void CVXS_SimGLView::DrawGeometry(int Selected, bool ViewSection, int SectionLayer, vfloat ScaleVox)
{
#ifdef VX2
	CVoxelyze* pVx = &pSim->Vx;
	const std::list<CVX_Voxel*>* voxels = pVx->voxelList();
	for (std::list<CVX_Voxel*>::const_iterator it = voxels->begin(); it!=voxels->end(); it++){
		CVX_Voxel* pVox = *it;
		glPushMatrix();
		glTranslated(pVox->position().x, pVox->position().y, pVox->position().z);
		glRotated(pVox->orientation().Angle(), pVox->orientation().x, pVox->orientation().y, pVox->orientation().z);
		CGL_Utils::DrawCube(pVox->cornerNegative(), pVox->cornerPositive(), true, true, 1.0, CColor(pVox->material()->red()/255.0, pVox->material()->green()/255.0, pVox->material()->blue()/255.0, 1.0));
//		glScaled(ScaleVox*pVx->latticeSize(), ScaleVox*pVx->latticeSize(), ScaleVox*pVx->latticeSize()); 
//		CGL_Utils::DrawCube(true, true, 1.0, CColor(pVox->material()->red()/255.0, pVox->material()->green()/255.0, pVox->material()->blue()/255.0, 1.0));
		glPopMatrix();
	}
#else
	Vec3D<> Center;
	Vec3D<> tmp(0,0,0);

	int iT = pSim->NumVox();
	int x, y, z;
	CColor ThisColor;
	for (int i = 0; i<iT; i++) //go through all the voxels...
	{
		pSim->pEnv->pObj->GetXYZNom(&x, &y, &z, pSim->StoXIndexMap[i]);
		if (ViewSection && z>SectionLayer) continue; //exit if obscured in a section view!


		Center = pSim->VoxArray[i].GetCurPos();

		ThisColor = GetCurVoxColor(i, Selected);
		glColor4d(ThisColor.r, ThisColor.g, ThisColor.b, ThisColor.a);
		
		Vec3D<> CenterOff = ScaleVox*(pSim->VoxArray[i].GetCornerPos() + pSim->VoxArray[i].GetCornerNeg())/2;


		glPushMatrix();
		glTranslated(Center.x + CenterOff.x, Center.y + CenterOff.y, Center.z + CenterOff.z);

		glLoadName (pSim->StoXIndexMap[i]); //to enable picking

		//generate rotation matrix here!!! (from quaternion)
		Vec3D<> Axis;
		vfloat AngleAmt;
		CQuat<>(pSim->VoxArray[i].GetCurAngle()).AngleAxis(AngleAmt, Axis);
		glRotated(AngleAmt*180/3.1415926, Axis.x, Axis.y, Axis.z);
	
		Vec3D<> CurrentSizeDisplay = pSim->VoxArray[i].GetSizeCurrent();
		glScaled(CurrentSizeDisplay.x, CurrentSizeDisplay.y, CurrentSizeDisplay.z); 

		pSim->LocalVXC.Voxel.DrawVoxel(&Center, ScaleVox); //draw unit size since we scaled just now
		
		glPopMatrix();
	}
#endif
}
Esempio n. 2
0
void CVX_Sim::DrawGeometry(int Selected, bool ViewSection, int SectionLayer)
{
	bool DrawInputVoxel = false;
	Vec3D<> Center;
	Vec3D<> tmp(0,0,0);

	int iT = NumVox();
	int x, y, z;
	CColor ThisColor;
	for (int i = 0; i<iT; i++) //go through all the voxels...
	{
		pEnv->pObj->GetXYZNom(&x, &y, &z, StoXIndexMap[i]);
		if (ViewSection && z>SectionLayer) continue; //exit if obscured in a section view!


		Center = VoxArray[i].GetCurPos();

		ThisColor = GetCurVoxColor(i, Selected);
		glColor4d(ThisColor.r, ThisColor.g, ThisColor.b, ThisColor.a);
		

		glPushMatrix();
		glTranslated(Center.x, Center.y, Center.z);

		glLoadName (StoXIndexMap[i]); //to enable picking

		//generate rotation matrix here!!! (from quaternion)
		Vec3D<> Axis;
		vfloat AngleAmt;
		CQuat<>(VoxArray[i].GetCurAngle()).AngleAxis(AngleAmt, Axis);
		glRotated(AngleAmt*180/3.1415926, Axis.x, Axis.y, Axis.z);
	
		Vec3D<> Scale = VoxArray[i].GetCurScale(); //show deformed voxel size
		glScaled(Scale.x, Scale.y, Scale.z);

		//LocalVXC.Voxel.DrawVoxel(&tmp, LocalVXC.Lattice.Lattice_Dim*(1+0.5*CurTemp * pMaterials[CVoxelArray[i].MatIndex].CTE), LocalVXC.Lattice.Z_Dim_Adj);
		LocalVXC.Voxel.DrawVoxel(&tmp, 1); //LocalVXC.GetLatticeDim()); //[i].CurSize.x); //, LocalVXC.Lattice.Z_Dim_Adj);
		
		glPopMatrix();
	}

	if (DrawInputVoxel){
		Vec3D<> tmp(0,0,0);
		Center = VoxArray[NumVox()].GetCurPos();
		glColor4d(1.0, 0.2, 0.2, 1.0);
		glPushMatrix();
		glTranslated(Center.x, Center.y, Center.z);	
		Vec3D<> Scale = LocalVXC.GetLatDimEnv();
		glScaled(Scale.x, Scale.y, Scale.z);

		LocalVXC.Voxel.DrawVoxel(&tmp, 1); //LocalVXC.GetLatticeDim()); //[i].CurSize.x); //, LocalVXC.Lattice.Z_Dim_Adj);
		
		glPopMatrix();
	}
}
Esempio n. 3
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void CVXS_SimGLView::DrawGeometry(int Selected, bool ViewSection, int SectionLayer, vfloat ScaleVox)
{
	Vec3D<> Center;
	Vec3D<> tmp(0,0,0);

	int iT = pSim->NumVox();
	int x, y, z;
	CColor ThisColor;
	for (int i = 0; i<iT; i++) //go through all the voxels...
	{
		pSim->pEnv->pObj->GetXYZNom(&x, &y, &z, pSim->StoXIndexMap[i]);
		if (ViewSection && z>SectionLayer) continue; //exit if obscured in a section view!


		Center = pSim->VoxArray[i].GetCurPos();

		ThisColor = GetCurVoxColor(i, Selected);
		glColor4d(ThisColor.r, ThisColor.g, ThisColor.b, ThisColor.a);
		
		Vec3D<> CenterOff = ScaleVox*(pSim->VoxArray[i].GetCornerPos() + pSim->VoxArray[i].GetCornerNeg())/2;


		glPushMatrix();
		glTranslated(Center.x + CenterOff.x, Center.y + CenterOff.y, Center.z + CenterOff.z);

		glLoadName (pSim->StoXIndexMap[i]); //to enable picking

		//generate rotation matrix here!!! (from quaternion)
		Vec3D<> Axis;
		vfloat AngleAmt;
		CQuat<>(pSim->VoxArray[i].GetCurAngle()).AngleAxis(AngleAmt, Axis);
		glRotated(AngleAmt*180/3.1415926, Axis.x, Axis.y, Axis.z);
	
		Vec3D<> CurrentSizeDisplay = pSim->VoxArray[i].GetSizeCurrent();
		glScaled(CurrentSizeDisplay.x, CurrentSizeDisplay.y, CurrentSizeDisplay.z); 

		pSim->LocalVXC.Voxel.DrawVoxel(&Center, ScaleVox); //draw unit size since we scaled just now
		
		glPopMatrix();
	}

}