font_instance* font_factory::FaceFromStyle(SPStyle const *style)
{
    font_instance *font = NULL;

    g_assert(style);

    if (style) {

        //  First try to use the font specification if it is set
        if (style->font_specification.set
            && style->font_specification.value
            && *style->font_specification.value) {

            font = FaceFromFontSpecification(style->font_specification.value);
        }

        // If that failed, try using the CSS information in the style
        if (!font) {

            font = Face(style->font_family.value, font_style_to_pos(*style));

            // That was a hatchet job... so we need to check if this font exists!!
            Glib::ustring fontSpec = font_factory::Default()->ConstructFontSpecification(font);
            Glib::ustring newFontSpec = FontSpecificationBestMatch( fontSpec );
            if( fontSpec != newFontSpec ) {
                font->Unref();
                font = FaceFromFontSpecification( newFontSpec.c_str() );
            }
        }
    }

    return font;
}
Example #2
0
SphereMesh::SphereMesh(const Vector& radius, int stacks, int slices) : Mesh(GL_TRIANGLE_STRIP, true)
{   
    for (int stackNumber = 0; stackNumber <= stacks; ++stackNumber)
    {
        for (int sliceNumber = 0; sliceNumber <= slices; ++sliceNumber)
        {
            float theta = stackNumber * M_PI / stacks;
            float phi = sliceNumber * 2 * M_PI / slices + M_PI_2;
            float sinTheta = std::sin(theta);
            float sinPhi = std::sin(phi);
            float cosTheta = std::cos(theta);
            float cosPhi = std::cos(phi);

            float s = static_cast<float>(sliceNumber)/static_cast<float>(slices);
            float t = 1.0f-static_cast<float>(stackNumber)/static_cast<float>(stacks);

            m_faces.push_back(Face(UV(s, t),
                                   Vector(cosPhi * sinTheta, sinPhi * sinTheta, cosTheta),
                                   radius * Vector(cosPhi * sinTheta, sinPhi * sinTheta, cosTheta))
                             );
        }
    }

    for (int stackNumber = 0; stackNumber < stacks; ++stackNumber)
    {
        for (int sliceNumber = 0; sliceNumber <= slices; ++sliceNumber)
        {
            m_indices.push_back( stackNumber*(slices+1) + sliceNumber);
            m_indices.push_back( (stackNumber+1)*(slices+1) + sliceNumber);
        }
    }

    init();
}
Example #3
0
    void loadMeshObject(const std::string& filename, MeshObject& mo)
    {
        std::vector<tinyobj::shape_t> shapes;
        std::vector<tinyobj::material_t> materials;

        std::string err = tinyobj::LoadObj(shapes, materials, filename.c_str());

        if (!err.empty()) {
            std::cerr << err << std::endl;
            exit(1);
        }

        assert(shapes.size() == 1 ? true : ("obj should be only one shape" && false));

        tinyobj::mesh_t& mesh = shapes[0].mesh;
        assert((mesh.positions.size() % 3) == 0);
        assert((mesh.normals.size() % 3) == 0);
        assert((mesh.indices.size() % 3) == 0);

        VerticesArray& vts = mo.getVertices();
        NormalsArray& nls = mo.getNormals();
        FacesArray& fs = mo.getFaces();

        for (size_t v = 0; v < mesh.positions.size() / 3; v++) 
            vts.push_back(VertexType(mesh.positions[3*v+0], mesh.positions[3*v+1], mesh.positions[3*v+2]));

        for (size_t n = 0; n < mesh.normals.size() / 3; n++) 
            nls.push_back(NormalType(mesh.normals[3*n+0], mesh.normals[3*n+1], mesh.normals[3*n+2]));

        for (size_t f = 0; f < mesh.indices.size() / 3; f++) 
            fs.push_back(Face(mesh.indices[3*f+0], mesh.indices[3*f+1], mesh.indices[3*f+2]));
    }
font_instance* font_factory::FaceFromUIStrings(char const *uiFamily, char const *uiStyle)
{
    font_instance *fontInstance = NULL;

    g_assert(uiFamily && uiStyle);
    if (uiFamily && uiStyle) {

        // If font list, take only first font in list
        gchar** tokens = g_strsplit( uiFamily, ",", 0 );
        g_strstrip( tokens[0] );

        Glib::ustring uiString = Glib::ustring(tokens[0]) + Glib::ustring(uiStyle);

        g_strfreev( tokens );

        UIStringToPangoStringMap::iterator uiToPangoIter = fontStringMap.find(uiString);

        if (uiToPangoIter != fontStringMap.end ()) {
            PangoStringToDescrMap::iterator pangoToDescrIter = fontInstanceMap.find((*uiToPangoIter).second);
            if (pangoToDescrIter != fontInstanceMap.end()) {
                // We found the pango description - now we can make a font_instance
                PangoFontDescription *tempDescr = pango_font_description_copy((*pangoToDescrIter).second);
                fontInstance = Face(tempDescr);
                pango_font_description_free(tempDescr);
            }
        }
    }

    return fontInstance;
}
Example #5
0
	/**
	 *  @glsymbols
	 *  @glfunref{Get}
	 *  @gldefref{CULL_FACE_MODE}
	 */
	static Face CullFaceMode(void)
	{
		GLint result;
		OGLPLUS_GLFUNC(GetIntegerv)(GL_CULL_FACE_MODE, &result);
		OGLPLUS_VERIFY_SIMPLE(GetIntegerv);
		return Face(result);
	}
	/**
	 *  @glsymbols
	 *  @glfunref{Get}
	 *  @gldefref{CULL_FACE_MODE}
	 */
	static Face CullFaceMode(void)
	{
		GLint result;
		OGLPLUS_GLFUNC(GetIntegerv)(GL_CULL_FACE_MODE, &result);
		OGLPLUS_VERIFY(OGLPLUS_ERROR_INFO(GetIntegerv));
		return Face(result);
	}
void Tessellate(
	NodeVector & vecNodes,
	FaceVector & vecFaces
) {
	int nInitialNodeListSize = vecNodes.size();

	// Create centerpoint nodes
	for (int i = 0; i < vecFaces.size(); i++) {
		InsertQuadNodeCenter(
			vecNodes,
			vecNodes[vecFaces[i][0]],
			vecNodes[vecFaces[i][1]],
			vecNodes[vecFaces[i][2]],
			vecNodes[vecFaces[i][3]]);
	}

	// Construct tesselation
	SegmentMap mapSegment;
	ConstructSegmentMap(vecFaces, mapSegment, -1);

	vecFaces.clear();

	SegmentMapIterator iter = mapSegment.begin();
	for (; iter != mapSegment.end(); iter++) {
		Face faceNew = 
			Face(
				iter->first[1],
				nInitialNodeListSize + iter->second[0],
				iter->first[0],
				nInitialNodeListSize + iter->second[1]);

		vecFaces.push_back(faceNew);
	}
}
Example #8
0
void TrianglePyramid::_init(){
    
    
    //0
    vecs.push_back(ofVec3f( 0, 1, 0));
    //1
    vecs.push_back(ofVec3f( -.5, 0, -.4));
    //2
    vecs.push_back(ofVec3f( .5, 0, -.4));
    //3
    vecs.push_back(ofVec3f( 0, 0, .6));
    
    //zero
    indices.push_back(Index<int>(0, 1, 2));
    //first
    indices.push_back(Index<int>(1, 3, 2));
    //second
    indices.push_back(Index<int>(0, 2, 3));
    //third
    indices.push_back(Index<int>(1, 0, 3));
    
    
    for (int i=0; i<indices.size(); ++i){
        // to do
        //cout << indices[i].elem0 << ", " << indices[i].elem1 << ", " << indices[i].elem2 << endl;
        faces.push_back( Face(&vecs[indices[i].elem0], &vecs[indices[i].elem1], &vecs[indices[i].elem2]) );
    }
    
	setScale(ofVec3f(100.0, 100.0, 100.0));
}
static CompiledMesh* generate_glyph(VertexBuffer * vertex_buffer, unsigned c)
{
    Mesh msh;

    const float SCALE = 0.365f;

    font_data::glyph_record const & r = font_data::glyph_records[c];

    for(unsigned i = 0; i<r.v_count; ++i)
    {
        float x = r.vertices[i*2+0] * SCALE;
        float y = r.vertices[i*2+1] * SCALE;
        msh.addVertex(Vector3(x,y,0));
    }

    for(unsigned i = 0; i<r.i_count/3; ++i)
    {
        unsigned i0 = r.indices[i*3+0];
        unsigned i1 = r.indices[i*3+1];
        unsigned i2 = r.indices[i*3+2];
        msh.addFace(Face(i0, i1, i2, Color(255, 0, 0, 255)));
    }

    return msh.insert(vertex_buffer, 0.0f);
}
Example #10
0
font_instance* font_factory::FaceFromPangoString(char const *pangoString)
{
    font_instance *fontInstance = NULL;

    g_assert(pangoString);

    if (pangoString) {
        PangoFontDescription *descr = NULL;

        // First attempt to find the font specification in the reference map
        PangoStringToDescrMap::iterator it = fontInstanceMap.find(Glib::ustring(pangoString));
        if (it != fontInstanceMap.end()) {
            descr = pango_font_description_copy((*it).second);
        }

        // Or create a font description from the string - this may fail or
        // produce unexpected results if the string does not have a good format
        if (!descr) {
            descr = pango_font_description_from_string(pangoString);
        }

        if (descr && (sp_font_description_get_family(descr) != NULL)) {
            fontInstance = Face(descr);
        }

        if (descr) {
            pango_font_description_free(descr);
        }
    }

    return fontInstance;
}
Example #11
0
void MeshDesc::load(Serializer& serializer)
{
   std::string tmpStr;

   serializer.loadString(m_name);
   m_isSkin = serializer.loadBool();

   unsigned int count = serializer.loadInt();
   for (unsigned int i = 0; i < count; ++i)
   {
      serializer.loadString(tmpStr);
      m_materials.push_back(tmpStr);
   }

   count = serializer.loadInt();
   for (unsigned int i = 0; i < count; ++i)
   {
      m_vertices.push_back(LitVertex());
      m_vertices.back().load(serializer);
   }

   count = serializer.loadInt();
   for (unsigned int i = 0; i < count; ++i)
   {
      m_faces.push_back(Face());
      m_faces.back().load(serializer);
   }

   count = serializer.loadInt();
   for (unsigned int i = 0; i < count; ++i)
   {
      BonesInfluenceDefinition& influencingBones = m_bonesInfluencingAttribute[i];

      unsigned int namesCount = serializer.loadInt();
      for (unsigned int j = 0; j < namesCount; ++j)
      {
         serializer.loadString(tmpStr);
         influencingBones.push_back(tmpStr);
      }
   }

   count = serializer.loadInt();
   for (unsigned int i = 0; i < count; ++i)
   {
      m_skinBones.push_back(SkinBoneDefinition());
      m_skinBones.back().load(serializer);
   }

   serializer.loadMatrix(m_localMtx);

   count = serializer.loadInt();
   for (unsigned int i = 0; i < count; ++i)
   {
      MeshDesc* newChild = new MeshDesc();
      m_children.push_back(newChild);
      newChild->load(serializer);
      newChild->m_parent = this;
   }
}
Example #12
0
/*
  1.26 ClipEar implements the Clipping-Ear-Algorithm.
  It finds an "Ear" in this Face, clips it and returns it as separate face.
  Note that the original Face is modified by this method!
  It is mainly used to implement evaporisation of faces
 
*/
Face Face::ClipEar() {
    Face ret;

    if (v.size() <= 3) {
        // Nothing to do if this Face consists only of three points
        return Face(v);
    } else {
        Pt a, b, c;
        unsigned int n = v.size();

        // Go through the corner-points, which are sorted counter-clockwise
        for (unsigned int i = 0; i < n; i++) {
            // Take the next three points
            a = v[(i + 0) % n].s;
            b = v[(i + 1) % n].s;
            c = v[(i + 2) % n].s;
            if (Pt::sign(a, b, c) < 0) {
                // If the third point c is right of the segment (a b), then
                // the three points don't form an "Ear"
                continue;
            }

            // Otherwise check, if any point is inside the triangle (a b c)
            bool inside = false;
            for (unsigned int j = 0; j < (n - 3); j++) {
                Pt x = v[(i + j + 3) % n].s;
                inside = Pt::insideTriangle(a, b, c, x) &&
                        !(a == x) && !(b == x) && !(c == x);
                if (inside) {
                    // If a point inside was found, we haven't found an ear.
                    break;
                }
            }

            if (!inside) {
                // No point was inside, so build the Ear-Face in "ret",
                ret.AddSeg(v[i + 0]);
                ret.AddSeg(v[(i + 1)%n]);
                Seg nw(v[(i + 1)%n].e, v[i + 0].s);
                ret.AddSeg(nw);
                
                // remove the Face-Segment (a b),
                v.erase(v.begin() + i);
                
                // and finally replace the segment (b c) by (a c)
                v[i].s = nw.e;
                v[i].e = nw.s;
                hullSeg.valid = 0;

                return ret;
            }
        }
    }
    
    DEBUG(2, "No ear found on face " << ToString());
    // If we are here it means we haven't found an ear. This shouldn't happen.
    // One reason could be that the face wasn't valid in the first place.
    return ret;
}
Example #13
0
		void pushface(const int &a, const int &b, const int &c) {
			nFace++;
			tmp[nFace] = Face(a, b, c);
			tmp[nFace].isOnConvex = true;
			whe[a][b] = nFace;
			whe[b][c] = nFace;
			whe[c][a] = nFace;
		}
Example #14
0
font_instance *font_factory::FaceFromDescr(char const *family, char const *style)
{
    PangoFontDescription *temp_descr = pango_font_description_from_string(style);
    pango_font_description_set_family(temp_descr,family);
    font_instance *res = Face(temp_descr);
    pango_font_description_free(temp_descr);
    return res;
}
Example #15
0
//----------------------------------------------------------------------------
bool ObjLoader::GetFace (const vector<string>& tokens)
{
    if (tokens[0] == "f")
    {
        if (tokens.size() < 4)
        {
            // A face must have at least three vertices.
            assert(false);
            mCode = EC_TOO_FEW_TOKENS;
            return false;
        }

        Group& group = mGroups[mCurrentGroup];
        Mesh& mesh = group.Meshes[mCurrentMesh];
        mesh.Faces.push_back(Face());
        Face& face = mesh.Faces.back();

        // A vertex is one of the following.
        // v/vt/vn
        // v/vt/
        // v//vn
        // v//
        const int numVertices = (int)tokens.size() - 1;
        face.Vertices.resize(numVertices);
        for (int i = 0; i < numVertices; ++i)
        {
            string token = tokens[i+1];
            string::size_type slash1 = token.find_first_of("/");
            string::size_type slash2 = token.find_last_of("/");
            if (slash1 == 0 || slash1 == string::npos
            ||  slash2 == 0 || slash2 == string::npos
            ||  slash1 == slash2)
            {
                assert(false);
                mCode = EC_INVALID_VERTEX;
                return false;
            }

            string pos = token.substr(0, slash1);
            face.Vertices[i].PosIndex = atoi(pos.c_str()) - 1;
            int numDigits = slash2 - slash1 - 1;
            if (numDigits > 0)
            {
                string tcd = token.substr(slash1 + 1, numDigits);
                face.Vertices[i].TcdIndex = atoi(tcd.c_str()) - 1;
            }
            if (token.length() > slash2 + 1)
            {
                string nor = token.substr(slash2 + 1, string::npos);
                face.Vertices[i].NorIndex = atoi(nor.c_str()) - 1;
            }
        }
        return true;
    }
    return false;
}
Example #16
0
_JATTA_EXPORT Jatta::Assimp::Face* Jatta::Assimp::Mesh::GetFaces() const
{
    Face* faces = new Face[mesh->mNumFaces];
    for (unsigned int i = 0; i < mesh->mNumFaces; i++)
    {
        faces[i] = Face(&mesh->mFaces[i]);
    }

    return faces;
}
Example #17
0
CubeMesh::CubeMesh(const Vector& size) : Mesh(GL_TRIANGLES, false)
{
    // -0.5 .. 0.5
    static const float vertices[][3] = {
        /* 0 */ { -0.5, -0.5, -0.5 },
        /* 1 */ {  0.5, -0.5, -0.5 },
        /* 2 */ {  0.5, -0.5,  0.5 },
        /* 3 */ { -0.5, -0.5,  0.5 },

        /* 4 */ { -0.5,  0.5, -0.5 },
        /* 5 */ {  0.5,  0.5, -0.5 },
        /* 6 */ {  0.5,  0.5,  0.5 },
        /* 7 */ { -0.5,  0.5,  0.5 },
    };

    static const int faces[][6] = {
        { 0, 1, 2, 3, 0, 2 }, // bottom
        { 4, 7, 6, 5, 4, 6 }, // up
        { 4, 5, 1, 0, 4, 1 }, // front
        { 6, 7, 3, 2, 6, 3 }, // back
        { 7, 4, 0, 3, 7, 0 }, // left
        { 5, 6, 2, 1, 5, 2 }, // right
    };
    
    static const float normals[][3] = {
        {  0.0, -1.0,  0.0 }, // bottom
        {  0.0,  1.0,  0.0 }, // up
        {  0.0,  0.0, -1.0 }, // front
        {  0.0,  0.0,  1.0 }, // back
        { -1.0,  0.0,  0.0 }, // left
        {  1.0,  0.0,  0.0 }, // right
    };

    static const float uv[][2] = {
        { 1.0, 0.0 },
        { 0.0, 0.0 },
        { 0.0, 1.0 },
        { 1.0, 1.0 },
        { 1.0, 0.0 },
        { 0.0, 1.0 },
    };

    for (size_t i = 0; i < sizeOfArray(faces); i++)
    {
        for (int k=0; k<6; k++)
        {
            m_faces.push_back(Face(UV(uv[k][0], uv[k][1]),
                                   Vector(normals[i][0], normals[i][1], normals[i][2]),
                                   size * Vector(vertices[faces[i][k]][0], vertices[faces[i][k]][1], vertices[faces[i][k]][2]))
                             );
        }
    }

    init();
}
Example #18
0
Face Traversor2VF<MAP>::begin()
{
	if(m_QLT != NULL)
	{
		m_ItDarts = m_QLT->begin();
		return Face(*m_ItDarts++);
	}

	current = start ;
	return current ;
}
Example #19
0
void fillHoles(SurfaceMesh &mesh){
    std::vector<std::vector<SurfaceMesh::SimplexID<2>>> holeList;
    surfacemesh_detail::findHoles(mesh, holeList);

    for(auto& holeEdges : holeList){
        std::vector<SurfaceMesh::SimplexID<1>> sortedVertices;
        surfacemesh_detail::edgeRingToVertices(mesh, holeEdges, std::back_inserter(sortedVertices));

        surfacemesh_detail::triangulateHole(mesh, sortedVertices, Face(), holeEdges);
    }
}
Example #20
0
void ModelLoader::parseFace(char *line)
{
	faces.push_back(Face()); //add a new face to list of faces

	//if the .obj file does not include texture coordinates, store vertex and normal indexes for the face
	if(sscanf(line, "f %d//%d %d//%d %d//%d", &faces.back().v1, &faces.back().vn1, &faces.back().v2, &faces.back().vn2, &faces.back().v3, &faces.back().vn3) <= 1)
	{
		//if the .obj file includes texture coordinates, store vertex, normal and textel indexes
		sscanf(line, "f %d/%d/%d %d/%d/%d %d/%d/%d", &faces.back().v1, &faces.back().vt1, &faces.back().vn1, &faces.back().v2, &faces.back().vt2, &faces.back().vn2, &faces.back().v3, &faces.back().vt3, &faces.back().vn3);
	}
}
void DebugGeometryBuilder::addCone( const FastFloat& baseSize, const Vector& start, const Vector& end, std::vector< LitVertex >& outVertices, std::vector< Face >& outFaces )
{
   // calculate additional vectors needed for cuboid construction
   Vector dir;
   dir.setSub( end, start );
   dir.normalize();

   Vector perpVec1, perpVec2;
   VectorUtil::calculatePerpendicularVector( dir, perpVec1 );
   perpVec1.normalize();
   perpVec2.setCross( dir, perpVec1 );

   perpVec1.mul( baseSize );
   perpVec2.mul( baseSize );

   // calculate the vertices and outFaces
   uint firstVtxIdx = outVertices.size();
   uint firstFaceIdx = outFaces.size();

   for( uint i = 0; i < 5; ++i )
   {
      outVertices.push_back( LitVertex() );
   }
   for( uint i = 0; i < 6; ++i )
   {
      outFaces.push_back( Face() );
   }

   Vector tmpVec;
   {
      perpVec1.mul( Float_6 );
      perpVec2.mul( Float_6 );

      tmpVec.setAdd( start, perpVec1 ); tmpVec.sub( perpVec2 ); tmpVec.store( outVertices[firstVtxIdx + 0].m_coords );
      tmpVec.setSub( start, perpVec1 ); tmpVec.sub( perpVec2 ); tmpVec.store( outVertices[firstVtxIdx + 1].m_coords );
      tmpVec.setAdd( start, perpVec1 ); tmpVec.add( perpVec2 ); tmpVec.store( outVertices[firstVtxIdx + 2].m_coords );
      tmpVec.setSub( start, perpVec1 ); tmpVec.add( perpVec2 ); tmpVec.store( outVertices[firstVtxIdx + 3].m_coords );

      FastFloat tipSizeMultiplier; tipSizeMultiplier.setFromFloat( 12 );
      tipSizeMultiplier.mul( baseSize );
      tmpVec.setMulAdd( dir, tipSizeMultiplier, end ); tmpVec.store( outVertices[firstVtxIdx + 4].m_coords );

      // cone bottom
      outFaces[firstFaceIdx + 0].idx[0] = firstVtxIdx + 0; outFaces[firstFaceIdx + 0].idx[1] = firstVtxIdx + 1; outFaces[firstFaceIdx + 0].idx[2] = firstVtxIdx + 2;
      outFaces[firstFaceIdx + 1].idx[0] = firstVtxIdx + 1; outFaces[firstFaceIdx + 1].idx[1] = firstVtxIdx + 3; outFaces[firstFaceIdx + 1].idx[2] = firstVtxIdx + 2;

      // cone top
      outFaces[firstFaceIdx + 2].idx[0] = firstVtxIdx + 0;   outFaces[firstFaceIdx + 2].idx[1] = firstVtxIdx + 4;   outFaces[firstFaceIdx + 2].idx[2] = firstVtxIdx + 1;
      outFaces[firstFaceIdx + 3].idx[0] = firstVtxIdx + 1;   outFaces[firstFaceIdx + 3].idx[1] = firstVtxIdx + 4;   outFaces[firstFaceIdx + 3].idx[2] = firstVtxIdx + 3;
      outFaces[firstFaceIdx + 4].idx[0] = firstVtxIdx + 3;   outFaces[firstFaceIdx + 4].idx[1] = firstVtxIdx + 4;   outFaces[firstFaceIdx + 4].idx[2] = firstVtxIdx + 2;
      outFaces[firstFaceIdx + 5].idx[0] = firstVtxIdx + 2;   outFaces[firstFaceIdx + 5].idx[1] = firstVtxIdx + 4;   outFaces[firstFaceIdx + 5].idx[2] = firstVtxIdx + 0;
   }

}
Example #22
0
font_instance *font_factory::Face(char const *family, int variant, int style, int weight, int stretch, int /*size*/, int /*spacing*/)
{
    PangoFontDescription *temp_descr = pango_font_description_new();
    pango_font_description_set_family(temp_descr,family);
    pango_font_description_set_weight(temp_descr,(PangoWeight)weight);
    pango_font_description_set_stretch(temp_descr,(PangoStretch)stretch);
    pango_font_description_set_style(temp_descr,(PangoStyle)style);
    pango_font_description_set_variant(temp_descr,(PangoVariant)variant);
    font_instance *res = Face(temp_descr);
    pango_font_description_free(temp_descr);
    return res;
}
Example #23
0
void Mesh::addData(std::vector<glm::vec3> vertices, std::vector<Face> faces) {
  int offset = this->vertices.size();

  // copy all vertex coordinates.
  for (int i = 0; i < vertices.size(); ++i) {
    this->vertices.push_back(vertices[i]);
  }
  
  for (int i = 0; i < faces.size(); ++i) {
    this->faces.push_back(Face(faces[i].x + offset, faces[i].y + offset, faces[i].z + offset));
  }
}
Example #24
0
Object* plafond()
{
	Texture* t = TextureMgr::getTextureMgr()->getTexture("../../src/img/interieur.bmp");
	Container* c = new Container();
	Mesh* m;
	m = new Mesh();
	m->setTexture(t);
	m->addVertex(new Vertex(-22.0F,-35.0F,25.0F,0,0,glm::vec3(0,0,-1)));
	m->addVertex(new Vertex(26.0F,-35.0F,25.0F,0,1,glm::vec3(0,0,-1)));
	m->addVertex(new Vertex(26.0F,18.0F,25.0F,1,0,glm::vec3(0,0,-1)));
	m->addVertex(new Vertex(-22.0F,18.0F,25.0F,1,1,glm::vec3(0,0,-1)));
	m->addFace(Face(0,1,2));
	m->addFace(Face(0,2,3));
	c->addObject(m);


	c->addObject(lustre(glm::vec3(0.0,10.0,22.75)));
	c->addObject(lustre(glm::vec3(0.0,-25.0,22.75)));
	c->addObject(lustre(glm::vec3(0.0,-7.5,22.75)));
	return c;
}
Example #25
0
SurfaceMeshModel* SegMeshLoader::extractSegMesh( QString gid )
{
	SurfaceMeshModel* subMesh = new SurfaceMeshModel(gid + ".obj", gid);

	QVector<int> part = groupFaces[gid];

	// vertex set from face
	QSet<int> vertSet;
	foreach(int fidx, part)
	{
		Surface_mesh::Vertex_around_face_circulator vit = entireMesh->vertices(Face(fidx)),vend=vit;
		do{ vertSet.insert(Vertex(vit).idx()); } while(++vit != vend);
	}
Example #26
0
// Stand outside target within `distance` units
void AGameObject::RecomputePathTo( AGameObject* target, float fallbackDistance )
{
  // Sends ME to * which is fallbackDistance units from target.
  //            fallbackDistance
  // ME       * <-- target
  //
  if( !target )
  {
    warning( FS( "%s has a NULL AttackTarget", *GetName() ) );
    return;
  }

  // Depending on the target type, the point to move to may be the 'roid ro some other special point on the model
  FVector targetPos = target->Pos;
  if( AGoldmine* goldmine = Cast<AGoldmine>( target ) )
  {
    // Switch pos to entry point of mine when a mine is the target.
    targetPos = goldmine->GetEntryPoint();
    // Not sure about float level of goldmine.. so that doesn't matter,
    // equate the Z of the goldmine with CURRENT UNIT POSITION Z
    // so diff in Z doesn't mean no entry.
    targetPos.Z = Pos.Z;
    fallbackDistance = 0.f; // Overlap the goldmine's entry pt to enter.
  }
  
  //         len
  // Pos <---------- targetPos
  //            *<-- targetPos
  FVector targetToMe = Pos - targetPos;
  float len = targetToMe.Size();
  //    len
  // Pos <- targetPos
  //   *<-- targetPos
  if( len < fallbackDistance )
  {
    // Within fallbackDistance, so face only (no movement)
    Face( targetPos );
  }
  else if( len ) // If there is a distance to travel
  {
    // Normalize
    targetToMe /= len;
    // Set the fallback distance to being size of bounding radius of other unit
    SetDestination( targetPos + targetToMe*(fallbackDistance*.997f) );
  }
  else
  {
    // I'm already there
  }
}
Example #27
0
int Polyhedra :: AddFace (int pi1, int pi2, int pi3, int inputnum)
{
  (*testout) << "polyhedra, add face " << pi1 << ", " << pi2 << ", " << pi3 << endl;

  if(pi1 == pi2 || pi2 == pi3 || pi3 == pi1)
    {
      ostringstream msg;
      msg << "Illegal point numbers for polyhedron face: " << pi1+1 << ", " << pi2+1 << ", " << pi3+1;
      throw NgException(msg.str());
    }

  faces.Append (Face (pi1, pi2, pi3, points, inputnum));
  
  Point<3> p1 = points[pi1];
  Point<3> p2 = points[pi2];
  Point<3> p3 = points[pi3];

  Vec<3> v1 = p2 - p1;
  Vec<3> v2 = p3 - p1;

  Vec<3> n = Cross (v1, v2); 
  n.Normalize();

  Plane pl (p1, n);
//   int inverse;
//   int identicto = -1;
//   for (int i = 0; i < planes.Size(); i++)
//     if (pl.IsIdentic (*planes[i], inverse, 1e-9*max3(v1.Length(),v2.Length(),Dist(p2,p3))))
//       {
// 	if (!inverse)
// 	  identicto = i;
//       }
//   //  cout << "is identic = " << identicto << endl;
//   identicto = -1;    // changed April 10, JS

//   if (identicto != -1)
//     faces.Last().planenr = identicto;
//   else
    {
      planes.Append (new Plane (p1, n));
      surfaceactive.Append (1);
      surfaceids.Append (0);
      faces.Last().planenr = planes.Size()-1;
    }

//  (*testout) << "is plane nr " << faces.Last().planenr << endl;

  return faces.Size();
}
Example #28
0
  void addQuad(Geometry * geom, Vector2 const& topLeft, Vector2 const& bottomRight, Vector2 const& uvTopLeft, Vector2 const& uvBottomRight, Color const& color)
  {
    uint16_t index = geom->vertices.size();

    float x0 = topLeft.x;
    float x1 = bottomRight.x;
    float y0 = topLeft.y;
    float y1 = bottomRight.y;
    float u0 = uvTopLeft.x;
    float u1 = uvBottomRight.x;
    float v0 = uvTopLeft.y;
    float v1 = uvBottomRight.y;

    geom->vertices.push_back(Vector3(x0, y0, 0));
    geom->vertices.push_back(Vector3(x0, y1, 0));
    geom->vertices.push_back(Vector3(x1, y1, 0));
    geom->vertices.push_back(Vector3(x1, y0, 0));

    geom->texCoord0.push_back(Vector2(u0, v0));
    geom->texCoord0.push_back(Vector2(u0, v1));
    geom->texCoord0.push_back(Vector2(u1, v1));
    geom->texCoord0.push_back(Vector2(u1, v0));

    geom->colors.push_back(color);
    geom->colors.push_back(color);
    geom->colors.push_back(color);
    geom->colors.push_back(color);

    geom->faces.push_back(Face(index + 0, index + 1, index + 2));
    geom->faces.push_back(Face(index + 2, index + 3, index + 0));

    geom->verticesNeedUpdate = true;
    geom->colorsNeedUpdate = true;
    geom->texCoord0NeedUpdate = true;
    geom->elementsNeedUpdate = true;
  }
Example #29
0
  void addBox(Geometry * geom, Matrix4 const& transform, Vector3 const& size, Color const& color)
  {
    Matrix4 normalMat = transform.inverse().transpose();

    for (int i = 0; i < 6; ++i)
    {
      Vector3 normal = dirs[i];

      Vector3 up = std::abs(dot(normal, Vector3(0, 1, 0))) > 0.9f ? Vector3(0, 0, 1) : Vector3(0, 1, 0);
      Vector3 side = cross(normal, up) * size * 0.5f;
      up = up * size * 0.5f;

      Vector3 pos = normal * size * 0.5f;

      uint16_t indexStart = geom->vertices.size();

      geom->vertices.push_back(transform * (pos + side + up));
      geom->vertices.push_back(transform * (pos + side - up));
      geom->vertices.push_back(transform * (pos - side - up));
      geom->vertices.push_back(transform * (pos - side + up));
      geom->normals.push_back(normalMat * normal);
      geom->normals.push_back(normalMat * normal);
      geom->normals.push_back(normalMat * normal);
      geom->normals.push_back(normalMat * normal);
      geom->colors.push_back(color);
      geom->colors.push_back(color);
      geom->colors.push_back(color);
      geom->colors.push_back(color);
      geom->texCoord0.push_back(Vector2(1, 1));
      geom->texCoord0.push_back(Vector2(1, 0));
      geom->texCoord0.push_back(Vector2(0, 0));
      geom->texCoord0.push_back(Vector2(0, 1));
      geom->faces.push_back(Face(indexStart + 0, indexStart + 1, indexStart + 2));
      geom->faces.push_back(Face(indexStart + 2, indexStart + 3, indexStart + 0));
    }
  }
Example #30
0
R3Mesh::
~R3Mesh(void)
{
  // Delete faces
  for (int i = 0; i < NFaces(); i++) {
    R3MeshFace *f = Face(i);
    delete f;
  }

  // Delete vertices
  for (int i = 0; i < NVertices(); i++) {
    R3MeshVertex *v = Vertex(i);
    delete v;
  }
}