Пример #1
0
///helper function tells you how int elements are identical between two sets.
///This probably should be in a library... but its too special purpose
int SurfaceObject::countNumCommon(set_t set1, set_t set2)
{
	int i = 0;
	int result = 0;

	int s1 = size_set(set1);		
	int s2 = size_set(set2);
	set_t tempSet1 = set1;		
	set_t tempSet2 = set2;

	if(s2 > s1){ 
		tempSet1 = set2;
		tempSet2 = set1;
		s1 = size_set(set2);
		s2 = size_set(set1);
	}
	
	///now tempSet1 is always at least as large as tempset2.
	for(i = 0; i<size_set(tempSet2); i++){
		if( contains_set(tempSet1, tempSet2[i]) ){
			result++;
		}
	}
	
	return result;
}
Пример #2
0
/* process a single dir for cleaning. dir can be a $PKGDIR, $PKGDIR/All/, $PKGDIR/$CAT */
static uint64_t
qpkg_clean_dir(char *dirp, set *vdb)
{
	set *ll = NULL;
	struct dirent **fnames;
	int i, count;
	char buf[_Q_PATH_MAX * 2];
	struct stat st;
	uint64_t num_all_bytes = 0;
	size_t disp_units = 0;
	char **t;
	bool ignore;

	if (dirp == NULL)
		return 0;
	if (chdir(dirp) != 0)
		return 0;
	if ((count = scandir(".", &fnames, filter_tbz2, alphasort)) < 0)
		return 0;

	/* create copy of vdb with only basenames */
	for ((void)list_set(vdb, &t); *t != NULL; t++)
		ll = add_set_unique(basename(*t), ll, &ignore);

	for (i = 0; i < count; i++) {
		fnames[i]->d_name[strlen(fnames[i]->d_name)-5] = 0;
		if (contains_set(fnames[i]->d_name, ll))
			continue;
		snprintf(buf, sizeof(buf), "%s.tbz2", fnames[i]->d_name);
		if (lstat(buf, &st) != -1) {
			if (S_ISREG(st.st_mode)) {
				disp_units = KILOBYTE;
				if ((st.st_size / KILOBYTE) > 1000)
					disp_units = MEGABYTE;
				num_all_bytes += st.st_size;
				qprintf(" %s[%s%s %3s %s %s%s]%s %s%s/%s%s\n",
						DKBLUE, NORM, GREEN,
						make_human_readable_str(st.st_size, 1, disp_units),
						disp_units == MEGABYTE ? "M" : "K",
						NORM, DKBLUE, NORM, CYAN,
						basename(dirp), fnames[i]->d_name, NORM);
			}
			if (!pretend)
				unlink(buf);
		}
	}

	free_set(ll);
	scandir_free(fnames, count);

	return num_all_bytes;
}
Пример #3
0
void SurfaceObject::draw(bool drawPoints, bool drawLines, bool drawTransparent, bool pocketView, double * offset, double * c)
{
	int i = 0;
	int j = 0;
	int pt1, pt2, pt3;

	////Declare Materials
	GLfloat mat_solid[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat mat_zero[] = { 0.0, 0.0, 0.0, 1.0 };
	GLfloat mat_transparent[] = { 0.2, 0.2, 0.2, 0.2 };
	GLfloat mat_emission[] = { 0.0, 0.0, 0.0, 1.0 };
	GLfloat mat_specular[] = { 0.1, 0.1, 0.1, 0.0 };
	GLfloat low_shininess[] = { .5 };

	float amb[] = {0.20f, 0.50f, 1.0f, 0.1f};
	float diff[] = {0.20f, 0.50f, 1.0f, 0.1f};
	float spec[] = {1.0f, 1.0f, 1.0f, 1.0f};
	float shine[] = {0.8 * 128.0f}; // The glass is very shiny

	double * cent = new double[3];
	cent[0] = 0; cent[1] = 0; cent[2] = 0;
	if(offset != NULL){
		delete[](cent);
		cent = offset;
	}

	///drawPoints
	if(drawPoints){
		glBegin(GL_POINTS);
		glColor3f(1.00000f, 1.00000f, 1.00000f);
		for(i = 0; i<numTriangles; i++){
			pt1 = triangles[3*i+0];
			pt2 = triangles[3*i+1];
			pt3 = triangles[3*i+2];
			glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] );
		}
		glEnd();
	}
	if(drawLines){
		glBegin(GL_LINES);
		glColor3f(0.00000f, 1.00000f, 0.00000f);
		for(i = 0; i<numTriangles; i++){
			pt1 = triangles[3*i+0];
			pt2 = triangles[3*i+1];
			pt3 = triangles[3*i+2];
			glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] );
			glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] );
		}
		glEnd();
	}
	bool drawNormals = false;
	if(drawNormals){
		glColor3f(1.00000f, 1.00000f, 1.00000f);
		glBegin(GL_LINES);
		for(i = 0; i<numTriangles; i++){
			pt1 = triangles[3*i+0];
			pt2 = triangles[3*i+1];
			pt3 = triangles[3*i+2];
			double * p1 = new double[3];
			p1[0] = surfacePoints [3*pt1+0]-cent[0]; p1[1] = surfacePoints [3*pt1+1]-cent[1]; p1[2] = surfacePoints [3*pt1+2]-cent[2];
			double * p2 = new double[3];
			p2[0] = surfacePoints [3*pt2+0]-cent[0]; p2[1] = surfacePoints [3*pt2+1]-cent[1]; p2[2] = surfacePoints [3*pt2+2]-cent[2];
			double * p3 = new double[3];
			p3[0] = surfacePoints [3*pt3+0]-cent[0]; p3[1] = surfacePoints [3*pt3+1]-cent[1]; p3[2] = surfacePoints [3*pt3+2]-cent[2];
			double * v1 = new double[3];
			v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
			double * v2 = new double[3];
			v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
			double * cross = crossProd(v1, v2);
			double * norm = normalizeVector(cross);
			double * avg = new double[3];
			avg[0] = (p1[0]+p2[0]+p3[0])/3; avg[1] = (p1[1]+p2[1]+p3[1])/3; avg[2] = (p1[2]+p2[2]+p3[2])/3;
			double * newPt = new double[3];
			newPt[0] = avg[0] + norm[0];
			newPt[1] = avg[1] + norm[1];
			newPt[2] = avg[2] + norm[2];
			glVertex3f(   avg[0],   avg[1],   avg[2] );
			glVertex3f( newPt[0], newPt[1], newPt[2] );
			//printf("vectorSize: %lf\n", vectorSize( newPt[0]-avg[0], newPt[1]-avg[1], newPt[2]-avg[2]) ); 
			delete[](p1); delete[](p2); delete[](p3); delete[](v1); delete[](v2); 
			delete[](cross); delete[](norm); delete[](avg); delete[](newPt);
		}
		glEnd();
	}
	
	//set material properties
	if(drawTransparent == true){
		glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);

		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shine);

		glEnable(GL_BLEND);
		glDepthMask(GL_FALSE);
//		glBlendFunc(GL_SRC_ALPHA, GL_ONE);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else{
		glMaterialfv(GL_FRONT, GL_EMISSION, mat_zero);
		glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_solid);
	}

	double * color = new double[3];
	if(c != NULL){ color[0] = c[0]; color[1] = c[1]; color[2] = c[2]; }
	else{
		if(drawTransparent){ color[0] = 0.5f; color[1] = 0.5f; color[2] = 0.0f; }
		else{ color[0] = 0.0f; color[1] = 0.5f; color[2] = 0.5f; }
	}

	set_t debug_triangleSet = alloc_set(0);
//	debug_triangleSet = put_set(debug_triangleSet, 37);
//	debug_triangleSet = put_set(debug_triangleSet, 38);
//	debug_triangleSet = put_set(debug_triangleSet, 39);
//	debug_triangleSet = put_set(debug_triangleSet, 213);
//	debug_triangleSet = put_set(debug_triangleSet, 215);

	///render the triangles
	glBegin(GL_TRIANGLES);
	for(i = 0; i<numTriangles; i++){
		pt1 = triangles[3*i+0];	pt2 = triangles[3*i+1];	pt3 = triangles[3*i+2];
		double s = 1.00;	///surface geometry hack - scales up slightly so there isnt so much z-buffer collision.

//		if(i == 215){ glColor4f(1, 0, 0, .5); }

		if(drawTransparent){///surface geometry hack
			glColor4f(color[0], color[1], color[2], .5);
			if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, .5); }
			glNormal3f( surfaceNormals[3*pt1+0],		surfaceNormals[3*pt1+1],		surfaceNormals[3*pt1+2] );
			glVertex3f( s*(surfacePoints [3*pt1+0]-cent[0]),s*(surfacePoints [3*pt1+1]-cent[1]),s*(surfacePoints [3*pt1+2]-cent[2]) );
			glNormal3f( surfaceNormals[3*pt2+0],		surfaceNormals[3*pt2+1],		surfaceNormals[3*pt2+2] );
			glVertex3f( s*(surfacePoints [3*pt2+0]-cent[0]),s*(surfacePoints [3*pt2+1]-cent[1]),s*(surfacePoints [3*pt2+2]-cent[2]) );
			glNormal3f( surfaceNormals[3*pt3+0],		surfaceNormals[3*pt3+1],		surfaceNormals[3*pt3+2] );
			glVertex3f( s*(surfacePoints [3*pt3+0]-cent[0]),s*(surfacePoints [3*pt3+1]-cent[1]),s*(surfacePoints [3*pt3+2]-cent[2]) );
		}
		else{
			if(colorFlag == true){
				glColor4f( colors[3*pt1+0],		colors[3*pt1+1],		colors[3*pt1+2], 1.0 );
				glNormal3f( surfaceNormals[3*pt1+0],		surfaceNormals[3*pt1+1],		surfaceNormals[3*pt1+2] );
				glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] );
				glColor4f( colors[3*pt2+0],		colors[3*pt2+1],		colors[3*pt2+2], 1.0 );
				glNormal3f( surfaceNormals[3*pt2+0],		surfaceNormals[3*pt2+1],		surfaceNormals[3*pt2+2] );
				glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] );
				glColor4f( colors[3*pt3+0],		colors[3*pt3+1],		colors[3*pt3+2], 1.0 );
				glNormal3f( surfaceNormals[3*pt3+0],		surfaceNormals[3*pt3+1],		surfaceNormals[3*pt3+2] );
				glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] );
			}
			else{
				glColor4f(color[0], color[1], color[2], 1.0);
				if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, 1); }
				glNormal3f( surfaceNormals[3*pt1+0],		surfaceNormals[3*pt1+1],		surfaceNormals[3*pt1+2] );
				glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] );
				glNormal3f( surfaceNormals[3*pt2+0],		surfaceNormals[3*pt2+1],		surfaceNormals[3*pt2+2] );
				glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] );
				glNormal3f( surfaceNormals[3*pt3+0],		surfaceNormals[3*pt3+1],		surfaceNormals[3*pt3+2] );
				glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] );
			}
		}
	}
	for(i = 0; i<numTriangles; i++){
		double s = 1.00;	///surface geometry hack - scales up slightly so there isnt so much z-buffer collision.
		pt1 = triangles[3*i+0];	pt2 = triangles[3*i+1];	pt3 = triangles[3*i+2];
		if(pocketView){/// we render both sides by drawing backwards triangles too.
			//glColor4f(color[0]/2, color[1]/2, color[2]/2, 1.0);
			if(drawTransparent){///surface geometry hack
				glColor4f(color[0], color[1], color[2], .3);
				if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, .5); }
				glNormal3f(   -surfaceNormals[3*pt1+0],	          -surfaceNormals[3*pt1+1],           -surfaceNormals[3*pt1+2] );
				glVertex3f( s*(surfacePoints [3*pt1+0]-cent[0]),s*(surfacePoints [3*pt1+1]-cent[1]),s*(surfacePoints [3*pt1+2]-cent[2]) );
				glNormal3f(   -surfaceNormals[3*pt3+0],	          -surfaceNormals[3*pt3+1],           -surfaceNormals[3*pt3+2] );
				glVertex3f( s*(surfacePoints [3*pt3+0]-cent[0]),s*(surfacePoints [3*pt3+1]-cent[1]),s*(surfacePoints [3*pt3+2]-cent[2]) );
				glNormal3f(   -surfaceNormals[3*pt2+0],	          -surfaceNormals[3*pt2+1],	          -surfaceNormals[3*pt2+2] );
				glVertex3f( s*(surfacePoints [3*pt2+0]-cent[0]),s*(surfacePoints [3*pt2+1]-cent[1]),s*(surfacePoints [3*pt2+2]-cent[2]) );
			}
			else{
				glColor4f(color[0]/4, color[1]/4, color[2]/4, 1.0);
				glColor3f(0.00000f, 0.250000f, 0.2500000f);
				if( contains_set(debug_triangleSet, i) ){ glColor4f(1, 0, 0, 1); }
				glNormal3f( surfaceNormals[3*pt1+0],		surfaceNormals[3*pt1+1],		surfaceNormals[3*pt1+2] );
				glVertex3f( surfacePoints [3*pt1+0]-cent[0],surfacePoints [3*pt1+1]-cent[1],surfacePoints [3*pt1+2]-cent[2] );
				glNormal3f( surfaceNormals[3*pt3+0],		surfaceNormals[3*pt3+1],		surfaceNormals[3*pt3+2] );
				glVertex3f( surfacePoints [3*pt3+0]-cent[0],surfacePoints [3*pt3+1]-cent[1],surfacePoints [3*pt3+2]-cent[2] );
				glNormal3f( surfaceNormals[3*pt2+0],		surfaceNormals[3*pt2+1],		surfaceNormals[3*pt2+2] );
				glVertex3f( surfacePoints [3*pt2+0]-cent[0],surfacePoints [3*pt2+1]-cent[1],surfacePoints [3*pt2+2]-cent[2] );
			}
			
		
		}

	}
	glEnd();

	free_set(debug_triangleSet);

	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	if( highlights != NULL ){
		glBegin(GL_POINTS);
		for(i = 0; i<numPoints; i++){
			if(contains_set(highlights, i)){
				//glPushMatrix();
				glVertex3f( surfacePoints[3*i+0]-cent[0], surfacePoints[3*i+1]-cent[1], surfacePoints[3*i+2]-cent[2] );
				//glTranslatef(surfacePoints[3*i+0], surfacePoints[3*i+1], surfacePoints[3*i+2] );
				//glutSolidSphere  ( .3, 4, 4) ;
				//glPopMatrix();
			}
		}
		glEnd();
	}
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	if(edges != NULL && drawTransparent == false){
		glBegin(GL_LINES);
		for(i = 0; i<size_set(edges); i++){
			set_t tempSet = (set_t) mapsto_set(edges, edges[i]);
			for(j = 0; j<size_set(tempSet); j++){
				if(tempSet[j] > edges[i]){
					glVertex3f( surfacePoints[3*edges[i]+0]-cent[0], surfacePoints[3*edges[i]+1]-cent[1], surfacePoints[3*edges[i]+2]-cent[2] );
					glVertex3f( surfacePoints[3*tempSet[j]+0]-cent[0], surfacePoints[3*tempSet[j]+1]-cent[1], surfacePoints[3*tempSet[j]+2]-cent[2] );
				}
			}
		}
		glEnd();
	}



	///fix material properties
	if(drawTransparent == true){
		glDepthMask(GL_TRUE);
		glDisable(GL_BLEND);
	}

	if(offset == NULL){
		delete[](cent);
	}
	delete[](color);

}
Пример #4
0
///identifies edges which are not surrounded by triangles - locations where the surface
///is non manifold.
///This turns the edges variable non-null.
//
//NOTE: THIS FUNCTION IS CURRENTLY BROKEN
//
//
void SurfaceObject::identifyNonManifoldEdges(void)
{
	int i = 0;
	int j = 0;
	
	///create a set of sets to hold non-manifold edges
	set_t nonManifold = alloc_set(SP_MAP);
		
	///Create a set of sets to remember which triangles associate with which vertex.  Allocate that here.
	set_t verticesMappingToTris = alloc_set(SP_MAP);
	for(i = 0; i<numPoints; i++){
		set_t tris = alloc_set(0);
		verticesMappingToTris = associate_set(verticesMappingToTris, i, tris);
	}

	///associate each vertex with a list of triangles it is part of.
	///we do this by interating through all triangles
	set_t tris;
	for(i = 0; i<numTriangles; i++){
		tris = (set_t) mapsto_set(verticesMappingToTris, triangles[3*i+0]);
		tris = put_set(tris, i);
		verticesMappingToTris = associate_set(verticesMappingToTris, triangles[3*i+0], tris);

		tris = (set_t) mapsto_set(verticesMappingToTris, triangles[3*i+1]);
		tris = put_set(tris, i);
		verticesMappingToTris = associate_set(verticesMappingToTris, triangles[3*i+1], tris);
		
		tris = (set_t) mapsto_set(verticesMappingToTris, triangles[3*i+2]);
		tris = put_set(tris, i);
		verticesMappingToTris = associate_set(verticesMappingToTris, triangles[3*i+2], tris);
	}

	int min = 100000;
	int max = 0;
	int counter = 0;
	for(i = 0; i<size_set(verticesMappingToTris); i++){
		tris = (set_t) mapsto_set(verticesMappingToTris, verticesMappingToTris[i]);
		if(min > size_set(tris)){ 
			min = size_set(tris); 
			if(size_set(tris) == 0){
				counter++;
			}
		}
		if(max < size_set(tris)){ max = size_set(tris); }
	}

	printf("MAXIMUM NUMBER OF TRIANLGES ASSOCIATED WITH A point: %i\n", max);
	printf("MINIMUM NUMBER OF TRIANLGES ASSOCIATED WITH A point: %i  (total 0: %i)\n", min, counter);


	set_t set1;
	set_t set2;
	set_t tempSet;
	int numCommon;
	int * tri = new int[3];
	///iterate through all triangles, 
	for(i = 0; i<numTriangles; i++){
		tri[0] = triangles[3*i+0];
		tri[1] = triangles[3*i+1];
		tri[2] = triangles[3*i+2];

		///for each edge on the triangle, verify that exactly two 
		///distinct triangles are part of that edge.  otherwise it is
		///a non-manifold edge.
		for(j = 0; j<3; j++){
			//set the two vertices of the edge we are working on
			int t1 = tri[(j+0)%3];
			int t2 = tri[(j+1)%3];
			//identify the set of triangles adjacent to each endpoint
			set1 = (set_t) mapsto_set(verticesMappingToTris, t1);
			set2 = (set_t) mapsto_set(verticesMappingToTris, t2);
			///find out how many triangles are common between these endpoints
			numCommon = countNumCommon(set1, set2);

			//if numCommon == 1, then this is an edge of a nonmanifold surface.  Store it.
			if(numCommon == 1){
				if(!contains_set(nonManifold, t1)){ tempSet = alloc_set(0); }
				else{ tempSet = (set_t) mapsto_set(nonManifold, t1); }
				tempSet = put_set(tempSet, t2);
				nonManifold = associate_set(nonManifold, t1, tempSet);

				if(!contains_set(nonManifold, t2)){ tempSet = alloc_set(0); }
				else{ tempSet = (set_t) mapsto_set(nonManifold, t2); }
				tempSet = put_set(tempSet, t1);
				nonManifold = associate_set(nonManifold, t2, tempSet);
//				printf("Edge: %i %i\n", t1, t2);
			}

			//if numCommon is zero, then there is a serious issue with triangle topology.  Report it.
			if(numCommon == 0){
				printf("ERROR: Two vertices of the same triangle (vertex %i and %i in triangle %i) \n", t1, t2, i);
				printf("ERROR: are not members of at least one triangle, according to our data!!\n");
			}

			//if numCommon is greater than two, there is impossible surface occuring.  Report it.
			if(numCommon > 2){
				printf("ERROR: Vertices %i and %i appear to be adjacent to an edge which is part of \n", t1, t2);
				printf("ERROR: more than two triangles, creating a non-manifold surface! error!\n");
			}
			
			///if numCommon is equal to two, that is fine.  Report nothing.
		}

		///The end of this loop creates a list of non-manifold edges at the border of the surface, if it exists.
	}
	
	edges = nonManifold;
	
	delete[](tri);
	//free the data structure
	for(i = 0; i<numPoints; i++){ tris = (set_t) mapsto_set(verticesMappingToTris, i); free_set(tris); }
	free_set(verticesMappingToTris);
	
}