Пример #1
0
/**
 * @brief computeLengthEdges
 * Demonstrate usage of 2 attributes on 2 differents orbits.
 * @param map the map
 * @param pos attribute handler of position of vertices
 * @param len attribute handler of length of edges
 */
void computeLengthEdges(MAP& map,const VertexAttribute<VEC3, MAP>& pos, EdgeAttribute<float, MAP> len)
{
	// warning c++11 lambda syntax
	foreach_cell<EDGE>(map,[&](Edge e) // for all edge e of map do
	{
		VEC3 P1 = pos[e.dart]; // access with dart because of access to VertexAttribute with an edge
		VEC3 P2 = pos[map.phi1(e)]; // phi1 return a dart so no problem (and e can auto-cast in dart)
		VEC3 V = P2 - P1;
		len[e] = V.norm();
	});
}
Пример #2
0
int main(int argc, char **argv)
{
	position = myMap.addAttribute<VEC3, VERTEX>("position");

	Dart d0 = myMap.newFace(12);
	position[d0] = PFP::VEC3(0, 20, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(10, 20, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(10, 30, 0);
	Dart dx = myMap.phi1(d0);
	d0 = myMap.phi<11>(dx);
	position[d0] = PFP::VEC3(8, 27, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(8, 22, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(2, 22, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(2, 27, 0);
	d0 = myMap.phi1(d0);
	myMap.sewFaces(d0,dx);
	position[d0] = PFP::VEC3(5, 27, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(5, 30, 0);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(0, 30, 0);

	d0 = myMap.newFace(4);
	position[d0] = PFP::VEC3(-5, 14, -5);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(0, 18, -5);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(5, 14, -5);
	d0 = myMap.phi1(d0);
	position[d0] = PFP::VEC3(0, 20, -5);
	d0 = myMap.phi1(d0);

	Dart d1 = myMap.newFace(10);

	position[d1] = PFP::VEC3(0, 0, 0);
	d1 = myMap.phi1(d1);

	position[d1] = PFP::VEC3(2, 4, 0);
	d1 = myMap.phi1(d1);
	position[d1] = PFP::VEC3(4, 0, 0);
	d1 = myMap.phi1(d1);

	position[d1] = PFP::VEC3(10, 0, 0);
	d1 = myMap.phi1(d1);

	position[d1] = PFP::VEC3(4, 2, 0);
	d1 = myMap.phi1(d1);
	position[d1] = PFP::VEC3(14, 6, 0);
	d1 = myMap.phi1(d1);
	position[d1] = PFP::VEC3(6, 16, 0);
	d1 = myMap.phi1(d1);

	position[d1] = PFP::VEC3(8, 8, 0);
	d1 = myMap.phi1(d1);
	position[d1] = PFP::VEC3(4, 4, 0);
	d1 = myMap.phi1(d1);
	position[d1] = PFP::VEC3(0, 8, 0);

	Dart d2 = myMap.newFace(12);

	position[d2] = PFP::VEC3(0, -20, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(4, -20, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(8, -20, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(12, -20, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(12, -16, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(12, -12, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(12, -8, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(8, -8, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(4, -8, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(0, -8, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(0, -12, 0);
	d2 = myMap.phi1(d2);
	position[d2] = PFP::VEC3(0, -16, 0);
	d2 = myMap.phi1(d2);

#define NB 32

	//SPIRAL

	Dart d3 = myMap.newFace(NB*2);

	for (int i = 0; i<NB; ++i)
	{
		float z = 3.0f*float(rand()-RAND_MAX/2)/float(RAND_MAX);
		float alpha = (4.0f*6.283f / NB)*i;
		float radius = 1.2f*(NB-i);
		position[d3] = PFP::VEC3(radius*cos(alpha) -  2*NB+8, radius*sin(alpha), z);
		d3 = myMap.phi1(d3);
	}

	for (int i = NB-1; i>=0; --i)
	{
		float z = 3.0f*float(rand()-RAND_MAX/2)/float(RAND_MAX);
		float alpha = (4.0f*6.283f / NB)*i;
		float radius = (NB-i);
		position[d3] = PFP::VEC3(radius*cos(alpha) -  2*NB+8, radius*sin(alpha), z);
		d3 = myMap.phi1(d3);
	}

	//CIRCLE

	Dart d6 = myMap.newFace(NB);
	for (int i = 0; i<NB; ++i)
	{
		float z = 3.0f*float(rand()-RAND_MAX/2)/float(RAND_MAX);
		float alpha = (6.283f / NB)*i;
		float radius = NB;
		position[d6] = PFP::VEC3(radius*cos(alpha) + 2*NB+8, radius*sin(alpha), z);
		d6 = myMap.phi1(d6);
	}

// pour comparer les 2 versions (oreille et basique)
//#define NBB 100
//	for (int j = 0; j<10000; ++j)
//	{
//		Dart d6 = myMap.newFace(NBB);
//		for (int i = 0; i<NBB; ++i)
//		{
//			float alpha = (6.283f / NB)*i;
//			float radius = NB;
//			position[d6] = PFP::VEC3(radius*cos(alpha) + 2*NB+8, radius*sin(alpha), 0.1f*j);
//			d6 = myMap.phi1(d6);
//		}
//	}

	Geom::Vec3f V1(3,3,3);
	V1.normalize();
	Geom::Vec3f V2 = V1 ^ Geom::Vec3f(0,0,-1);
	Geom::Vec3f V3 = V1 ^ V2;

	V1 *= 50.0f;
	V2 *= 50.0f;

	Dart d5 = myMap.newFace(74);
	for (int i=0; i<74;++i)
	{
		float a = float(rand()-RAND_MAX/2)/float(RAND_MAX) * 0.25f;
		position[d5] = PFP::VEC3(0.0,60.0,0.0f) + Ifont[2*i] * V1 + Ifont[2*i+1]*V2 + a*V3;
		d5 = myMap.phi1(d5);
	}
	Dart d9 = myMap.newFace(174);
	for (int i=0; i<174;++i)
	{
		float a = float(rand()-RAND_MAX/2)/float(RAND_MAX) * 0.25f;
		position[d9] = PFP::VEC3(60.0,60.0,0.0f) + Gfont[2*i] * V1 + Gfont[2*i+1]*V2 + a*V3;
		d9 = myMap.phi1(d9);
	}

	// interface:
	QApplication app(argc, argv);
	MyQT sqt;


	// message d'aide
	sqt.setHelpMsg("Concave face rendering (ears method):\n"
			"a show all trianglesfaces\n"
			"a show none trianglesfaces\n"
			"+ / - show trinagles order rendering (ears creation)");

    //  bounding box
    Geom::BoundingBox<PFP::VEC3> bb = Algo::Geometry::computeBoundingBox<PFP>(myMap, position);
    float lWidthObj = std::max<PFP::REAL>(std::max<PFP::REAL>(bb.size(0), bb.size(1)), bb.size(2));
    Geom::Vec3f lPosObj = (bb.min() +  bb.max()) / PFP::REAL(2);

    // envoit info BB a l'interface
	sqt.setParamObject(lWidthObj, lPosObj.data());

	// show 1 pour GL context
	sqt.show();

	// update du VBO position (context GL necessaire)
	sqt.m_positionVBO->updateData(position);

	// update des primitives du renderer
	sqt.m_render->initPrimitives<PFP>(myMap, allDarts, Algo::Render::GL2::TRIANGLES, &position);
	sqt.m_render->initPrimitives<PFP>(myMap, allDarts, Algo::Render::GL2::LINES, &position);
	sqt.m_render->initPrimitives<PFP>(myMap, allDarts, Algo::Render::GL2::POINTS, &position);

//	 show final pour premier redraw
	sqt.show();

	// et on attend la fin.
	return app.exec();
}
Пример #3
0
void Topo3PrimalRender<PFP>::updateData(MAP& mapx, const VertexAttribute<VEC3, MAP>& positions, float ke, float kf)
{
	if (m_attIndex.map() != &mapx)
		m_attIndex  = mapx.template getAttribute<unsigned int, DART, MAP>("dart_index");
	if (!m_attIndex.isValid())
		m_attIndex  = mapx.template addAttribute<unsigned int, DART, MAP>("dart_index");

//	m_nbDarts = 0;
//	for (Dart d = mapx.begin(); d != mapx.end(); mapx.next(d))
//	{
//		m_nbDarts++;
//	}

	m_nbDarts = mapx.getNbDarts();

	// beta2/3
	DartAutoAttribute<VEC3, MAP> fv2(mapx);

	m_vbo2->bind();
	glBufferData(GL_ARRAY_BUFFER, 2*m_nbDarts*sizeof(Geom::Vec3f), 0, GL_STREAM_DRAW);
	GLvoid* ColorDartsBuffer = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
	Geom::Vec3f* colorDartBuf = reinterpret_cast<Geom::Vec3f*>(ColorDartsBuffer);

	if (m_bufferDartPosition!=NULL)
		delete m_bufferDartPosition;
	m_bufferDartPosition = new Geom::Vec3f[2*m_nbDarts];
	Geom::Vec3f* positionDartBuf = reinterpret_cast<Geom::Vec3f*>(m_bufferDartPosition);

	unsigned int posDBI = 0;

	int nbf = 0;
	//traverse each face of each volume
	TraversorF<MAP> traFace(mapx);
	for (Dart d = traFace.begin(); d != traFace.end(); d = traFace.next())
	{
		std::vector<VEC3> vecPos;
		vecPos.reserve(16);

		VEC3 centerFace = Algo::Surface::Geometry::faceCentroidELW<PFP>(mapx, d, positions);

		//shrink the face
		float okf = 1.0f - kf;
		Dart dd = d;
		do
		{
			VEC3 P = centerFace*okf + positions[dd]*kf;
			vecPos.push_back(P);
			dd = mapx.phi1(dd);
		} while (dd != d);
		
		unsigned int nb = vecPos.size();
		
		vecPos.push_back(vecPos.front()); // copy the first for easy computation on next loop

		// compute position of points to use for drawing topo
		float oke = 1.0f - ke;
		for (unsigned int i = 0; i < nb; ++i)
		{
			VEC3 P = vecPos[i]*ke + vecPos[i+1]*oke;
			VEC3 Q = vecPos[i+1]*ke + vecPos[i]*oke;

//			VEC3 PP = 0.52f*P + 0.48f*Q;
//			VEC3 QQ = 0.52f*Q + 0.48f*P;

            VEC3 PP = 0.56f*P + 0.44f*Q;
            VEC3 QQ = 0.56f*Q + 0.44f*P;

			*positionDartBuf++ = PFP::toVec3f(P);
			*positionDartBuf++ = PFP::toVec3f(PP);
			if (mapx.template isBoundaryMarked<3>(d))
			{
				*colorDartBuf++ = m_boundaryDartsColor;
				*colorDartBuf++ = m_boundaryDartsColor;
			}
			else
			{
				*colorDartBuf++ = m_dartsColor;
				*colorDartBuf++ = m_dartsColor;
			}

			m_attIndex[d] = posDBI;
			posDBI+=2;
			fv2[d] = (P+PP)*0.5f;

			*positionDartBuf++ = PFP::toVec3f(Q);
			*positionDartBuf++ = PFP::toVec3f(QQ);

			Dart dx = mapx.phi3(d);
			if (mapx.template isBoundaryMarked<3>(dx))
			{
				*colorDartBuf++ = m_boundaryDartsColor;
				*colorDartBuf++ = m_boundaryDartsColor;
			}
			else
			{
				*colorDartBuf++ = m_dartsColor;
				*colorDartBuf++ = m_dartsColor;
			}

			m_attIndex[dx] = posDBI;
			posDBI+=2;
			fv2[dx] = (Q+QQ)*0.5f;

			d = mapx.phi1(d);
		}
		nbf++;
	}
	m_vbo2->bind();
	glUnmapBuffer(GL_ARRAY_BUFFER);

	m_vbo0->bind();
	glBufferData(GL_ARRAY_BUFFER, 2*m_nbDarts*sizeof(Geom::Vec3f), m_bufferDartPosition, GL_STREAM_DRAW);

	// alpha2
	m_vbo1->bind();
	glBufferData(GL_ARRAY_BUFFER, 2*m_nbDarts*sizeof(Geom::Vec3f), 0, GL_STREAM_DRAW);
	GLvoid* PositionBuffer2 = glMapBufferARB(GL_ARRAY_BUFFER, GL_READ_WRITE);

	Geom::Vec3f* positionF2 = reinterpret_cast<Geom::Vec3f*>(PositionBuffer2);

	m_nbRel2 = 0;

	for (Dart d = mapx.begin(); d != mapx.end(); mapx.next(d))
	{
		Dart e = mapx.phi2(mapx.phi3(d));
		//if (d < e)
		{
			*positionF2++ = PFP::toVec3f(fv2[d]);
			*positionF2++ = PFP::toVec3f(fv2[e]);
			m_nbRel2++;
		}
	}

	m_vbo1->bind();
	glUnmapBuffer(GL_ARRAY_BUFFER);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
Пример #4
0
int main()
{
	// declare a map to handle the mesh
	MAP myMap;

	// add position attribute on vertices and get handler on it
	VertexAttribute<VEC3, MAP> positionAtt = myMap.addAttribute<VEC3, VERTEX, MAP>("position");
	if (!positionAtt.isValid())
		std::cerr << "impossible to create an attribute with name position (already used ?)"<< std::endl;


	// create a topo grid of 2x2 squares
	Algo::Surface::Tilings::Square::Grid<PFP> grid(myMap, 2, 2, true);
	// and embed it using position attribute
	grid.embedIntoGrid(positionAtt, 1.,1.,0.);


	VertexGeneric(myMap,positionAtt);

	// ATTRIBUTE DECLARATION

	// add an attribute of type float on orbit EDGE
	EdgeAttribute<float, MAP> lengthAtt = myMap.addAttribute<float, EDGE, MAP>("length");
	if (!lengthAtt.isValid())
		std::cerr << "impossible to create the attribute"<< std::endl;

	computeLengthEdges(myMap,positionAtt,lengthAtt);

	// add an attribute of type std::string on orbit FACE
	FaceAttribute<std::string, MAP> nameAtt = myMap.addAttribute<std::string, FACE, MAP>("name");
	if (!nameAtt.isValid())
		std::cerr << "impossible to create the attribute"<< std::endl;

	// for complex type use following template (function nameOfType not applicable)
	EdgeAttribute< NoTypeNameAttribute< std::vector<int> >, MAP> vectAtt = myMap.addAttribute< NoTypeNameAttribute< std::vector<int> >, EDGE, MAP>("vector_of_int");
	if (!vectAtt.isValid())
		std::cerr << "impossible to create the attribute"<< std::endl;

	Dart d = myMap.begin();
	// define a vertex from a dart
	Vertex v(d);
	// define a face from a dart
	Face f(d);


	// ATTRIBUTE ACCESS

	// [] operator can take a dart, a cell (only same off attribute), or an unsigned inf
	// access to any attributes with darts
	std::cout << positionAtt[d]<< std::endl;
	nameAtt[d] = "Hello";
	lengthAtt[myMap.phi1(d)] = 54.0f;

	std::vector<int> vi = {3,5,7,9,11};
	vectAtt[d]= vi;
	vectAtt[d].push_back(11);

	// access to VertexAttribute with a Vertex
	std::cout << positionAtt[v]<< std::endl;

	// access to FaceAttribute with a Face
	std::cout << nameAtt[f]<< std::endl;

	// following line does not compile because of wrong cell type
	//	std::cout << positionAtt[f]<< std::endl;
	//  possible to bypass using dart access
	std::cout << positionAtt[f.dart]<< std::endl;

	// access with unsigned int is dangerous, index must be obtain with begin/end/next (see dumpAttribute)

	// COPY, REMOVE, SWAP

	// possible to have any number of attribute a same ORBIT
	VertexAttribute<VEC3, MAP> position2Att = myMap.addAttribute<VEC3, VERTEX, MAP>("other_position");

	// copy of attribute of same type (linear complexity)
	myMap.copyAttribute(position2Att,positionAtt);

	positionAtt[v] += VEC3(0,0,1);

	computeNewPositions(myMap,positionAtt);
	dumpAttribute(positionAtt);

	//check if there is a Vertex Attribute of VEC3 named position => yes
	testVAbyNames(myMap,"position");

	// remove the attribute
	myMap.removeAttribute(positionAtt);

	//check if there is a Vertex Attribute of VEC3 named position => no
	testVAbyNames(myMap,"position");

	return 0;
}