コード例 #1
0
//--------------------------------------------------------------
void testApp::setup(){
	
	ofSetLogLevel(OF_LOG_VERBOSE);
    model.loadMeshes("astroBoy_walk.dae",meshes);
	tex.loadImage("boy_10.tga");
	
	ofEnableNormalizedTexCoords();

	for(int i =0; i < meshes.size();i++){
		vboMeshes.push_back(ofVboMesh());
		vboMeshes.back().meshElement = &meshes[i];
		vboMeshes.back().drawType = GL_STREAM_DRAW_ARB;
	}
	
//    ofEnableBlendMode(OF_BLENDMODE_ALPHA);
    
    glEnable(GL_DEPTH_TEST);
	
	lightsOn = true;
	glEnable(GL_SMOOTH);
	glEnable(GL_POINT_SMOOTH);
	glPointSize(4);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_NORMALIZE);
}
コード例 #2
0
ファイル: ofxVoro.cpp プロジェクト: arthurhunt7/ofxVoro
ofVboMesh getCellMesh(voro::voronoicell &_c, ofPoint _pos, bool bWireframe){
    if( _c.p ) {
        ofVboMesh mesh;
		getCellMesh(_c, _pos, mesh, bWireframe);
        return mesh;
    }
    return ofVboMesh();
}
コード例 #3
0
//--------------------------------------------------------------
void ofApp::setup(){
    ofSetFrameRate(60);
    ofSetVerticalSync(true);
    ofEnableDepthTest();

    tempMesh = ofVboMesh();
    
    tempMesh.setMode(OF_PRIMITIVE_POINTS);
    tempMesh.load("church-mesh.ply") ; // change for different data set
    
    imgCount = 0 ;
    
    cam.setFarClip(100000) ;
    cam.setNearClip(0.1) ;
}
コード例 #4
0
//----------------------------------------------------------
ofVboMesh ofTessellator::tessellate( const ofPolyline& polyline, bool bIs2D ){

	mutex.lock();
	
	clear();
	resultMesh = ofVboMesh();
//	resultMesh.clear();
	
	// now get the tesselator object up and ready:
	GLUtesselator * ofShapeTobj = gluNewTess();
	
#if defined( TARGET_OSX)
#ifndef MAC_OS_X_VERSION_10_5
#define OF_NEED_GLU_FIX
#endif
#endif
	
	// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
	// MAC - XCODE USERS PLEASE NOTE - some machines will not be able to compile the code below
	// if this happens uncomment the "OF_NEED_GLU_FIX" line below and it
	// should compile also please post to the forums with the error message, you OS X version,
	// Xcode verison and the CPU type - PPC or Intel. Thanks!
	// (note: this is known problem based on different version of glu.h, we are working on a fix)
	// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
	
	//#define OF_NEED_GLU_FIX
	
#ifdef OF_NEED_GLU_FIX
#define OF_GLU_CALLBACK_HACK (void(CALLBACK*)(...))
#else
#define OF_GLU_CALLBACK_HACK (void(CALLBACK*)())
#endif
	gluTessCallback( ofShapeTobj, GLU_TESS_BEGIN, OF_GLU_CALLBACK_HACK &ofTessellator::begin);
	gluTessCallback( ofShapeTobj, GLU_TESS_VERTEX, OF_GLU_CALLBACK_HACK &ofTessellator::vertex);
	gluTessCallback( ofShapeTobj, GLU_TESS_COMBINE, OF_GLU_CALLBACK_HACK &ofTessellator::combine);
	gluTessCallback( ofShapeTobj, GLU_TESS_END, OF_GLU_CALLBACK_HACK &ofTessellator::end);
	gluTessCallback( ofShapeTobj, GLU_TESS_ERROR, OF_GLU_CALLBACK_HACK &ofTessellator::error);
	
	gluTessProperty( ofShapeTobj, GLU_TESS_WINDING_RULE, ofGetStyle().polyMode);
	if (!ofGetStyle().bFill){
		gluTessProperty( ofShapeTobj, GLU_TESS_BOUNDARY_ONLY, true);
	} else {
		gluTessProperty( ofShapeTobj, GLU_TESS_BOUNDARY_ONLY, false);
	}
	gluTessProperty( ofShapeTobj, GLU_TESS_TOLERANCE, 0);
	
	/* ------------------------------------------
	 for 2d, this next call (normal) likely helps speed up ....
	 quote : The computation of the normal represents about 10% of
	 the computation time. For example, if all polygons lie in
	 the x-y plane, you can provide the normal by using the
	 -------------------------------------------  */
	if( bIs2D) 
		gluTessNormal(ofShapeTobj, 0.0, 0.0, 1.0);

	gluTessBeginPolygon( ofShapeTobj, NULL);
	
	for ( int i=0; i<polyline.size(); i++ ) {
		double* point = new double[3];
		point[0] = polyline[i].x;
		point[1] = polyline[i].y;
		point[2] = polyline[i].z;
		ofShapePolyVertexs.push_back(point);
	}

	gluTessBeginContour( ofShapeTobj );
	
	for (int i=0; i<(int)ofShapePolyVertexs.size(); i++) {
		gluTessVertex( ofShapeTobj, ofShapePolyVertexs[i], ofShapePolyVertexs[i]);
	}
	
	gluTessEndContour( ofShapeTobj );

	
	
	// no matter what we did / do, we need to delete the tesselator object
	gluTessEndPolygon( ofShapeTobj);
	gluDeleteTess( ofShapeTobj);
	ofShapeTobj = NULL;
	
   	// now clear the vertices on the dynamically allocated data
   	clear();

	mutex.unlock();
	
	return resultMesh;
	
}
コード例 #5
0
void CloudsSVGMesh::recurseSVGTag(ofxXmlSettings& xml, const string& parentId, float parentOpacity){

	ofMesh strokeMesh;
	ofMesh fillMesh;
	//find geo on this layer
	//<line display="inline" opacity="0.49" fill="none" stroke="#FFFFFF" stroke-miterlimit="10" x1="87.313" y1="612.5" x2="749.313" y2="612.5"/>
	int numLineTags = xml.getNumTags("line");
	for(int l = 0; l < numLineTags; l++){
		strokeMesh.addVertex(ofVec3f(xml.getAttribute("line", "x1", 0., l),
									 xml.getAttribute("line", "y1", 0., l), 0));
		strokeMesh.addVertex(ofVec3f(xml.getAttribute("line", "x2", 0., l),
									 xml.getAttribute("line", "y2", 0., l), 0));

		string hexColor = xml.getAttribute("line", "stroke", "#FFFFFF", l);
		hexColor.erase(hexColor.begin());//kill the #
		ofColor color = ofColor::fromHex( ofHexToInt(hexColor) );
		if(xml.attributeExists("line","opacity",l)){
			color.a = xml.getAttribute("line", "opacity", 0., l)*255.;
		}
		color.a *= parentOpacity;
		strokeMesh.addColor(color);
		strokeMesh.addColor(color);
	}
	
	//sample rect tag
	//<rect x="519.813" y="144.5" display="inline" opacity="0.02" fill="none" stroke="#FFFFFF" stroke-miterlimit="10" width="29" height="18"/>
	int numRectTags = xml.getNumTags("rect");
	for(int r = 0; r < numRectTags; r++){
		ofRectangle rect(xml.getAttribute("rect", "x", 0., r),
						 xml.getAttribute("rect", "y", 0., r),
						 xml.getAttribute("rect", "width", 0., r),
						 xml.getAttribute("rect", "height", 0., r));

		//pull the vertices out as vec3s		
		ofVec3f a = rect.getTopLeft();
		ofVec3f b = rect.getTopRight();
		ofVec3f c = rect.getBottomRight();
		ofVec3f d = rect.getBottomLeft();
		
		string fillProperty = xml.getAttribute("rect", "fill", "none",r);
		bool isLines = fillProperty == "none";
		
		string hexColor = xml.getAttribute("rect", (isLines ? "stroke" : "fill"), "#FFFFFF", r);
		hexColor.erase(hexColor.begin());//kill the #
		ofColor color = ofColor::fromHex( ofHexToInt(hexColor));
		if(xml.attributeExists("rect","opacity",r)){
			color.a = xml.getAttribute("rect", "opacity", 0., r)*255.;
		}
		color.a *= parentOpacity;
		if(isLines){

			//we may wish to make this a line loop....
			//convert to line segments
			strokeMesh.addVertex(a);
			strokeMesh.addVertex(b);
			
			strokeMesh.addVertex(b);
			strokeMesh.addVertex(c);
			
			strokeMesh.addVertex(c);
			strokeMesh.addVertex(d);
			
			strokeMesh.addVertex(d);
			strokeMesh.addVertex(a);
			
			for(int i = 0; i < 8; i++){
				strokeMesh.addColor(color);
			}
		}
		else{
			
			
			fillMesh.addVertex(a);
			fillMesh.addVertex(b);
			fillMesh.addVertex(d);

			fillMesh.addVertex(b);
			fillMesh.addVertex(d);
			fillMesh.addVertex(c);

			for(int i = 0; i < 6; i++){
				fillMesh.addColor(color);
			}
		}
	}
	
	//if we added go throw it in the group, and give it a name
	if(strokeMesh.getNumVertices() > 0){
		SVGMesh m;
        m.visible = true;
		m.id = parentId;
		if(m.id != ""){
			meshIdIndex[m.id] = meshes.size();
		}
		m.mesh = ofVboMesh(strokeMesh);
		m.mesh.setMode(OF_PRIMITIVE_LINES);
		m.mesh.setUsage(GL_STATIC_DRAW);
		m.fill = false;
		meshes.push_back(m);
	}
	
	if(fillMesh.getNumVertices() > 0){
		SVGMesh m;
        m.visible = true;
		m.id = parentId;
		if(m.id != ""){
			meshIdIndex[m.id] = meshes.size();
		}
		m.mesh = ofVboMesh(fillMesh);
		m.mesh.setMode(OF_PRIMITIVE_TRIANGLES);
		m.mesh.setUsage(GL_STATIC_DRAW);
		m.fill = true;
		meshes.push_back(m);
	}
	
	//search other g tags
	int numGTags = xml.getNumTags("g");
	for(int i = 0; i < numGTags; i++){
		//is g tag displayed?
		if(xml.attributeExists("g", "display", i) &&
		   xml.getAttribute("g", "display", "", i) == "none")
		{
			//skipit
			continue;
		}
		string nextParentId;
		//does g tag have id;
		if(xml.attributeExists("g", "id", i)){
			nextParentId = xml.getAttribute("g", "id", "",i);
		}
		if(xml.attributeExists("g", "opacity", i)){
			parentOpacity *= xml.getAttribute("g", "opacity", 1.0, i);;
		}
		xml.pushTag("g",i);
		recurseSVGTag(xml, nextParentId, parentOpacity);
		xml.popTag();
	}
}