Пример #1
0
GeometryTransitPtr CSGGeometry::toOsgGeometry(CGAL::Polyhedron *p) {
	GeoPnt3fPropertyRecPtr positions = GeoPnt3fProperty::create();
	GeoVec3fPropertyRecPtr normals = GeoVec3fProperty::create();
	GeoUInt32PropertyRecPtr indices = GeoUInt32Property::create();

	/*
	 * Iterate over all faces, add their vertices to 'positions' && write indices at
	 * the same time. Results in no shared vertices && therefore no normal interpolation between
	 * faces, but makes cubes look good. Well, well...
	 */

	Matrix localToWorld = getWorldMatrix();
	OSG::Vec3f translation;
	OSG::Quaternion rotation;
	OSG::Vec3f scaleFactor;
	OSG::Quaternion scaleOrientation;
	localToWorld.getTransform(translation, rotation, scaleFactor, scaleOrientation);
	Matrix worldToLocal;
	worldToLocal.invertFrom(localToWorld);

	// Convert indices && positions
	int curIndex = 0;
	for (CGAL::Polyhedron::Facet_const_iterator it = p->facets_begin(); it != p->facets_end(); it++) {
		CGAL::Polyhedron::Halfedge_around_facet_const_circulator circ = it->facet_begin();
		do {
			CGAL::Point cgalPos = circ->vertex()->point();
			// We need to transform each point from global coordinates into our local coordinate system
			// (CGAL uses global, OpenSG has geometry in node-local coords)
			OSG::Vec3f vecPos = OSG::Vec3f(CGAL::to_double(cgalPos.x()),
											  CGAL::to_double(cgalPos.y()),
											  CGAL::to_double(cgalPos.z()));
			OSG::Vec3f localVec = worldToLocal * (vecPos - translation);
			OSG::Pnt3f osgPos(localVec.x(), localVec.y(), localVec.z());

			positions->addValue(osgPos);
			normals->addValue(Vec3f(0,1,0));
			indices->addValue(curIndex);
			curIndex++;
		} while (++circ != it->facet_begin());
	}

	GeoUInt8PropertyRecPtr types = GeoUInt8Property::create();
	types->addValue(GL_TRIANGLES);
	GeoUInt32PropertyRecPtr lengths = GeoUInt32Property::create();
	lengths->addValue(indices->size());

	GeometryRecPtr mesh = Geometry::create();
	mesh->setPositions(positions);
	mesh->setNormals(normals);
	mesh->setIndices(indices);
	mesh->setTypes(types);
	mesh->setLengths(lengths);
	mesh->setMaterial(VRMaterial::getDefault()->getMaterial());
    createSharedIndex(mesh);
	calcVertexNormals(mesh, 0.523598775598 /*30 deg in rad*/);

	return GeometryTransitPtr(mesh);
}
Пример #2
0
/** Create a mesh using vectors with positions, normals, indices && optionaly texture coordinates **/
void VRGeometry::create(int type, vector<Vec3f> pos, vector<Vec3f> norms, vector<int> inds, vector<Vec2f> texs) {
    bool doTex = (texs.size() == pos.size());

    GeoUInt8PropertyRecPtr      Type = GeoUInt8Property::create();
    GeoUInt32PropertyRecPtr     Length = GeoUInt32Property::create();
    GeoPnt3fPropertyRecPtr      Pos = GeoPnt3fProperty::create();
    GeoVec3fPropertyRecPtr      Norms = GeoVec3fProperty::create();
    GeoUInt32PropertyRecPtr     Indices = GeoUInt32Property::create();
    SimpleMaterialRecPtr        Mat = SimpleMaterial::create();
    GeoVec2fPropertyRecPtr      Tex = 0;
    if (doTex) Tex = GeoVec2fProperty::create();


    Type->addValue(type);
    Length->addValue(inds.size());

    //positionen und Normalen
    for(uint i=0;i<pos.size();i++) {
            Pos->addValue(pos[i]);
            Norms->addValue(norms[i]);
            if (doTex) Tex->addValue(texs[i]);
    }

    for(uint i=0;i<inds.size();i++) {
            Indices->addValue(inds[i]);
    }

    Mat->setDiffuse(Color3f(0.8,0.8,0.6));
    Mat->setAmbient(Color3f(0.4, 0.4, 0.2));
    Mat->setSpecular(Color3f(0.1, 0.1, 0.1));

    GeometryRecPtr geo = Geometry::create();
    geo->setTypes(Type);
    geo->setLengths(Length);
    geo->setIndices(Indices);
    geo->setPositions(Pos);
    geo->setNormals(Norms);
    if (doTex) geo->setTexCoords(Tex);
    geo->setMaterial(Mat);

    setMesh(geo);
}
Пример #3
0
void VRGeometry::setType(int t) {
    if (!meshSet) setMesh(Geometry::create());
    GeoUInt8PropertyRecPtr Type = GeoUInt8Property::create();
    Type->addValue(t);
    setTypes(Type);
}
Пример #4
0
void VRStroke::strokeProfile(vector<Vec3f> profile, bool closed, bool lit) {
    mode = 0;
    this->profile = profile;
    this->closed = closed;
    this->lit = lit;

    GeoUInt8PropertyRecPtr      Type = GeoUInt8Property::create();
    GeoUInt32PropertyRecPtr     Length = GeoUInt32Property::create();
    GeoPnt3fPropertyRecPtr      Pos = GeoPnt3fProperty::create();
    GeoVec3fPropertyRecPtr      Norms = GeoVec3fProperty::create();
    GeoVec3fPropertyRecPtr      Colors = GeoVec3fProperty::create();
    GeoUInt32PropertyRecPtr     Indices = GeoUInt32Property::create();

    bool doCaps = closed && profile.size() > 1;

    Vec3f z = Vec3f(0,0,1);
    if (profile.size() == 1) Type->addValue(GL_LINES);
    else Type->addValue(GL_QUADS);

    clearChildren();
    for (uint i=0; i<paths.size(); i++) {
        vector<Vec3f> pnts = paths[i]->getPositions();
        vector<Vec3f> directions = paths[i]->getDirections();
        vector<Vec3f> up_vectors = paths[i]->getUpvectors();
        vector<Vec3f> cols = paths[i]->getColors();

        Vec3f _p;
        for (uint j=0; j<pnts.size(); j++) {
            Vec3f p = pnts[j];
            Vec3f n = directions[j];
            Vec3f u = up_vectors[j];
            Vec3f c = cols[j];

            Matrix m;
            MatrixLookAt(m, Vec3f(0,0,0), n, u);

            // add new profile points && normals
            for (uint k=0; k<profile.size(); k++) {
                Vec3f tmp = profile[k];
                m.mult(tmp, tmp);

                Pos->addValue(p+tmp);
                tmp.normalize();
                Norms->addValue(tmp);
                Colors->addValue(c);
            }

            if (j==0 && profile.size() > 1) continue;

            // add line
            if (profile.size() == 1) {
                int N = Pos->size();
                Indices->addValue(N-2);
                Indices->addValue(N-1);
            } else {
                // add quad
                for (uint k=0; k<profile.size()-1; k++) {
                    int N1 = Pos->size() - 2*profile.size() + k;
                    int N2 = Pos->size() -   profile.size() + k;
                    Indices->addValue(N1);
                    Indices->addValue(N2);
                    Indices->addValue(N2+1);
                    Indices->addValue(N1+1);

                    //cout << "\nN1N2 " << N1 << " " << N2 << " " << N2+1 << " " << N1+1 << flush;
                }

                if (closed) {
                    int N0 = Pos->size() - 2*profile.size();
                    int N1 = Pos->size() - profile.size() - 1;
                    int N2 = Pos->size() - 1;
                    Indices->addValue(N1);
                    Indices->addValue(N2);
                    Indices->addValue(N1+1);
                    Indices->addValue(N0);

                    //cout << "\nN1N2 " << N1 << " " << N2 << " " << N1+1 << " " << N0 << flush;
                }
            }
        }
    }

    Length->addValue(Indices->size());

    // caps
    if (doCaps) {
        int Nt = 0;
        for (uint i=0; i<paths.size(); i++) {
            vector<Vec3f> pnts = paths[i]->getPositions();
            vector<Vec3f> directions = paths[i]->getDirections();
            vector<Vec3f> up_vectors = paths[i]->getUpvectors();
            vector<Vec3f> cols = paths[i]->getColors();

            Matrix m;

             // first cap
            Vec3f p = pnts[0];
            Vec3f n = directions[0];
            Vec3f u = up_vectors[0];
            Vec3f c = cols[0];

            int Ni = Pos->size();
            Pos->addValue(p);
            Norms->addValue(-n);
            Colors->addValue(c);

            MatrixLookAt(m, Vec3f(0,0,0), n, u);

            for (uint k=0; k<profile.size(); k++) {
                Vec3f tmp = profile[k];
                m.mult(tmp, tmp);

                Pos->addValue(p+tmp);
                Norms->addValue(-n);
                Colors->addValue(c);
            }

            for (uint k=1; k<=profile.size(); k++) {
                int j = k+1;
                if (k == profile.size()) j = 1;
                Indices->addValue(Ni);
                Indices->addValue(Ni+k);
                Indices->addValue(Ni+j);
                Nt+=3;
            }

             // last cap
            int N = pnts.size()-1;
            Ni = Pos->size();
            p = pnts[N];
            n = directions[N];
            u = up_vectors[N];
            c = cols[N];

            Pos->addValue(p);
            Norms->addValue(n);
            Colors->addValue(c);

            MatrixLookAt(m, Vec3f(0,0,0), n, u);

            for (uint k=0; k<profile.size(); k++) {
                Vec3f tmp = profile[k];
                m.mult(tmp, tmp);

                Pos->addValue(p+tmp);
                Norms->addValue(n);
                Colors->addValue(c);
            }

            for (uint k=1; k<=profile.size(); k++) {
                int j = k+1;
                if (k == profile.size()) j = 1;
                Indices->addValue(Ni);
                Indices->addValue(Ni+j);
                Indices->addValue(Ni+k);
                Nt+=3;
            }
        }

        Type->addValue(GL_TRIANGLES);
        Length->addValue(Nt); // caps triangles
    }

    SimpleMaterialRecPtr Mat = SimpleMaterial::create();
    GeometryRecPtr g = Geometry::create();
    g->setTypes(Type);
    g->setLengths(Length);
    g->setPositions(Pos);

    g->setNormals(Norms);
    g->setColors(Colors);
    g->setIndices(Indices);

    g->setMaterial(Mat);
    Mat->setLit(lit);

    setMesh(g);


    // test for ccw faces
    /*TriangleIterator it(getMesh());
	while (!it.isAtEnd()) {
        Vec3f p0 = Vec3f(it.getPosition(0));
        Vec3f p1 = Vec3f(it.getPosition(1));
        Vec3f p2 = Vec3f(it.getPosition(2));

        Vec3f n0 = it.getNormal(0);
        Vec3f n1 = it.getNormal(1);
        Vec3f n2 = it.getNormal(2);

        Vec3f np1 = (p1-p0).cross(p2-p0);
        Vec3f np2 = n0+n1+n2; np2.normalize();
        cout << " face orientation " << np1.dot(np2) << endl;

		++it;
	}*/
}
Пример #5
0
void VRStroke::strokeProfile(vector<Vec3f> profile, bool closed, bool lit) {
    mode = 0;
    this->profile = profile;
    this->closed = closed;
    this->lit = lit;

    GeoUInt8PropertyRecPtr      Type = GeoUInt8Property::create();
    GeoUInt32PropertyRefPtr     Length = GeoUInt32Property::create();
    GeoPnt3fPropertyRecPtr      Pos = GeoPnt3fProperty::create();
    GeoVec3fPropertyRefPtr      Norms = GeoVec3fProperty::create();
    GeoVec3fPropertyRefPtr      Colors = GeoVec3fProperty::create();
    GeoUInt32PropertyRefPtr     Indices = GeoUInt32Property::create();

    Vec3f z = Vec3f(0,0,1);
    if (profile.size() == 1) Type->addValue(GL_LINES);
    else Type->addValue(GL_QUADS);

    clearChildren();
    for (uint i=0; i<paths.size(); i++) {
        vector<Vec3f> pnts = paths[i]->get();
        vector<Vec3f> norms = paths[i]->getNormals();
        vector<Vec3f> cols = paths[i]->getColors();

        Vec3f _p;
        for (uint j=0; j<pnts.size(); j++) {
            Vec3f p = pnts[j];
            Vec3f n = norms[j];
            Vec3f c = cols[j];

            //float ca = n.dot(z);
            Matrix m;
            //MatrixLookAt(m, Vec3f(0,0,0), n, z.cross(n));
            MatrixLookAt(m, Vec3f(0,0,0), n, Vec3f(0,1,0));

            // add new profile points and normals
            for (uint k=0; k<profile.size(); k++) {
                Vec3f tmp = profile[k];
                m.mult(tmp, tmp);

                Pos->addValue(p+tmp);
                tmp.normalize();
                Norms->addValue(tmp);
                Colors->addValue(c);
            }

            if (j==0 and profile.size() > 1) continue;

            // add line
            if (profile.size() == 1) {
                int N = Pos->size();
                Indices->addValue(N-2);
                Indices->addValue(N-1);
            } else {
                // add quad
                for (uint k=0; k<profile.size()-1; k++) {
                    int N1 = Pos->size() - 2*profile.size() + k;
                    int N2 = Pos->size() -   profile.size() + k;
                    Indices->addValue(N1);
                    Indices->addValue(N2);
                    Indices->addValue(N2+1);
                    Indices->addValue(N1+1);

                    //cout << "\nN1N2 " << N1 << " " << N2 << " " << N2+1 << " " << N1+1 << flush;
                }

                if (closed) {
                    int N0 = Pos->size() - 2*profile.size();
                    int N1 = Pos->size() - profile.size() - 1;
                    int N2 = Pos->size() - 1;
                    Indices->addValue(N1);
                    Indices->addValue(N2);
                    Indices->addValue(N1+1);
                    Indices->addValue(N0);

                    //cout << "\nN1N2 " << N1 << " " << N2 << " " << N1+1 << " " << N0 << flush;
                }
            }
        }
    }

    Length->addValue(Indices->size());


    SimpleMaterialRecPtr Mat = SimpleMaterial::create();
    GeometryRecPtr g = Geometry::create();
    g->setTypes(Type);
    g->setLengths(Length);
    g->setPositions(Pos);

    g->setNormals(Norms);
    g->setColors(Colors);
    g->setIndices(Indices);

    g->setMaterial(Mat);
    Mat->setLit(lit);

    VRGeometry* geo = new VRGeometry("stroke");
    geo->setMesh(g);
    addChild(geo);
}