コード例 #1
0
void LandmarkCapturePlugin::drawSingleLandmark(MeshModel * mp, int ii, int j, QPainter *p,GLArea * gla)
{
	int sens = (int)gla->width()/(int(sqrt((double)mp->cm.vert.size()))-1);
	int maxPs = (int)gla->width()/40;
                
    CMeshO::VertexPointer vp = &mp->cm.vert[ii];
	if(vp != NULL){
		int ps = maxPs<(sens/2)?maxPs:sens/2;
		glPointSize(ps);
		//glPointSize(sens/2);
		glEnable( GL_POINT_SMOOTH );
		
		glDisable(GL_DEPTH_TEST);
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glPushMatrix();
		glBegin (GL_POINTS); 

		//glNormal3f (0.0, 0.0, 1.0);
		glColor4f(1, 0, 0, .3f);
		//glColor3f(1.0,0.0,0.0);
		glVertex(vp->P());

		glEnd();
		glPopMatrix();
		glDisable(GL_POINT_SMOOTH);
		

		int i = tri::Index(mp->cm,vp);
		//QString buf =QString("\nlm%1 v%2:(%3 %4 %5)").arg(j).arg(i).arg(vp->P()[0]).arg(vp->P()[1]).arg(vp->P()[2]);
		QString buf =QString("\nlm%1").arg(j);
        vcg::glLabel::render(p,vp->P(),buf);
	}
}
コード例 #2
0
ファイル: dirt_utils.cpp プロジェクト: Jerdak/meshlab
/**
This function compute the repulsion beetwen particles
@param MeshModel* b_m - base mesh
@param MeshModel* c_m - cloud of points
@param int k          - max number of particle to repulse
@param float l        - lenght of the step
@return nothing       - adhesion factor
*/
void ComputeRepulsion(MeshModel* b_m,MeshModel *c_m,int k,float l,Point3f g,float a){
    CMeshO::PerVertexAttributeHandle<Particle<CMeshO> > ph = Allocator<CMeshO>::GetPerVertexAttribute<Particle<CMeshO> >(c_m->cm,"ParticleInfo");
    MetroMeshVertexGrid v_grid;
    std::vector< Point3<float> > v_points;
    std::vector<CMeshO::VertexPointer> vp;
    std::vector<float> distances;
    v_grid.Set(c_m->cm.vert.begin(),c_m->cm.vert.end(),b_m->cm.bbox);
    CMeshO::VertexIterator vi;
    for(vi=c_m->cm.vert.begin();vi!=c_m->cm.vert.end();++vi){
        vcg::tri::GetKClosestVertex(c_m->cm,v_grid,k,vi->P(),EPSILON,vp,distances,v_points);
        for(unsigned int i=0;i<vp.size();i++){CMeshO::VertexPointer v = vp[i];
            if(v->P()!=vi->P() && !v->IsD() && !vi->IsD()){
                Ray3<float> ray(vi->P(),fromBarCoords(RandomBaricentric(),ph[vp[i]].face));
                ray.Normalize();
                Point3f dir=ray.Direction();
                dir.Normalize();
                MoveParticle(ph[vp[i]],vp[i],0.01,1,dir,g,a);
            }
        }
    }
}
コード例 #3
0
void LandmarkCapturePlugin::drawPoint(CMeshO::VertexPointer vp, int i, MeshModel &m, GLArea *gla, QPainter *p)
{
    QString buf;
    {
        buf =QString("\nv%1: (%3 %4 %5)").arg(i).arg(vp->P()[0]).arg(vp->P()[1]).arg(vp->P()[2]);
		vcg::glLabel::render(p,vp->P(),buf);
    
		/*
       buf =QString("\nv%1:%2 (%3 %4 %5)").arg(i).arg(fp->V(i) - &m.cm.vert[0]).arg(fp->P(i)[0]).arg(fp->P(i)[1]).arg(fp->P(i)[2]);
      if( m.hasDataMask(MeshModel::MM_VERTQUALITY) )
        buf +=QString(" - Q(%1)").arg(fp->V(i)->Q());
      if( m.hasDataMask(MeshModel::MM_WEDGTEXCOORD) )
          buf +=QString("- uv(%1 %2) id:%3").arg(fp->WT(i).U()).arg(fp->WT(i).V()).arg(fp->WT(i).N());
      if( m.hasDataMask(MeshModel::MM_VERTTEXCOORD) )
          buf +=QString("- uv(%1 %2) id:%3").arg(fp->V(i)->T().U()).arg(fp->V(i)->T().V()).arg(fp->V(i)->T().N());
		  vcg::glLabel::render(p,fp->P(),buf);
    
		  */
    }

  //p->drawText(QRect(0,0,gla->width(),gla->height()), Qt::AlignLeft | Qt::TextWordWrap, buf);
  //p->restore();
  //p->beginNativePainting();
}
コード例 #4
0
ファイル: dirt_utils.cpp プロジェクト: Jerdak/meshlab
/**
@def This function move a particle over the mesh
*/
void MoveParticle(Particle<CMeshO> &info,CMeshO::VertexPointer p,float l,int t,Point3f dir,Point3f g,float a){
    if(CheckFallPosition(info.face,g,a)){
        p->SetS();
        return;
    }
    float time=t;
    if(dir.Norm()==0) dir=getRandomDirection();
    Point3f new_pos;
    Point3f current_pos;
    Point3f int_pos;
    CMeshO::FacePointer current_face=info.face;
    CMeshO::FacePointer new_face;
    new_face=current_face;
    current_pos=p->P();
    new_pos=StepForward(current_pos,info.v,info.mass,current_face,g+dir,l,time);
    while(!IsOnFace(new_pos,current_face)){
        int edge=ComputeIntersection(current_pos,new_pos,current_face,new_face,int_pos);
        if(edge!=-1){
            Point3f n = new_face->N();
            if(CheckFallPosition(new_face,g,a))  p->SetS();
            float elapsed_time=GetElapsedTime(current_pos,int_pos,new_pos,time);
            info.v=GetNewVelocity(info.v,current_face,new_face,g+dir,g,info.mass,elapsed_time);
            time=time-elapsed_time;
            current_pos=int_pos;
            current_face->Q()+=elapsed_time*5;
            current_face=new_face;
            new_pos=int_pos;
            if(time>0){
                if(p->IsS()) break;
                new_pos=StepForward(current_pos,info.v,info.mass,current_face,g+dir,l,time);
            }
            current_face->C()=Color4b::Green;//Just Debug!!!!
        }else{
            //We are on a border
            new_pos=int_pos;
            current_face=new_face;
            p->SetS();
            break;
        }
    }
    p->P()=new_pos;
    info.face=current_face;
}