Exemple #1
0
// Object Creation Function Definitions
std::vector<std::shared_ptr<Shape>> MakeShapes(const std::string &name,
                                               const Transform *object2world,
                                               const Transform *world2object,
                                               bool reverseOrientation,
                                               const ParamSet &paramSet) {
    std::vector<std::shared_ptr<Shape>> shapes;
    std::shared_ptr<Shape> s;
    if (name == "sphere")
        s = CreateSphereShape(object2world, world2object, reverseOrientation,
                              paramSet);
    // Create remaining single _Shape_ types
    else if (name == "cylinder")
        s = CreateCylinderShape(object2world, world2object, reverseOrientation,
                                paramSet);
    else if (name == "disk")
        s = CreateDiskShape(object2world, world2object, reverseOrientation,
                            paramSet);
    else if (name == "cone")
        s = CreateConeShape(object2world, world2object, reverseOrientation,
                            paramSet);
    else if (name == "paraboloid")
        s = CreateParaboloidShape(object2world, world2object,
                                  reverseOrientation, paramSet);
    else if (name == "hyperboloid")
        s = CreateHyperboloidShape(object2world, world2object,
                                   reverseOrientation, paramSet);
    if (s != nullptr) shapes.push_back(s);

    // Create multiple-_Shape_ types
    else if (name == "curve")
        shapes = CreateCurveShape(object2world, world2object,
                                  reverseOrientation, paramSet);
    else if (name == "trianglemesh")
        shapes = CreateTriangleMeshShape(object2world, world2object,
                                         reverseOrientation, paramSet,
                                         &graphicsState.floatTextures);
    else if (name == "plymesh")
        shapes = CreatePLYMesh(object2world, world2object, reverseOrientation,
                               paramSet, &graphicsState.floatTextures);
    else if (name == "heightfield")
        shapes = CreateHeightfield(object2world, world2object,
                                   reverseOrientation, paramSet);
    else if (name == "loopsubdiv")
        shapes = CreateLoopSubdiv(object2world, world2object,
                                  reverseOrientation, paramSet);
    else if (name == "nurbs")
        shapes = CreateNURBS(object2world, world2object, reverseOrientation,
                             paramSet);
    else
        Warning("Shape \"%s\" unknown.", name.c_str());
    paramSet.ReportUnused();
    return shapes;
}
Exemple #2
0
void Heightfield::Refine(vector<Reference<Shape> > &refined) const {
    int ntris = 2*(nx-1)*(ny-1);
    refined.reserve(ntris);
    int *verts = new int[3*ntris];
    Point *P = new Point[nx*ny];
    float *uvs = new float[2*nx*ny];
    int nverts = nx*ny;

    int x, y;
    // Compute heightfield vertex positions
    int pos = 0;
    for (y = 0; y < ny; ++y) {
        for (x = 0; x < nx; ++x) {
            P[pos].x = uvs[2*pos]   = (float)x / (float)(nx-1);
            P[pos].y = uvs[2*pos+1] = (float)y / (float)(ny-1);
            P[pos].z = z[pos];
            ++pos;
        }
    }

    // Fill in heightfield vertex offset array
    int *vp = verts;
    for (y = 0; y < ny-1; ++y) {
        for (x = 0; x < nx-1; ++x) {
#define VERT(x,y) ((x)+(y)*nx)
            *vp++ = VERT(x, y);
            *vp++ = VERT(x+1, y);
            *vp++ = VERT(x+1, y+1);
    
            *vp++ = VERT(x, y);
            *vp++ = VERT(x+1, y+1);
            *vp++ = VERT(x, y+1);
        }
#undef VERT
    }
    ParamSet paramSet;
    paramSet.AddInt("indices", verts, 3*ntris);
    paramSet.AddFloat("uv", uvs, 2 * nverts);
    paramSet.AddPoint("P", P, nverts);
    refined.push_back(CreateTriangleMeshShape(ObjectToWorld, WorldToObject, ReverseOrientation, paramSet));
    delete[] P;
    delete[] uvs;
    delete[] verts;
}