Exemplo n.º 1
0
int main(int argc, char **argv)
{
  plan_tests(17);

  ok1(Directory::Exists(_T("test/data/file_visitor_test")));
  ok1(File::Exists(_T("test/data/file_visitor_test/a.txt")));
  ok1(File::Exists(_T("test/data/file_visitor_test/b.txt")));
  ok1(File::Exists(_T("test/data/file_visitor_test/c.tx")));
  ok1(File::Exists(_T("test/data/file_visitor_test/subfolder/d.txt")));

  TestingFileVisitor fv1(false, false);
  Directory::VisitFiles(_T("test/data/file_visitor_test"), fv1, false);

  TestingFileVisitor fv2(true, false);
  Directory::VisitFiles(_T("test/data/file_visitor_test"), fv2, true);

  TestingFileVisitor fv3(false, true);
  Directory::VisitSpecificFiles(_T("test/data/file_visitor_test"),
                                _T("*.txt"), fv3, false);

  TestingFileVisitor fv4(true, true);
  Directory::VisitSpecificFiles(_T("test/data/file_visitor_test"),
                                _T("*.txt"), fv4, true);

  return exit_status();
}
Exemplo n.º 2
0
MeshGeometry PrimitiveGeometryBuilder::buildCylinderMesh(std::vector<tgt::vec3>& vertices, size_t numSides, tgt::vec3 color) {
    // Transform vec3 to vec4
    tgt::vec4 color4(color[0], color[1], color[2], 1.f);
    
    // Build cylinder's sides
    MeshGeometry cyl;
    for (size_t i = 0; i < 2*numSides; i+=2) {
        FaceGeometry face;
        
        tgt::vec3 faceNormal = tgt::cross(vertices[i+1] - vertices[i], vertices[i+2] - vertices[i]);
        
        // Face vertices
        // TODO Replace faceNormal with vertex normals for smoother representation
        VertexGeometry fv1(vertices[i], tgt::vec3(0.f), color4, faceNormal);
        VertexGeometry fv2(vertices[i+1], tgt::vec3(0.f), color4, faceNormal);
        VertexGeometry fv3(vertices[i+3], tgt::vec3(0.f), color4, faceNormal);
        VertexGeometry fv4(vertices[i+2], tgt::vec3(0.f), color4, faceNormal);
        face.addVertex(fv1);
        face.addVertex(fv2);
        face.addVertex(fv3);
        face.addVertex(fv4);
        
        cyl.addFace(face);
    }
    return cyl;
}
Exemplo n.º 3
0
tmp<volScalarField> SpalartAllmaras::STilda
(
    const volScalarField& S,
    const volScalarField& dTilda
) const
{
    return fv3()*S + fv2()*nuTilda_/sqr(kappa_*dTilda);
}
Exemplo n.º 4
0
/** If object 'o' is the child of another object (the container), this function
 *    finds the unitary vector, in 'o' reference frame, which matches with the normal 
 *    of the container's face where 'o' is placed.
 */
vpColVector getFacingVector(Object *o)
{
  //get the container's object 'c'
  Object *c = o->linkedBy->previous;

  //get the position of 'o' w.r.t 'c'
  vpHomogeneousMatrix cMo = o->linkedBy->getNextObjectPose();

  //find the face 'f' of 'c' where 'o' is placed
  //get the normal of face 'f' in 'c' reference frame
  vpColVector f(3);
  for (int i = 0; i < 3; i++)
  {
    if (cMo[i][3] > dynamic_cast<BBoxModel*>(c->model->geometry)->dimensions[i] / 2)
    {
      cerr << "Position " << i << " is " << cMo[i][3] << ", bigger than dimension "
          << dynamic_cast<BBoxModel*>(c->model->geometry)->dimensions[i] / 2 << endl;
      f[i] = 1;
    }
    else if (cMo[i][3] < -dynamic_cast<BBoxModel*>(c->model->geometry)->dimensions[i] / 2)
    {
      f[i] = -1;
      cerr << "Position " << i << " is " << cMo[i][3] << ", smaller than dimension "
          << dynamic_cast<BBoxModel*>(c->model->geometry)->dimensions[i] / 2 << endl;
    }
    else
      f[i] = 0;
  }
  cerr << "fp is: " << f.t() << endl;

  //rotate the normal vector 'f' to the frame of 'o'
  vpHomogeneousMatrix cRo;
  cRo = cMo;
  cRo[0][3] = cRo[1][3] = cRo[2][3] = 0;

  vpColVector fv4 = cRo.inverse() * f;
  vpColVector fv3(3);
  fv3[0] = fv4[0];
  fv3[1] = fv4[1];
  fv3[2] = fv4[2];

  cerr << "fn is: " << fv3.t() << endl;
  return fv3;
}
Exemplo n.º 5
0
//------------------------------------------------------------------------
// llgl_dump()
//------------------------------------------------------------------------
void llgl_dump()
{
	int i;
	F32 fv[16];
	GLboolean b;

	LL_INFOS() << "==========================" << LL_ENDL;
	LL_INFOS() << "OpenGL State" << LL_ENDL;
	LL_INFOS() << "==========================" << LL_ENDL;

	LL_INFOS() << "-----------------------------------" << LL_ENDL;
	LL_INFOS() << "Current Values" << LL_ENDL;
	LL_INFOS() << "-----------------------------------" << LL_ENDL;

	glGetFloatv(GL_CURRENT_COLOR, fv);
	LL_INFOS() << "GL_CURRENT_COLOR          : " << fv4(fv) << LL_ENDL;

	glGetFloatv(GL_CURRENT_NORMAL, fv);
	LL_INFOS() << "GL_CURRENT_NORMAL          : " << fv3(fv) << LL_ENDL;

	LL_INFOS() << "-----------------------------------" << LL_ENDL;
	LL_INFOS() << "Lighting" << LL_ENDL;
	LL_INFOS() << "-----------------------------------" << LL_ENDL;

	LL_INFOS() << "GL_LIGHTING                : " << boolstr(glIsEnabled(GL_LIGHTING)) << LL_ENDL;

	LL_INFOS() << "GL_COLOR_MATERIAL          : " << boolstr(glIsEnabled(GL_COLOR_MATERIAL)) << LL_ENDL;

	glGetIntegerv(GL_COLOR_MATERIAL_PARAMETER, (GLint*)&i);
	LL_INFOS() << "GL_COLOR_MATERIAL_PARAMETER: " << cmstr(i) << LL_ENDL;

	glGetIntegerv(GL_COLOR_MATERIAL_FACE, (GLint*)&i);
	LL_INFOS() << "GL_COLOR_MATERIAL_FACE     : " << facestr(i) << LL_ENDL;

	fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
	glGetMaterialfv(GL_FRONT, GL_AMBIENT, fv);
	LL_INFOS() << "GL_AMBIENT material        : " << fv4(fv) << LL_ENDL;

	fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, fv);
	LL_INFOS() << "GL_DIFFUSE material        : " << fv4(fv) << LL_ENDL;

	fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
	glGetMaterialfv(GL_FRONT, GL_SPECULAR, fv);
	LL_INFOS() << "GL_SPECULAR material       : " << fv4(fv) << LL_ENDL;

	fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
	glGetMaterialfv(GL_FRONT, GL_EMISSION, fv);
	LL_INFOS() << "GL_EMISSION material       : " << fv4(fv) << LL_ENDL;

	fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
	glGetMaterialfv(GL_FRONT, GL_SHININESS, fv);
	LL_INFOS() << "GL_SHININESS material      : " << fv1(fv) << LL_ENDL;

	fv[0] = fv[1] = fv[2] = fv[3] = 12345.6789f;
	glGetFloatv(GL_LIGHT_MODEL_AMBIENT, fv);
	LL_INFOS() << "GL_LIGHT_MODEL_AMBIENT     : " << fv4(fv) << LL_ENDL;

	glGetBooleanv(GL_LIGHT_MODEL_LOCAL_VIEWER, &b);
	LL_INFOS() << "GL_LIGHT_MODEL_LOCAL_VIEWER: " << boolstr(b) << LL_ENDL;

	glGetBooleanv(GL_LIGHT_MODEL_TWO_SIDE, &b);
	LL_INFOS() << "GL_LIGHT_MODEL_TWO_SIDE    : " << boolstr(b) << LL_ENDL;

	for (int l=0; l<8; l++)
	{
	b = glIsEnabled(GL_LIGHT0+l);
	LL_INFOS() << "GL_LIGHT" << l << "                  : " << boolstr(b) << LL_ENDL;

	if (!b)
		continue;

	glGetLightfv(GL_LIGHT0+l, GL_AMBIENT, fv);
	LL_INFOS() << "  GL_AMBIENT light         : " << fv4(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_DIFFUSE, fv);
	LL_INFOS() << "  GL_DIFFUSE light         : " << fv4(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_SPECULAR, fv);
	LL_INFOS() << "  GL_SPECULAR light        : " << fv4(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_POSITION, fv);
	LL_INFOS() << "  GL_POSITION light        : " << fv4(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_CONSTANT_ATTENUATION, fv);
	LL_INFOS() << "  GL_CONSTANT_ATTENUATION  : " << fv1(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_QUADRATIC_ATTENUATION, fv);
	LL_INFOS() << "  GL_QUADRATIC_ATTENUATION : " << fv1(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_SPOT_DIRECTION, fv);
	LL_INFOS() << "  GL_SPOT_DIRECTION        : " << fv4(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_SPOT_EXPONENT, fv);
	LL_INFOS() << "  GL_SPOT_EXPONENT         : " << fv1(fv) << LL_ENDL;

	glGetLightfv(GL_LIGHT0+l, GL_SPOT_CUTOFF, fv);
	LL_INFOS() << "  GL_SPOT_CUTOFF           : " << fv1(fv) << LL_ENDL;
	}

	LL_INFOS() << "-----------------------------------" << LL_ENDL;
	LL_INFOS() << "Pixel Operations" << LL_ENDL;
	LL_INFOS() << "-----------------------------------" << LL_ENDL;

	LL_INFOS() << "GL_ALPHA_TEST              : " << boolstr(glIsEnabled(GL_ALPHA_TEST)) << LL_ENDL;
	LL_INFOS() << "GL_DEPTH_TEST              : " << boolstr(glIsEnabled(GL_DEPTH_TEST)) << LL_ENDL;

	glGetBooleanv(GL_DEPTH_WRITEMASK, &b);
	LL_INFOS() << "GL_DEPTH_WRITEMASK         : " << boolstr(b) << LL_ENDL;
	
	LL_INFOS() << "GL_BLEND                   : " << boolstr(glIsEnabled(GL_BLEND)) << LL_ENDL;
	LL_INFOS() << "GL_DITHER                  : " << boolstr(glIsEnabled(GL_DITHER)) << LL_ENDL;
}