Пример #1
0
static void drawTria (pScene sc, pMesh mesh, int k) {
	pMaterial pm;
	pTriangle pt;
	pPoint p0, p1, p2;
	double ax, ay, az, bx, by, bz, dd;
	float shrink, cx, cy, cz, n[3];

	/* default */
	if (ddebug) printf("draw triangle %d\n", k);

	if (k < 1 || k > mesh->nt) return;

	pt = &mesh->tria[k];
	if (refpick > 0) pt->ref = refpick;

	refmat = matRef(sc, pt->ref);
	p0 = &mesh->point[pt->v[0]];
	p1 = &mesh->point[pt->v[1]];
	p2 = &mesh->point[pt->v[2]];
	pm = &sc->material[refmat];
	cx = (p0->c[0] + p1->c[0] + p2->c[0]) / 3.;
	cy = (p0->c[1] + p1->c[1] + p2->c[1]) / 3.;
	cz = (p0->c[2] + p1->c[2] + p2->c[2]) / 3.;
	shrink = 0.95 * sc->shrink;

	glBegin(GL_TRIANGLES);
	glColor3f(1.0 - pm->dif[0], 1.0 - pm->dif[1], 1.0 - pm->dif[2]);

	/* compute normal */
	ax = p1->c[0] - p0->c[0];
	ay = p1->c[1] - p0->c[1];
	az = p1->c[2] - p0->c[2];
	bx = p2->c[0] - p0->c[0];
	by = p2->c[1] - p0->c[1];
	bz = p2->c[2] - p0->c[2];
	n[0] = ay * bz - az * by;
	n[1] = az * bx - ax * bz;
	n[2] = ax * by - ay * bx;
	dd = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
	if (dd > 0.0f) {
		dd = 1.0f / sqrt(dd);
		n[0] *= dd;
		n[1] *= dd;
		n[2] *= dd;
	}

	glNormal3fv(n);
	glVertex3f(shrink * (p0->c[0] - cx) + cx,
	           shrink * (p0->c[1] - cy) + cy,
	           shrink * (p0->c[2] - cz) + cz);
	glNormal3fv(n);
	glVertex3f(shrink * (p1->c[0] - cx) + cx,
	           shrink * (p1->c[1] - cy) + cy,
	           shrink * (p1->c[2] - cz) + cz);
	glNormal3fv(n);
	glVertex3f(shrink * (p2->c[0] - cx) + cx,
	           shrink * (p2->c[1] - cy) + cy,
	           shrink * (p2->c[2] - cz) + cz);
	glEnd();

	glColor3f(1.0 - sc->par.back[0], 1.0 - sc->par.back[1], 1.0 - sc->par.back[2]);
	output3(p0->c[0], p0->c[1], p0->c[2], "%d", pt->v[0]);
	output3(p1->c[0], p1->c[1], p1->c[2], "%d", pt->v[1]);
	output3(p2->c[0], p2->c[1], p2->c[2], "%d", pt->v[2]);
}
Пример #2
0
static void drawHexa (pScene sc, pMesh mesh, int k) {
	pMaterial pm;
	pHexa ph;
	pPoint p0;
	float n[3];
	/*float shrink; */
	int l;

	/* default */
	if (ddebug) printf("draw hexa %d\n", k);

	if (k < 1 || k > mesh->nhex) return;

	ph = &mesh->hexa[k];
	if (refpick > 0) ph->ref = refpick;

	refmat = matRef(sc, ph->ref);
	pm = &sc->material[refmat];
	/*shrink = 0.95 * sc->shrink;*/

	glBegin(GL_QUADS);
	glColor3f(1.0 - pm->dif[0], 1.0 - pm->dif[1], 1.0 - pm->dif[2]);

	for (l = 0; l < 6; l++) {
		pPoint p1, p2, p3;
		float ax, ay, az, bx, by, bz, d;
		float cx, cy, cz;

		p0 = &mesh->point[ph->v[ch[l][0]]];
		p1 = &mesh->point[ph->v[ch[l][1]]];
		p2 = &mesh->point[ph->v[ch[l][2]]];
		p3 = &mesh->point[ph->v[ch[l][3]]];
		cx = (p0->c[0] + p1->c[0] + p2->c[0] + p3->c[0]) / 4.;
		cy = (p0->c[1] + p1->c[1] + p2->c[1] + p3->c[1]) / 4.;
		cz = (p0->c[2] + p1->c[2] + p2->c[2] + p3->c[2]) / 4.;

		/* compute face normal */
		ax = p1->c[0] - p0->c[0];
		ay = p1->c[1] - p0->c[1];
		az = p1->c[2] - p0->c[2];
		bx = p2->c[0] - p0->c[0];
		by = p2->c[1] - p0->c[1];
		bz = p2->c[2] - p0->c[2];
		n[0] = ay * bz - az * by;
		n[1] = az * bx - ax * bz;
		n[2] = ax * by - ay * bx;
		d = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
		if (d > 0.0f) {
			d = 1.0 / sqrt(d);
			n[0] *= d;
			n[1] *= d;
			n[2] *= d;
		}

		glNormal3fv(n);
		glVertex3f(sc->shrink * (p0->c[0] - cx) + cx,
		           sc->shrink * (p0->c[1] - cy) + cy,
		           sc->shrink * (p0->c[2] - cz) + cz);
		glNormal3fv(n);
		glVertex3f(sc->shrink * (p1->c[0] - cx) + cx,
		           sc->shrink * (p1->c[1] - cy) + cy,
		           sc->shrink * (p1->c[2] - cz) + cz);
		glNormal3fv(n);
		glVertex3f(sc->shrink * (p2->c[0] - cx) + cx,
		           sc->shrink * (p2->c[1] - cy) + cy,
		           sc->shrink * (p2->c[2] - cz) + cz);
		glNormal3fv(n);
		glVertex3f(sc->shrink * (p3->c[0] - cx) + cx,
		           sc->shrink * (p3->c[1] - cy) + cy,
		           sc->shrink * (p3->c[2] - cz) + cz);
	}

	glEnd();

	/* display vertex number */
	glColor3f(1.0 - sc->par.back[0], 1.0 - sc->par.back[1], 1.0 - sc->par.back[2]);

	for (l = 0; l < 8; l++) {
		p0 = &mesh->point[ph->v[l]];
		output3(p0->c[0], p0->c[1], p0->c[2], "%d", ph->v[l]);
	}
}
Пример #3
0
int createParticle(pScene sc,pMesh mesh) {
  pParticle   pp;
  pStream     st;
  pMaterial   pm;
  pTetra      pt1;
  pTriangle   pt;
  pPoint      ppt;
  double      v[4],cx,cy,cz;
  int         i,j,k,l,nmat,nbp,base;

  if ( ddebug )  printf("create particles\n");
  if ( egal(sc->iso.val[0],sc->iso.val[MAXISO-1]) )  return(0);

  if ( sc->stream ) { 
    st = sc->stream;
    if ( st->listp )  free(st->listp);
    free(sc->stream);
  }
  sc->stream     = createStream(sc,mesh);
  sc->par.cumtim = 0.0;
  sc->par.advtim = 0;
  assert(sc->stream);
  st = sc->stream;

  fprintf(stdout," Creating particles :");  fflush(stdout);
  st->nbstl = 0;

  base = ++mesh->mark;
  pt   = &mesh->tria[refitem];
  nmat = matRef(sc,pt->ref);
  pm   = &sc->material[nmat];
  k    = pm->depmat[LTria];
  if ( !k || pm->flag )  return(0);

  /* point positions */
  for (i=1; i<=mesh->np; i++) {
    ppt = &mesh->point[i];
    ppt->mark = base;
  }
  if ( sc->par.nbpart >= MAX_PRT )
    sc->par.nbpart = MAX_PRT;

  ++base;
  l   = 1;
  nbp = 0;
  while ( k != 0 && st->nbstl < MAX_LST-1 ) {
    pt = &mesh->tria[k];
    if ( pt->v[0] ) {
      cx = cy = cz = 0.0;
      for (i=0; i<3; i++) {
        ppt = &mesh->point[pt->v[i]];
        cx += 0.33 * ppt->c[0];
        cy += 0.33 * ppt->c[1];
        cz += 0.33 * ppt->c[2];
        ppt->flag = 1;
      }  
      st->listp[l++] = cx;
      st->listp[l++] = cy;
      st->listp[l++] = cz;
      ++st->nbstl;
      if ( st->nbstl > MAX_LST-1 ) break;
      k = pt->nxt;
    }
  }
  fprintf(stdout,"%d\n",st->nbstl);
  if ( !st->nbstl )  return(0);

  /* init positions */
  tp = calloc((st->nbstl+1),sizeof(Particle));
  assert(tp);
  for (k=1; k<=st->nbstl; k++)
    tp[k].nsdep = mesh->ntet / 2;

  for (k=1; k<=mesh->ntet; k++)
    mesh->tetra[k].cpt = 0;

  l = 1;
  for (k=1; k<=st->nbstl; k++) {
    pp = &tp[k];
    pp->pos[1][0] = st->listp[l++];
    pp->pos[1][1] = st->listp[l++];
    pp->pos[1][2] = st->listp[l++];

    tp[k].nsdep = locateTetra(mesh,pp->nsdep,++mesh->mark,pp->pos[1],pp->cb);

    if ( !pp->nsdep ) {
      for (j=1; j<=mesh->ntet; j++) {
        pt1 = &mesh->tetra[j];
        if ( pt1->mark != mesh->mark && inTetra(mesh,j,pp->pos[1],pp->cb) )
          break;
      }
      if ( j > mesh->ntet )  return(0);
      else
        pp->nsdep = j;
    }
    pp->norm  = field3DInterp(mesh,tp[k].nsdep,tp[k].cb,v);
    pp->size  = sizeTetra(mesh,tp[k].nsdep);
    if ( pp->size == 0.0 )
      pp->step = EPS*sc->dmax;
    else
      pp->step = HSIZ * min(pp->size,pp->norm);
    pp->step = min(0.05*sc->par.dt,pp->step);
    pp->flag =  1;
    pp->cur  =  1;
    colorParticle(sc,pp);

    for (i=2; i<=sc->par.nbpart; i++) {
      pp->pos[i][0] = pp->pos[1][0];
      pp->pos[i][1] = pp->pos[1][1];
      pp->pos[i][2] = pp->pos[1][2];
    }
  }

  return(1);
}
Пример #4
0
static void drawTets (pScene sc, pMesh mesh, int k) {
	pMaterial pm;
	pTetra pt;
	pPoint p0, p1, p2, p3;
	float n[3];
	float shrink;
	int l;

	/* default */
	if (ddebug) printf("draw tetra %d\n", k);

	if (k < 1 || k > mesh->ntet) return;

	pt = &mesh->tetra[k];
	if (refpick > 0) pt->ref = refpick;

	refmat = matRef(sc, pt->ref);

	pm = &sc->material[refmat];
	shrink = 0.95 * sc->shrink;

	glBegin(GL_TRIANGLES);
	glColor3f(1.0 - pm->dif[0], 1.0 - pm->dif[1], 1.0 - pm->dif[2]);

	for (l = 0; l < 4; l++) {
		float ax, ay, az, bx, by, bz, d;
		float cx, cy, cz;

		p0 = &mesh->point[pt->v[ct[l][0]]];
		p1 = &mesh->point[pt->v[ct[l][1]]];
		p2 = &mesh->point[pt->v[ct[l][2]]];
		cx = (p0->c[0] + p1->c[0] + p2->c[0]) / 3.;
		cy = (p0->c[1] + p1->c[1] + p2->c[1]) / 3.;
		cz = (p0->c[2] + p1->c[2] + p2->c[2]) / 3.;

		/* compute face normal */
		ax = p1->c[0] - p0->c[0];
		ay = p1->c[1] - p0->c[1];
		az = p1->c[2] - p0->c[2];
		bx = p2->c[0] - p0->c[0];
		by = p2->c[1] - p0->c[1];
		bz = p2->c[2] - p0->c[2];
		n[0] = ay * bz - az * by;
		n[1] = az * bx - ax * bz;
		n[2] = ax * by - ay * bx;
		d = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
		if (d > 0.0f) {
			d = 1.0 / sqrt(d);
			n[0] *= d;
			n[1] *= d;
			n[2] *= d;
		}

		glNormal3fv(n);
		glVertex3f(shrink * (p0->c[0] - cx) + cx,
		           shrink * (p0->c[1] - cy) + cy,
		           shrink * (p0->c[2] - cz) + cz);
		glNormal3fv(n);
		glVertex3f(shrink * (p1->c[0] - cx) + cx,
		           shrink * (p1->c[1] - cy) + cy,
		           shrink * (p1->c[2] - cz) + cz);
		glNormal3fv(n);
		glVertex3f(shrink * (p2->c[0] - cx) + cx,
		           shrink * (p2->c[1] - cy) + cy,
		           shrink * (p2->c[2] - cz) + cz);
	}

	glEnd();

	/* display vertex number */
	p0 = &mesh->point[pt->v[0]];
	p1 = &mesh->point[pt->v[1]];
	p2 = &mesh->point[pt->v[2]];
	p3 = &mesh->point[pt->v[3]];

	glColor3f(1.0 - sc->par.back[0], 1.0 - sc->par.back[1], 1.0 - sc->par.back[2]);
	output3(p0->c[0], p0->c[1], p0->c[2], "%d", pt->v[0]);
	output3(p1->c[0], p1->c[1], p1->c[2], "%d", pt->v[1]);
	output3(p2->c[0], p2->c[1], p2->c[2], "%d", pt->v[2]);
	output3(p3->c[0], p3->c[1], p3->c[2], "%d", pt->v[3]);

	/*if ( mesh->nfield == 6 )  drawEllipse(sc,mesh,LTets,k);*/
	if (!mesh->nbb)
		circumSphere(sc, mesh, LTets, k);
}
Пример #5
0
GLuint geomList(pScene sc,pMesh mesh) {
  GLuint     list = 0;
  pMaterial  pm;
  pEdge      pr;
  pPoint     ppt,pp0,pp1;
  double     dd;
  float      n[3];
  int        k,it = 0,nm;
  static float green[4] = {0.0, 1.0, 0.0, 1.0};
  static float rouge[4] = {1.0, 0.0, 0.0, 1.0};
  static float jaune[4] = {1.0, 1.0, 0.0, 1.0};

  /* default */
  if ( mesh->na+mesh->nc+mesh->np == 0 )
    {
      fprintf(stderr,"ZE MESH IST EMPTY!!!\n");
      return(0);
    }

  /* create display list */
  list = glGenLists(1);
  if ( !list )  return(0);
  glNewList(list,GL_COMPILE);
  /*if ( glGetError() )  return(0);*/
  /*fprintf(stdout,"GLERROR: %d\n", glGetError());*/
  /* draw corners, ridges and required items */
  if ( ddebug ) printf("construct point list\n");
  if ( mesh->ne ) {
/*--- nouvelle partie -> Laurent
    glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	  glEnable(GL_LIGHTING);
    for (k=1; k<=mesh->np; k++) {
      ppt = &mesh->point[k];
      if ( ppt->tag & M_UNUSED && !ppt->ref )  continue;
      if ( ppt->tag == M_CORNER )
        glColor3fv(rouge);
      else if ( ppt->tag == M_REQUIRED )
        glColor3fv(green);
      else continue;
      it++;
      glPushMatrix();
      glTranslatef(ppt->c[0],ppt->c[1],ppt->c[2]);
      glutSolidSphere(0.1*sc->dmax,10,10);
      glPopMatrix();
    }
	  glDisable(GL_LIGHTING);
---*/
    /*--- ancienne partie --- */
    glPointSize(sc->par.pointsize);
    glBegin(GL_POINTS);
    for (k=1; k<=mesh->np; k++) {
      ppt = &mesh->point[k];
      if ( ppt->tag & M_UNUSED && !ppt->ref )  continue;
      if ( ppt->tag == M_CORNER )
        glColor3fv(rouge);
      else if ( ppt->tag == M_REQUIRED )
        glColor3fv(green);
      else continue;
      it++;
      if ( sc->par.linc == 1 )  glColor3fv(sc->par.edge);
      glVertex3f(ppt->c[0],ppt->c[1],ppt->c[2]);
    }
    glEnd();
    /*-------------------------*/
    glPointSize(1);
  }
  else {
    pm = &sc->material[DEFAULT_MAT];
    glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,pm->dif);
    glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,pm->amb);
    glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,pm->spe);
    glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,pm->emi);
    glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,&pm->shininess);
/*--- nouvelle partie -> Alexandra 
	  glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
		glEnable(GL_LIGHTING);
	    for (k=1; k<=mesh->np; k++) {
	      ppt = &mesh->point[k];
	      it++;
	      glPushMatrix();
	      glTranslatef(ppt->c[0],ppt->c[1],ppt->c[2]);
	      glutSolidSphere(0.01*sc->dmax,10,10);
	      glPopMatrix();
	    }
		glDisable(GL_LIGHTING);
---*/
    glBegin(GL_POINTS);
    for (k=1; k<=mesh->np; k++) {
      ppt = &mesh->point[k];
      n[0] = ppt->c[0] - sc->cx;
      n[1] = ppt->c[1] - sc->cy;
      n[2] = ppt->c[2] - sc->cz;
      dd = n[0]*n[0] + n[1]*n[1] + n[2]*n[2];
      if ( dd > 0.0 ) {
        dd = 1.0 / sqrt(dd);
        n[0] *= dd;
        n[1] *= dd;
        n[2] *= dd;
      }
      glNormal3fv(n);
      glVertex3f(ppt->c[0],ppt->c[1],ppt->c[2]);
    }
    glEnd();
    it = mesh->np;
  }

  /* draw edges */
  if ( ddebug )  printf("construct edge list\n");
  glLineWidth(sc->par.linewidth);
  glBegin(GL_LINES);
  for (k=1; k<=mesh->na; k++) {
    pr = &mesh->edge[k];
    if ( pr->v[0] > mesh->np || pr->v[1] > mesh->np )
      continue;

    if ( pr->tag & M_RIDGE ) {
      if ( pr->tag & M_TAG )
	    glColor3fv(jaune);  /* ridge + ref en jaune */
      else
	    glColor3fv(rouge);  /* ridges en rouge */
    }
    else if ( !pr->ref ) {
      glColor3fv(sc->par.edge);
    }
    else {
      nm = matRef(sc,pr->ref);
      pm = &sc->material[nm];
      glColor3fv(pm->dif);
    }
    if ( sc->par.linc == 1 )  glColor3fv(sc->par.edge);
    pp0 = &mesh->point[pr->v[0]];
    pp1 = &mesh->point[pr->v[1]];
    glVertex3f(pp0->c[0],pp0->c[1],pp0->c[2]);
    glVertex3f(pp1->c[0],pp1->c[1],pp1->c[2]);
    it++;
  }
  glEnd();
  glLineWidth(1.0);
  glEndList();

  if ( it == 0 ) {
    glDeleteLists(list,1);
    return(0);
  }
  else
    return(list);
}