//---------------------------------------------------------------------------- void ClipMesh::CreateScene () { mScene = new0 Node(); VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0); // The plane is fixed at z = 0. mPlane.SetNormal(AVector::UNIT_Z); mPlane.SetConstant(0.0f); mMeshPlane = StandardMesh(vformat).Rectangle(32, 32, 16.0f, 16.0f); VisualEffectInstance* instance = VertexColor3Effect::CreateUniqueInstance(); instance->GetEffect()->GetWireState(0,0)->Enabled = true; mMeshPlane->SetEffectInstance(instance); mScene->AttachChild(mMeshPlane); VertexBufferAccessor vba(mMeshPlane); Float3 green(0.0f, 1.0f, 0.0f); int i; for (i = 0; i < vba.GetNumVertices(); ++i) { vba.Color<Float3>(0, i) = green; } // Get the positions and indices for a torus. mTorus = StandardMesh(vformat).Torus(64, 64, 4.0f, 1.0f); instance = VertexColor3Effect::CreateUniqueInstance(); mTorusWireState = instance->GetEffect()->GetWireState(0, 0); mTorus->SetEffectInstance(instance); mScene->AttachChild(mTorus); vba.ApplyTo(mTorus); mTorusVerticesMS.resize(vba.GetNumVertices()); mTorusVerticesWS.resize(vba.GetNumVertices()); Float3 black(0.0f, 0.0f, 0.0f); for (i = 0; i < vba.GetNumVertices(); ++i) { mTorusVerticesMS[i] = vba.Position<Float3>(i); mTorusVerticesWS[i] = mTorusVerticesMS[i]; vba.Color<Float3>(0, i) = black; } IndexBuffer* ibuffer = mTorus->GetIndexBuffer(); int numIndices = ibuffer->GetNumElements(); int* indices = (int*)ibuffer->GetData(); mTorusIndices.resize(numIndices); memcpy(&mTorusIndices[0], indices, numIndices*sizeof(int)); Update(); }
//---------------------------------------------------------------------------- void PointInPolyhedron::CreateScene () { mScene = new0 Node(); mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); // Create a semitransparent sphere mesh. VertexFormat* vformatMesh = VertexFormat::Create(1, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0); TriMesh* mesh = StandardMesh(vformatMesh).Sphere(16, 16, 1.0f); Material* material = new0 Material(); material->Diffuse = Float4(1.0f, 0.0f, 0.0f, 0.25f); VisualEffectInstance* instance = MaterialEffect::CreateUniqueInstance( material); instance->GetEffect()->GetAlphaState(0, 0)->BlendEnabled = true; mesh->SetEffectInstance(instance); // Create the data structures for the polyhedron that represents the // sphere mesh. CreateQuery(mesh); // Create a set of random points. Points inside the polyhedron are // colored white. Points outside the polyhedron are colored blue. VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0); int vstride = vformat->GetStride(); VertexBuffer* vbuffer = new0 VertexBuffer(1024, vstride); VertexBufferAccessor vba(vformat, vbuffer); Float3 white(1.0f, 1.0f, 1.0f); Float3 blue(0.0f, 0.0f, 1.0f); for (int i = 0; i < vba.GetNumVertices(); ++i) { Vector3f random(Mathf::SymmetricRandom(), Mathf::SymmetricRandom(), Mathf::SymmetricRandom()); vba.Position<Vector3f>(i) = random; if (mQuery->Contains(random)) { vba.Color<Float3>(0, i) = white; } else { vba.Color<Float3>(0, i) = blue; } } DeleteQuery(); mPoints = new0 Polypoint(vformat, vbuffer); mPoints->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance()); mScene->AttachChild(mPoints); mScene->AttachChild(mesh); }
//---------------------------------------------------------------------------- TriMesh* Delaunay3D::CreateTetra (int index) const { const Vector3f* dvertices = mDelaunay->GetVertices(); const int* dindices = mDelaunay->GetIndices(); VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0); int vstride = vformat->GetStride(); VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride); VertexBufferAccessor vba(vformat, vbuffer); vba.Position<Vector3f>(0) = dvertices[dindices[4*index ]]; vba.Position<Vector3f>(1) = dvertices[dindices[4*index + 1]]; vba.Position<Vector3f>(2) = dvertices[dindices[4*index + 2]]; vba.Position<Vector3f>(3) = dvertices[dindices[4*index + 3]]; Float4 lightGray(0.75f, 0.75f, 0.75f, 1.0f); vba.Color<Float4>(0, 0) = lightGray; vba.Color<Float4>(0, 1) = lightGray; vba.Color<Float4>(0, 2) = lightGray; vba.Color<Float4>(0, 3) = lightGray; IndexBuffer* ibuffer = new0 IndexBuffer(12, sizeof(int)); int* indices = (int*)ibuffer->GetData(); indices[ 0] = 0; indices[ 1] = 1; indices[ 2] = 2; indices[ 3] = 0; indices[ 4] = 3; indices[ 5] = 1; indices[ 6] = 0; indices[ 7] = 2; indices[ 8] = 3; indices[ 9] = 3; indices[10] = 2; indices[11] = 1; TriMesh* tetra = new0 TriMesh(vformat, vbuffer, ibuffer); VisualEffectInstance* instance = VertexColor4Effect::CreateUniqueInstance(); instance->GetEffect()->GetAlphaState(0, 0)->BlendEnabled = true; instance->GetEffect()->GetWireState(0, 0)->Enabled = true; tetra->SetEffectInstance(instance); return tetra; }
//---------------------------------------------------------------------------- void Delaunay3D::ChangeTetraStatus (int index, const Float4& color, bool enableWire) { Visual* tetra = DynamicCast<Visual>(mScene->GetChild(1 + index)); assertion(tetra != 0, "Expecting a Visual object.\n"); VertexBufferAccessor vba(tetra); for (int i = 0; i < 4; ++i) { vba.Color<Float4>(0, i) = color; } mRenderer->Update(tetra->GetVertexBuffer()); VisualEffectInstance* instance = tetra->GetEffectInstance(); instance->GetEffect()->GetWireState(0, 0)->Enabled = enableWire; }
//---------------------------------------------------------------------------- void GelatinCube::CreateBox () { // Create a quadratic spline using the interior particles as control // points. int numSlices = mModule->GetNumSlices() - 2; int numRows = mModule->GetNumRows() - 2; int numCols = mModule->GetNumCols() - 2; mSpline = new0 BSplineVolumef(numCols, numRows, numSlices, 2, 2, 2); for (int s = 0; s < numSlices; ++s) { for (int r = 0; r < numRows; ++r) { for (int c = 0; c < numCols; ++c) { mSpline->SetControlPoint(c, r, s, mModule->Position(s + 1, r + 1, c + 1)); } } } // Generate the box. VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0); VertexFormat* vformats[6] = { vformat, vformat, vformat, vformat, vformat, vformat }; mBox = new0 BoxSurface(mSpline, 8, 8, 8, vformats); // The texture effect for the box faces. std::string path = Environment::GetPathR("WaterWithAlpha.wmtf"); Texture2D* texture = Texture2D::LoadWMTF(path); VisualEffectInstance* instance = Texture2DEffect::CreateUniqueInstance( texture, Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT); for (int i = 0; i < 6; ++i) { TriMesh* mesh = StaticCast<TriMesh>(mBox->GetChild(i)); mesh->SetEffectInstance(instance); } // The texture has an alpha channel of 1/2 for all texels. instance->GetEffect()->GetAlphaState(0, 0)->BlendEnabled = true; mBox->EnableSorting(); mTrnNode->AttachChild(mBox); }
//---------------------------------------------------------------------------- void IntersectConvexPolyhedra::CreateScene () { mScene = new0 Node(); mMotionObject = mScene; VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0); int vstride = vformat->GetStride(); // Attach a dummy intersection mesh. If the intersection is nonempty, // the Culling flag will be modified to CULL_DYNAMIC. The intersection // is drawn as a solid. mMeshIntersection = StandardMesh(vformat).Tetrahedron(); VertexBufferAccessor vba(mMeshIntersection); Float3 green(0.0f, 1.0f, 0.0f); int i, j; for (i = 0; i < vba.GetNumVertices(); ++i) { vba.Color<Float3>(0, i) = green; } mMeshIntersection->SetEffectInstance( VertexColor3Effect::CreateUniqueInstance()); mMeshIntersection->Culling = Spatial::CULL_ALWAYS; mScene->AttachChild(mMeshIntersection); // The first polyhedron is an ellipsoid. ConvexPolyhedronf::CreateEggShape(Vector3f::ZERO, 1.0f, 1.0f, 2.0f, 2.0f, 4.0f, 4.0f, 3, mWorldPoly0); // Build the corresponding mesh. int numVertices = mWorldPoly0.GetNumVertices(); int numTriangles = mWorldPoly0.GetNumTriangles(); int numIndices = 3*numTriangles; VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride); IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int)); Float3 red(1.0f, 0.0f, 0.0f); vba.ApplyTo(vformat, vbuffer); for (i = 0; i < numVertices; ++i) { vba.Position<Vector3f>(i) = mWorldPoly0.Point(i); vba.Color<Float3>(0,i) = red; } int* indices = (int*)ibuffer->GetData(); for (i = 0; i < numTriangles; ++i) { const MTTriangle& triangle = mWorldPoly0.GetTriangle(i); for (j = 0; j < 3; ++j) { indices[3*i + j] = mWorldPoly0.GetVLabel(triangle.GetVertex(j)); } } mMeshPoly0 = new0 TriMesh(vformat, vbuffer, ibuffer); VisualEffectInstance* instance = VertexColor3Effect::CreateUniqueInstance(); instance->GetEffect()->GetWireState(0, 0)->Enabled = true; mMeshPoly0->SetEffectInstance(instance); mMeshPoly0->LocalTransform.SetTranslate(APoint(0.0f, 2.0f, 0.0f)); mScene->AttachChild(mMeshPoly0); // The second polyhedron is egg shaped. ConvexPolyhedronf::CreateEggShape(Vector3f::ZERO, 2.0f, 2.0f, 4.0f, 4.0f, 5.0f, 3.0f, 4, mWorldPoly1); // Build the corresponding mesh. numVertices = mWorldPoly1.GetNumVertices(); numTriangles = mWorldPoly1.GetNumTriangles(); numIndices = 3*numTriangles; vbuffer = new0 VertexBuffer(numVertices, vstride); ibuffer = new0 IndexBuffer(numIndices, sizeof(int)); Float3 blue(0.0f, 0.0f, 1.0f); vba.ApplyTo(vformat, vbuffer); for (i = 0; i < numVertices; ++i) { vba.Position<Vector3f>(i) = mWorldPoly1.Point(i); vba.Color<Float3>(0, i) = blue; } indices = (int*)ibuffer->GetData(); for (i = 0; i < numTriangles; ++i) { const MTTriangle& triangle = mWorldPoly1.GetTriangle(i); for (j = 0; j < 3; ++j) { indices[3*i + j] = mWorldPoly1.GetVLabel(triangle.GetVertex(j)); } } mMeshPoly1 = new0 TriMesh(vformat, vbuffer, ibuffer); instance = VertexColor3Effect::CreateUniqueInstance(); instance->GetEffect()->GetWireState(0, 0)->Enabled = true; mMeshPoly1->SetEffectInstance(instance); mMeshPoly1->LocalTransform.SetTranslate(APoint(0.0f, -2.0f, 0.0f)); mScene->AttachChild(mMeshPoly1); ComputeIntersection(); }
//---------------------------------------------------------------------------- void BSplineSurfaceFitter::CreateScene () { mScene = new0 Node(); mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); mCullState = new0 CullState(); mCullState->Enabled = false; mRenderer->SetOverrideCullState(mCullState); // Begin with a flat 64x64 height field. const int numSamples = 64; const float extent = 8.0f; VertexFormat* vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0); mHeightField = StandardMesh(vformat).Rectangle(numSamples, numSamples, extent, extent); mScene->AttachChild(mHeightField); // Set the heights based on a precomputed height field. Also create a // texture image to go with the height field. std::string path = Environment::GetPathR("HeightField.wmtf"); Texture2D* texture = Texture2D::LoadWMTF(path); VisualEffectInstance* instance = Texture2DEffect::CreateUniqueInstance( texture, Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE); mHeightField->SetEffectInstance(instance); unsigned char* data = (unsigned char*)texture->GetData(0); VertexBufferAccessor vba(mHeightField); Vector3f** samplePoints = new2<Vector3f>(numSamples, numSamples); int i; for (i = 0; i < vba.GetNumVertices(); ++i) { unsigned char value = *data; float height = 3.0f*((float)value)/255.0f + 0.05f*Mathf::SymmetricRandom(); *data++ = (unsigned char)Mathf::IntervalRandom(32.0f, 64.0f); *data++ = 3*(128 - value/2)/4; *data++ = 0; data++; vba.Position<Vector3f>(i).Z() = height; samplePoints[i % numSamples][i / numSamples] = vba.Position<Vector3f>(i); } // Compute a B-Spline surface with NxN control points, where N < 64. // This surface will be sampled to 64x64 and displayed together with the // original height field for comparison. const int numCtrlPoints = 32; const int degree = 3; BSplineSurfaceFitf fitter(degree, numCtrlPoints, numSamples, degree, numCtrlPoints, numSamples, samplePoints); delete2(samplePoints); vformat = VertexFormat::Create(2, VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0, VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT4, 0); mFittedField = StandardMesh(vformat).Rectangle(numSamples, numSamples, extent, extent); mScene->AttachChild(mFittedField); vba.ApplyTo(mFittedField); Float4 translucent(1.0f, 1.0f, 1.0f, 0.5f); for (i = 0; i < vba.GetNumVertices(); ++i) { float u = 0.5f*(vba.Position<Vector3f>(i).X()/extent + 1.0f); float v = 0.5f*(vba.Position<Vector3f>(i).Y()/extent + 1.0f); vba.Position<Vector3f>(i) = fitter.GetPosition(u, v); vba.Color<Float4>(0,i) = translucent; } instance = VertexColor4Effect::CreateUniqueInstance(); mFittedField->SetEffectInstance(instance); instance->GetEffect()->GetAlphaState(0, 0)->BlendEnabled = true; }