecVertices[i];


    ofVecVertices = ofVec3f(vert0.getPosition().getX(),vert0.getPosition().getY(),vert0.getPosition().getZ());

    polyvxToOfMesh.addVertex(ofVecVertices);

    }

	 ofLog(OF_LOG_NOTICE, "ofMesh: number of vertices is %d", polyvxToOfMesh.getNumVertices());

    ofVec3f ofVecNormals;

    for (int i = 0; i < surfaceMesh.getNoOfVertices(); i++ ){


    PositionMaterialNormal vert0 = vecVertices[i];


    ofVecNormals = ofVec3f(vert0.getNormal().getX(),vert0.getNormal().getY(),vert0.getNormal().getZ());

    polyvxToOfMesh.addNormal(ofVecNormals);

    }

	ofLog(OF_LOG_NOTICE, "ofMesh: number of normals is %d", polyvxToOfMesh.getNumNormals());


    if(setColor){

        for (int i = 0; i < surfaceMesh.getNoOfVertices(); i++ ){

        PositionMaterialNormal vert0 = vecVertices[i];

        uint8_t material = static_cast<uint8_t>(vert0.getMaterial() + 0.5);

        //cout << "material:" << int(material) << endl;

        ofFloatColor colour = convertMaterialIDToColour(material);

        //cout << colour << endl;

        polyvxToOfMesh.addColor(colour);

        bool col = polyvxToOfMesh.hasColors();

        //cout << "hasColors:" << col << endl;
        }

    }

}
//--------------------------------------------------------------
void ofxBulletTriMeshShape::create( btDiscreteDynamicsWorld* a_world, ofMesh& aMesh, btTransform &a_bt_tr, float a_mass, glm::vec3 aAAbbMin, glm::vec3 aAAbbMax ) {
    if( aMesh.getMode() != OF_PRIMITIVE_TRIANGLES ) {
        ofLogWarning() << " ofxBulletTriMeshShape :: create : mesh must be using triangles, not creating!!" << endl;
        return;
    }
    if( aMesh.getNumIndices() < 3 ) {
        ofLogWarning() << " ofxBulletTriMeshShape :: create : mesh must have indices, not creating!" << endl;
        return;
    }
    
    
    if( !_bInited || _shape == NULL ) {
        int vertStride  = sizeof(btVector3);
        int indexStride = 3*sizeof(int);
        
        totalVerts    = (int)aMesh.getNumVertices();
        totalIndices  = (int)aMesh.getNumIndices();
        
        const int totalTriangles = totalIndices / 3;
        
        if( bullet_indices != NULL ) {
            removeShape();
        }
        if( bullet_vertices != NULL ) {
            removeShape();
        }
        if( bullet_indexVertexArrays != NULL ) {
            removeShape();
        }
        if( _shape != NULL ) {
            removeShape();
        }
        
        bullet_vertices   = new btVector3[ totalVerts ];
        bullet_indices    = new int[ totalIndices ];
        
        auto& tverts = aMesh.getVertices();
        auto& tindices = aMesh.getIndices();
        
        for( int i = 0; i < totalVerts; i++ ) {
            bullet_vertices[i].setValue( tverts[i].x, tverts[i].y, tverts[i].z );
        }
        for( int i = 0; i < totalIndices; i++ ) {
            bullet_indices[i] = (int)tindices[i];
        }
        
        bullet_indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles, bullet_indices, indexStride,
                                                                  totalVerts, (btScalar*) &bullet_vertices[0].x(), vertStride);
        
        
//        if you are having trouble with objects falling through, try passing in smaller or larger aabbMin and aabbMax
//        to something closer to the size of your object //
//        btVector3 aabbMin(-10000,-10000,-10000),aabbMax(10000,10000,10000);
        if( aAAbbMin.length() > 0 && aAAbbMax.length() > 0 ) {
            btVector3 aabbMin( aAAbbMin.x, aAAbbMin.y, aAAbbMin.z );
            btVector3 aabbMax( aAAbbMax.x, aAAbbMax.y, aAAbbMax.z );
            _shape  = new btBvhTriangleMeshShape(bullet_indexVertexArrays, true, aabbMin, aabbMax );
        } else {
            _shape  = new btBvhTriangleMeshShape(bullet_indexVertexArrays, true, true );
        }
	}
    
    ofxBulletRigidBody::create( a_world, _shape, a_bt_tr, a_mass );
    
    
    createInternalUserData();
    updateMesh( a_world, aMesh );
}
void ofCairoRenderer::draw(ofMesh & primitive, bool useColors, bool useTextures, bool useNormals){
	if(primitive.getNumVertices() == 0){
		return;
	}
	if(primitive.getNumIndices() == 0){
		ofMesh indexedMesh = primitive;
		indexedMesh.setupIndicesAuto();
		draw(indexedMesh, useColors, useTextures, useNormals);
		return;
	}

	pushMatrix();
	cairo_matrix_init_identity(getCairoMatrix());
	cairo_new_path(cr);

		int i = 1;
		ofVec3f v = transform(primitive.getVertex(primitive.getIndex(0)));
		ofVec3f v2;
		cairo_move_to(cr,v.x,v.y);
		if(primitive.getMode()==OF_PRIMITIVE_TRIANGLE_STRIP){
			v = transform(primitive.getVertex(primitive.getIndex(1)));
			cairo_line_to(cr,v.x,v.y);
			v = transform(primitive.getVertex(primitive.getIndex(2)));
			cairo_line_to(cr,v.x,v.y);
			i=2;
		}
		for(; i<primitive.getNumIndices(); i++){
			v = transform(primitive.getVertex(primitive.getIndex(i)));
			switch(primitive.getMode()){
			case(OF_PRIMITIVE_TRIANGLES):
				if((i+1)%3==0){
					cairo_line_to(cr,v.x,v.y);
					v2 = transform(primitive.getVertex(primitive.getIndex(i-2)));
					cairo_line_to(cr,v2.x,v2.y);
					cairo_move_to(cr,v.x,v.y);
				}else if((i+3)%3==0){
					cairo_move_to(cr,v.x,v.y);
				}else{
					cairo_line_to(cr,v.x,v.y);
				}

			break;
			case(OF_PRIMITIVE_TRIANGLE_STRIP):
					v2 = transform(primitive.getVertex(primitive.getIndex(i-2)));
					cairo_line_to(cr,v.x,v.y);
					cairo_line_to(cr,v2.x,v2.y);
					cairo_move_to(cr,v.x,v.y);
			break;
			case(OF_PRIMITIVE_TRIANGLE_FAN):
					/*triangles.addIndex((GLuint)0);
						triangles.addIndex((GLuint)1);
						triangles.addIndex((GLuint)2);
						for(int i = 2; i < primitive.getNumVertices()-1;i++){
							triangles.addIndex((GLuint)0);
							triangles.addIndex((GLuint)i);
							triangles.addIndex((GLuint)i+1);
						}*/
			break;
			default:break;
			}
		}

	cairo_move_to(cr,primitive.getVertex(primitive.getIndex(primitive.getNumIndices()-1)).x,primitive.getVertex(primitive.getIndex(primitive.getNumIndices()-1)).y);

	if(ofGetStyle().lineWidth>0){

		cairo_stroke( cr );
	}
	popMatrix();
}
void ofCairoRenderer::draw(const ofMesh & primitive, ofPolyRenderMode mode, bool useColors, bool useTextures, bool useNormals) const{
    if(useColors || useTextures || useNormals){
        ofLogWarning("ofCairoRenderer") << "draw(): cairo mesh rendering doesn't support colors, textures, or normals. drawing wireframe ...";
    }
	if(primitive.getNumVertices() == 0){
		return;
	}
	if(primitive.getNumIndices() == 0){
		ofMesh indexedMesh = primitive;
		indexedMesh.setupIndicesAuto();
		draw(indexedMesh, mode, useColors, useTextures, useNormals);
		return;
	}
	cairo_new_path(cr);

	cairo_matrix_t matrix;
	cairo_matrix_init_identity(&matrix);
	cairo_new_path(cr);

	std::size_t i = 1;
	ofVec3f v = transform(primitive.getVertex(primitive.getIndex(0)));
	ofVec3f v2;
	cairo_move_to(cr,v.x,v.y);
	if(primitive.getMode()==OF_PRIMITIVE_TRIANGLE_STRIP){
		v = transform(primitive.getVertex(primitive.getIndex(1)));
		cairo_line_to(cr,v.x,v.y);
		v = transform(primitive.getVertex(primitive.getIndex(2)));
		cairo_line_to(cr,v.x,v.y);
		i=2;
	}
	for(; i<primitive.getNumIndices(); i++){
		v = transform(primitive.getVertex(primitive.getIndex(i)));
		switch(primitive.getMode()){
		case(OF_PRIMITIVE_TRIANGLES):
			if((i+1)%3==0){
				cairo_line_to(cr,v.x,v.y);
				v2 = transform(primitive.getVertex(primitive.getIndex(i-2)));
				cairo_line_to(cr,v2.x,v2.y);
				cairo_move_to(cr,v.x,v.y);
			}else if((i+3)%3==0){
				cairo_move_to(cr,v.x,v.y);
			}else{
				cairo_line_to(cr,v.x,v.y);
			}

		break;
		case(OF_PRIMITIVE_TRIANGLE_STRIP):
				v2 = transform(primitive.getVertex(primitive.getIndex(i-2)));
				cairo_line_to(cr,v.x,v.y);
				cairo_line_to(cr,v2.x,v2.y);
				cairo_move_to(cr,v.x,v.y);
		break;
		case(OF_PRIMITIVE_TRIANGLE_FAN):
				/*triangles.addIndex((GLuint)0);
					triangles.addIndex((GLuint)1);
					triangles.addIndex((GLuint)2);
					for(int i = 2; i < primitive.getNumVertices()-1;i++){
						triangles.addIndex((GLuint)0);
						triangles.addIndex((GLuint)i);
						triangles.addIndex((GLuint)i+1);
					}*/
		break;
		default:break;
		}
	}

	cairo_move_to(cr,primitive.getVertex(primitive.getIndex(primitive.getNumIndices()-1)).x,primitive.getVertex(primitive.getIndex(primitive.getNumIndices()-1)).y);

	if(currentStyle.lineWidth>0){

		cairo_stroke( cr );
	}
}
Beispiel #26
0
	size_t polygonCount() const {
		return mesh->getNumIndices() / 3;
	}
void ofCairoRenderer::draw(ofMesh & primitive){
	if(primitive.getNumVertices()==0) return;
	pushMatrix();
	cairo_matrix_init_identity(getCairoMatrix());
	cairo_new_path(cr);
	//if(indices.getNumIndices()){

		int i = 1;
		ofVec3f v = transform(primitive.getVertex(primitive.getIndex(0)));
		ofVec3f v2;
		cairo_move_to(cr,v.x,v.y);
		if(primitive.getMode()==OF_TRIANGLE_STRIP_MODE){
			v = transform(primitive.getVertex(primitive.getIndex(1)));
			cairo_line_to(cr,v.x,v.y);
			v = transform(primitive.getVertex(primitive.getIndex(2)));
			cairo_line_to(cr,v.x,v.y);
			i=2;
		}
		for(; i<primitive.getNumIndices(); i++){
			v = transform(primitive.getVertex(primitive.getIndex(i)));
			switch(primitive.getMode()){
			case(OF_TRIANGLES_MODE):
				if((i+1)%3==0){
					cairo_line_to(cr,v.x,v.y);
					v2 = transform(primitive.getVertex(primitive.getIndex(i-2)));
					cairo_line_to(cr,v2.x,v2.y);
					cairo_move_to(cr,v.x,v.y);
				}else if((i+3)%3==0){
					cairo_move_to(cr,v.x,v.y);
				}else{
					cairo_line_to(cr,v.x,v.y);
				}

			break;
			case(OF_TRIANGLE_STRIP_MODE):
					v2 = transform(primitive.getVertex(primitive.getIndex(i-2)));
					cairo_line_to(cr,v.x,v.y);
					cairo_line_to(cr,v2.x,v2.y);
					cairo_move_to(cr,v.x,v.y);
			break;
			case(OF_TRIANGLE_FAN_MODE):
					/*triangles.addIndex((GLuint)0);
						triangles.addIndex((GLuint)1);
						triangles.addIndex((GLuint)2);
						for(int i = 2; i < primitive.getNumVertices()-1;i++){
							triangles.addIndex((GLuint)0);
							triangles.addIndex((GLuint)i);
							triangles.addIndex((GLuint)i+1);
						}*/
			break;
			default:break;
			}
		}

	cairo_move_to(cr,primitive.getVertex(primitive.getIndex(primitive.getNumIndices()-1)).x,primitive.getVertex(primitive.getIndex(primitive.getNumIndices()-1)).y);

	if(ofGetStyle().lineWidth>0){

		cairo_stroke( cr );
	}
	popMatrix();
}