Exemple #1
0
 Canvas::Canvas(const Vec2i& dimensions, float pixelSize) :
     _dimensions(dimensions),
     _pixelSize(pixelSize)
 {
     int pixelCount = dimensions.x * dimensions.y;
     
     program = ResourceManager::instance().getResource<Program>("default_p_c");
     _attribs = PositionAttribFlag | ColorAttribFlag;
     _positions.alloc(4 * pixelCount);
     _colors.alloc(4 * pixelCount);
     _indices.alloc(6 * pixelCount);
     _pixels = new Colorc[pixelCount];
     calcVertices();
     clear(blackColorc());
 }
 void MesherFixedEvenStem::getVertices(otVertices& vertices)
 { 
   calcVertices(&vertices);
 }
Exemple #3
0
void
WriterNodeVisitor::buildFaces(osg::Geode        & geo,
                              const osg::Matrix & mat,
                              ListTriangle      & listTriangles,
                              bool                texcoords)
{
    unsigned int nbTrianglesRemaining = listTriangles.size();
    unsigned int nbVerticesRemaining  = calcVertices(geo);        // May set _succeded to false
    if (!succeeded()) return;

    std::string name( getUniqueName(geo.getName().empty() ? geo.className() : geo.getName(), true, "geo") );
    if (!succeeded()) return;
    Lib3dsMesh *mesh = lib3ds_mesh_new( name.c_str() );
    if (!mesh)
    {
        OSG_NOTIFY(osg::FATAL) << "Allocation error" << std::endl;
        _succeeded = false;
        return;
    }

    //copyOsgMatrixToLib3dsMatrix(mesh->matrix, mat);
    lib3ds_mesh_resize_faces   (mesh, osg::minimum(nbTrianglesRemaining, MAX_FACES));
    lib3ds_mesh_resize_vertices(mesh, osg::minimum(nbVerticesRemaining,  MAX_VERTICES), texcoords ? 0 : 1, 0);        // Not mandatory but will allocate once a big block

    // Test if the mesh will be split and needs sorting
    if (nbVerticesRemaining >= MAX_VERTICES || nbTrianglesRemaining >= MAX_FACES)
    {
        OSG_INFO << "Sorting elements..." << std::endl;
        WriterCompareTriangle cmp(geo, nbVerticesRemaining);
        std::sort(listTriangles.begin(), listTriangles.end(), cmp);
    }

    MapIndices index_vert;
    unsigned int numFace = 0;        // Current face index
    for (ListTriangle::iterator it = listTriangles.begin(); it != listTriangles.end(); ++it) //Go through the triangle list to define meshs
    {
        // Test if the mesh will be full after adding a face
        if (index_vert.size()+3 >= MAX_VERTICES || numFace+1 >= MAX_FACES)
        {
            // Finnish mesh
            lib3ds_mesh_resize_faces   (mesh, numFace);
            //lib3ds_mesh_resize_vertices() will be called in buildMesh()
            buildMesh(geo, mat, index_vert, texcoords, mesh);        // May set _succeded to false
            if (!succeeded())
            {
                lib3ds_mesh_free(mesh);
                return;
            }

            // "Reset" values and start over a new mesh
            index_vert.clear();
            nbTrianglesRemaining -= numFace;
            numFace = 0;
            // We can't call a thing like "nbVerticesRemaining -= ...;" because points may be used multiple times.
            // [Sukender: An optimisation here would take too much time I think.]

            mesh = lib3ds_mesh_new( getUniqueName(geo.getName().empty() ? geo.className() : geo.getName(), true, "geo").c_str());
            if (!mesh)
            {
                OSG_NOTIFY(osg::FATAL) << "Allocation error" << std::endl;
                _succeeded = false;
                return;
            }
            lib3ds_mesh_resize_faces   (mesh, osg::minimum(nbTrianglesRemaining, MAX_FACES));
            lib3ds_mesh_resize_vertices(mesh, osg::minimum(nbVerticesRemaining,  MAX_VERTICES), texcoords ? 0 : 1, 0);        // Not mandatory but will allocate once a big block
        }
        Lib3dsFace & face = mesh->faces[numFace++];
        face.index[0] = getMeshIndexForGeometryIndex(index_vert, it->first.t1, it->second);
        face.index[1] = getMeshIndexForGeometryIndex(index_vert, it->first.t2, it->second);
        face.index[2] = getMeshIndexForGeometryIndex(index_vert, it->first.t3, it->second);
        face.material = it->first.material;
    }

    buildMesh(geo, mat, index_vert, texcoords, mesh);        // May set _succeded to false
    if (!succeeded())
    {
        lib3ds_mesh_free(mesh);
        return;
    }
}