예제 #1
0
MatrixX3f Surface::compute_normals(const MatrixX3f& rr, const MatrixX3i& tris)
{
    printf("\tcomputing normals\n");
    // first, compute triangle normals
    MatrixX3f r1(tris.rows(),3); MatrixX3f r2(tris.rows(),3); MatrixX3f r3(tris.rows(),3);

    for(qint32 i = 0; i < tris.rows(); ++i)
    {
        r1.row(i) = rr.row(tris(i, 0));
        r2.row(i) = rr.row(tris(i, 1));
        r3.row(i) = rr.row(tris(i, 2));
    }

    MatrixX3f x = r2 - r1;
    MatrixX3f y = r3 - r1;
    MatrixX3f tri_nn(x.rows(),y.cols());
    tri_nn.col(0) = x.col(1).cwiseProduct(y.col(2)) - x.col(2).cwiseProduct(y.col(1));
    tri_nn.col(1) = x.col(2).cwiseProduct(y.col(0)) - x.col(0).cwiseProduct(y.col(2));
    tri_nn.col(2) = x.col(0).cwiseProduct(y.col(1)) - x.col(1).cwiseProduct(y.col(0));

    //   Triangle normals and areas
    MatrixX3f tmp = tri_nn.cwiseProduct(tri_nn);
    VectorXf normSize = tmp.rowwise().sum();
    normSize = normSize.cwiseSqrt();

    for(qint32 i = 0; i < normSize.size(); ++i)
        if(normSize(i) != 0)
            tri_nn.row(i) /= normSize(i);

    MatrixX3f nn = MatrixX3f::Zero(rr.rows(), 3);

    for(qint32 p = 0; p < tris.rows(); ++p)
    {
        Vector3i verts = tris.row(p);
        for(qint32 j = 0; j < verts.size(); ++j)
            nn.row(verts(j)) = tri_nn.row(p);
    }

    tmp = nn.cwiseProduct(nn);
    normSize = tmp.rowwise().sum();
    normSize = normSize.cwiseSqrt();

    for(qint32 i = 0; i < normSize.size(); ++i)
        if(normSize(i) != 0)
            nn.row(i) /= normSize(i);

    return nn;
}
예제 #2
0
void LabelView::initializeGL(QGLPainter *painter)
{
    // in the constructor construct a builder on the stack
    QGLBuilder builder;

    float fac = 10.0f;

    builder << QGL::Faceted;
    m_pSceneNodeBrain = builder.currentNode();

    builder.pushNode();

    // Collor palette
    qint32 index;
    QSharedPointer<QGLMaterialCollection> palette = builder.sceneNode()->palette(); // register color palette within the root node

    //
    // Build each hemisphere in its separate node
    //
    for(qint32 h = 0; h < 2; ++h)
    {
        builder.newNode();//create new hemisphere node
        {
            MatrixX3i tris;
            MatrixX3f rr = m_surfSet[h].rr();

            builder.pushNode();
            //
            // Create each ROI in its own node
            //
            for(qint32 k = 0; k < m_qListLabels.size(); ++k)
            {
                //check if label hemi fits current hemi
                if(m_qListLabels[k].hemi != h)
                    continue;

                //Ggenerate label tri information
                tris = m_qListLabels[k].selectTris(m_surfSet[h]);

                // add new ROI node when current ROI node is not empty
                if(builder.currentNode()->count() > 0)
                    builder.newNode();


                QGeometryData t_GeometryDataTri;


                MatrixXf t_TriCoords(3,3*tris.rows());

                for(qint32 i = 0; i < tris.rows(); ++i)
                {
                    t_TriCoords.col(i*3) = rr.row( tris(i,0) ).transpose();
                    t_TriCoords.col(i*3+1) = rr.row( tris(i,1) ).transpose();
                    t_TriCoords.col(i*3+2) = rr.row( tris(i,2) ).transpose();
                }

                t_TriCoords *= fac;
                t_GeometryDataTri.appendVertexArray(QArray<QVector3D>::fromRawData( reinterpret_cast<const QVector3D*>(t_TriCoords.data()), t_TriCoords.cols() ));

                //
                // If triangles are available.
                //
                if (t_GeometryDataTri.count() > 0)
                {

                    //
                    //  Add triangles to current node
                    //
                    builder.addTriangles(t_GeometryDataTri);

                    //
                    // Colorize ROI
                    //
                    QGLMaterial *t_pMaterialROI = new QGLMaterial();
                    int r, g, b;
                    r = m_qListRGBAs[k][0];
                    g = m_qListRGBAs[k][1];
                    b = m_qListRGBAs[k][2];

                    t_pMaterialROI->setColor(QColor(r,g,b,200));
//                        t_pMaterialROI->setEmittedLight(QColor(100,100,100,255));
//                        t_pMaterialROI->setSpecularColor(QColor(10,10,10,20));


                    index = palette->addMaterial(t_pMaterialROI);
                    builder.currentNode()->setMaterialIndex(index);
                }
            }
        }
        // Go one level up
        builder.popNode();
    }
    // Go one level up
    builder.popNode();

    // Optimze current scene for display and calculate lightning normals
    m_pSceneNode = builder.finalizedSceneNode();
    m_pSceneNode->setParent(this);

    //
    // Create light models
    //
    m_pLightModel = new QGLLightModel(this);
    m_pLightModel->setAmbientSceneColor(Qt::white);
    m_pLightModel->setViewerPosition(QGLLightModel::LocalViewer);

    m_pLightModel = new QGLLightModel(this);

    m_pLightParametersScene = new QGLLightParameters(this);
    m_pLightParametersScene->setPosition(QVector3D(0.0f, 0.0f, 3.0f));
    painter->setMainLight(m_pLightParametersScene);



    simCount = 0;

    //
    // Set stereo type
    //
    if (m_bStereo) {
        this->setStereoType(QGLView::RedCyanAnaglyph);
        camera()->setEyeSeparation(0.4f);
        m_pCameraFrontal->setEyeSeparation(0.1f);
    }

}
예제 #3
0
CustomMesh::CustomMesh(const MatrixX3f &tMatVert, const MatrixX3f tMatNorm, const MatrixX3i &tMatTris, const Vector3f &tVecOffset)
: Qt3DRender::QGeometryRenderer()
, m_iNumVert(tMatVert.rows())
{
    Qt3DRender::QGeometry* customGeometry = new Qt3DRender::QGeometry(this);

    m_pVertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry));
    m_pNormalDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry));
    m_pColorDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry));
    m_pIndexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, customGeometry);//QSharedPointer<Qt3DRender::QBuffer>(new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, customGeometry));

    //Fill vertexBuffer with data which hold the vertices, normals and colors
    QByteArray vertexBufferData;
    vertexBufferData.resize(tMatVert.rows() * 3 * (int)sizeof(float));
    float *rawVertexArray = reinterpret_cast<float *>(vertexBufferData.data());

    QByteArray normalBufferData;
    normalBufferData.resize(tMatVert.rows() * 3 * (int)sizeof(float));
    float *rawNormalArray = reinterpret_cast<float *>(normalBufferData.data());

    QByteArray colorBufferData;
    colorBufferData.resize(tMatVert.rows() * 3 * (int)sizeof(float));
    float *rawColorArray = reinterpret_cast<float *>(colorBufferData.data());

    int idxVert = 0;
    int idxNorm = 0;
    int idxColor = 0;

    for(int i = 0; i<tMatVert.rows(); i++) {
        //Vertex
        rawVertexArray[idxVert++] = tMatVert(i,0) + tVecOffset(0);
        rawVertexArray[idxVert++] = tMatVert(i,1) + tVecOffset(1);
        rawVertexArray[idxVert++] = tMatVert(i,2) + tVecOffset(2);

        //Normal
        rawNormalArray[idxNorm++] = tMatNorm(i,0);
        rawNormalArray[idxNorm++] = tMatNorm(i,1);
        rawNormalArray[idxNorm++] = tMatNorm(i,2);

        //Color (this is the default color and will be used until the updateVertColor function was called)
        rawColorArray[idxColor++] = 0.5f;
        rawColorArray[idxColor++] = 0.2f;
        rawColorArray[idxColor++] = 0.2f;
    }

    //Fill indexBufferData with data which holds the triangulation information (faces/tris)
    QByteArray indexBufferData;
    indexBufferData.resize(tMatTris.rows() * 3 * (int)sizeof(uint));
    uint *rawIndexArray = reinterpret_cast<uint *>(indexBufferData.data());
    int idxTris = 0;

    for(int i = 0; i<tMatTris.rows(); i++) {
        //Faces/Tris
        rawIndexArray[idxTris++] = tMatTris(i,0);
        rawIndexArray[idxTris++] = tMatTris(i,1);
        rawIndexArray[idxTris++] = tMatTris(i,2);
    }

    //Set data to buffers
    m_pVertexDataBuffer->setData(vertexBufferData);
    m_pNormalDataBuffer->setData(normalBufferData);
    m_pColorDataBuffer->setData(colorBufferData);
    m_pIndexDataBuffer->setData(indexBufferData);

    // Attributes
    Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute();
    positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    positionAttribute->setBuffer(m_pVertexDataBuffer);
    positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
    positionAttribute->setDataSize(3);
    positionAttribute->setByteOffset(0);
    positionAttribute->setByteStride(3 * sizeof(float));
    positionAttribute->setCount(tMatVert.rows());
    positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());

    Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
    normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    normalAttribute->setBuffer(m_pNormalDataBuffer);
    normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
    normalAttribute->setDataSize(3);
    normalAttribute->setByteOffset(0);
    normalAttribute->setByteStride(3 * sizeof(float));
    normalAttribute->setCount(tMatVert.rows());
    normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());

    Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute();
    colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    colorAttribute->setBuffer(m_pColorDataBuffer);
    colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
    colorAttribute->setDataSize(3);
    colorAttribute->setByteOffset(0);
    colorAttribute->setByteStride(3 * sizeof(float));
    colorAttribute->setCount(tMatVert.rows());
    colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());

    Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
    indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
    indexAttribute->setBuffer(m_pIndexDataBuffer);
    indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedInt);
    indexAttribute->setDataSize(1);
    indexAttribute->setByteOffset(0);
    indexAttribute->setByteStride(0);
    indexAttribute->setCount(tMatTris.rows());

    customGeometry->addAttribute(positionAttribute);
    customGeometry->addAttribute(normalAttribute);
    customGeometry->addAttribute(colorAttribute);
    customGeometry->addAttribute(indexAttribute);

    this->setInstanceCount(1);
    this->setBaseVertex(0);
    this->setBaseInstance(0);
    this->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
    this->setGeometry(customGeometry);

    this->setPrimitiveCount(tMatTris.rows()*3);
}