Esempio n. 1
0
	void PaintCellInfo::calcNormal(const Math::HexHeightMap& height_map) {

		normal = Math::Point();

		Math::Point center_pos = centerPoint(height_map);
		for (int i = 0; i < PaintCell::CELL_VERTICES; i++) {

			Math::Point vertex_point = vertexPoint(height_map, i);
			
			Math::HexGrid::HexIndex next_vert_index = Math::HexGrid::vertexIndex(uIndex, vIndex, (i+1) % PaintCell::CELL_VERTICES);
			normal += Math::Geometry::triangleNormal(center_pos,
				vertexPoint(height_map, (i+1) % PaintCell::CELL_VERTICES),
				vertex_point);
		}

		normal.normalize();

	}
Esempio n. 2
0
	Math::BoundingBox3D PaintCellInfo::getBoundingBox(const Math::HexHeightMap& height_map) const {

		Math::BoundingBox3D bounding_box;

		Math::Point center_pos = centerPoint(height_map);
		center_pos.setCoord(center_pos.getCoord(PaintCell::PAINT_AXIS)+PAINT_CELL_LIFT_AMOUNT, PaintCell::PAINT_AXIS);

		bounding_box.setCorners(center_pos, center_pos);

		for (short i = 0; i < PaintCell::CELL_VERTICES; i++) {
			Math::Point p = vertexPoint(height_map, i);
			p.setCoord(p.getCoord(PaintCell::PAINT_AXIS)+PAINT_CELL_LIFT_AMOUNT, PaintCell::PAINT_AXIS);
			bounding_box.expandToInclude(p);
		}

		return bounding_box;
	}
Esempio n. 3
0
	void PaintCellInfo::render(const Math::HexHeightMap& height_map) const {

		Math::Point center_pos = centerPoint(height_map);
		center_pos.setCoord(center_pos.getCoord(PaintCell::PAINT_AXIS)+PAINT_CELL_LIFT_AMOUNT, PaintCell::PAINT_AXIS);

		Math::Point vertices [PaintCell::CELL_VERTICES];
		for (short i = 0; i < PaintCell::CELL_VERTICES; i++) {
			vertices[i] = vertexPoint(height_map, i);
			vertices[i].setCoord(vertices[i].getCoord(PaintCell::PAINT_AXIS)+PAINT_CELL_LIFT_AMOUNT, PaintCell::PAINT_AXIS);
		}

		OpenGL::MathWrapper::glNormal(normal);
		glBegin(GL_TRIANGLE_FAN);
		OpenGL::MathWrapper::glVertex(center_pos);
		for (short i = PaintCell::CELL_VERTICES-1; i >= 0; i--) {
			OpenGL::MathWrapper::glVertex(
				vertices[i]*(1.0-PAINT_CELL_CONTRACTION) + center_pos*PAINT_CELL_CONTRACTION
			);
		}
		OpenGL::MathWrapper::glVertex(
			vertices[PaintCell::CELL_VERTICES-1]*(1.0-PAINT_CELL_CONTRACTION) + center_pos*PAINT_CELL_CONTRACTION
			);
		glEnd();
	}
Esempio n. 4
0
  BOOL ImportStl(FILE *file, cSURFACE_MESH &mesh) {
    if(file == NULL)
      return false;

    char buffer[1024];
    INT lineNumber = 0; //for debugging
    char *trimmedBuffer = NULL;
    REAL vertexCoords[3];
    char solidName[128];
    INT currSolidIndex = 0, verticesInFacet = 0, numVertices = 0;
    INT meshVertices[3];
    BOOL validFacetGroup = false;

    std::map<cPOINT3, iVERTEX> pointToVertexMap;

    while (fgets(buffer, 1024, file) != NULL) {
      lineNumber++;
      trimmedBuffer = RemoveLeadingWhiteSpace(buffer);

      if (strncasecmp(trimmedBuffer, "solid", 5) == 0) {
    	currSolidIndex++;
    	memset(solidName, '\0', 128);
    	char *solidNamePtr = trimmedBuffer + 6;
    	sscanf(solidNamePtr, "%127s", solidName);

    	mesh.NewFacetGroup(solidName);
    	validFacetGroup = true;
    	//register facetGroup.
      } else if (strncasecmp(trimmedBuffer, "endsolid", 8) == 0) {
    	validFacetGroup = false;
      } else if (strncasecmp(trimmedBuffer, "endfacet", 8) == 0) {
    	if (verticesInFacet == 3) {
    	  iFACET facetIndex = mesh.NewTriangle(meshVertices[0], meshVertices[1], meshVertices[2]);//this is inefficient - keep the facetGroup for as long as you don't hit the solid end -Yury
#ifdef DEBUG
    	  REAL area = mesh.Facet(facetIndex)->Area();
    	  if (area <= 1e-20){
//    		printf("f %d; small area %lg\n", facetIndex, area);
    		printf("line %d\n", lineNumber);
    		for (INT kk = 0; kk < 3; kk++){
    		  cPOINT3 vtxPoint = mesh.Vertex(meshVertices[kk])->Point();
    		  printf("vertex %lf\t%lf\t%lf\n", vtxPoint[0], vtxPoint[1], vtxPoint[2]);
    		}
    		ASSERT(false);
    	  }
#endif //DEBUG
    	  if(facetIndex != INVALID_IFACET && validFacetGroup) {
    		  //Add facet to facetGroup.
    		cFACET_GROUP *facetGroup = mesh.GetFacetGroup(solidName);
    		facetGroup->m_facets.push_back(facetIndex);
    	  }
    	}

    	verticesInFacet = 0;
      } else if (strncasecmp(trimmedBuffer, "vertex", 6) == 0) {
	sscanf(trimmedBuffer+6, "%lg %lg %lg", &vertexCoords[0],
	       &vertexCoords[1], &vertexCoords[2]);

	cPOINT3 vertexPoint(vertexCoords[0], vertexCoords[1], vertexCoords[2]);
	std::map<cPOINT3, iVERTEX>::iterator pos = pointToVertexMap.find(vertexPoint);

	if(pos == pointToVertexMap.end()) {
	  iVERTEX vertexIndex = mesh.NewVertex(vertexPoint); //vertexCoords[0], vertexCoords[1], vertexCoords[2]);
	  pointToVertexMap[vertexPoint] = vertexIndex;
	  meshVertices[verticesInFacet++] = vertexIndex;
	} else {
	  meshVertices[verticesInFacet++] = pos->second;
	}

	numVertices++;
      }

    }//End of reading file.

//remove degenerate faces
    cSURFACE_MESH_CLEANUP cleanup(&mesh, 0.0);
    cleanup.Perform();
    if(mesh.NumVertices() == 0 && mesh.NumFacets() == 0)
      return false;

    return true;
  }