Пример #1
0
static void boxSplit(vector<Rectangle3R> &boxes, Rectangle3R box,
                     unsigned count) {
  if (count < 2) {
    boxes.push_back(box);
    return;
  }

  Rectangle3R left(box);
  Rectangle3R right(box);

  // Split on largest dimension (reduces overlap)
  if (box.getLength() <= box.getWidth() && box.getHeight() <= box.getWidth())
    right.rmin.x() = left.rmax.x() = (box.rmin.x() + box.rmax.x()) / 2;

  else if (box.getWidth() <= box.getLength() &&
           box.getHeight() <= box.getLength())
    right.rmin.y() = left.rmax.y() = (box.rmin.y() + box.rmax.y()) / 2;

  else right.rmin.z() = left.rmax.z() = (box.rmin.z() + box.rmax.z()) / 2;

  boxSplit(boxes, left, count - 2);
  boxSplit(boxes, right, count - 2);
}
Пример #2
0
void ViewPort::glDraw(const Rectangle3R &bbox) const {
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();

  // Background
  glBegin(GL_QUADS);
  glColor3ub(0x25, 0x30, 0x40);
  glVertex2f(-1, -1);
  glVertex2f(1, -1);
  glColor3ub(0x5, 0x5, 0x5);
  glVertex2f(1, 1);
  glVertex2f(-1, 1);
  glEnd();

  // Compute "radius"
  Vector3R dims = bbox.getDimensions();
  real radius = dims.x() < dims.y() ? dims.y() : dims.x();
  radius = dims.z() < radius ? radius : dims.z();

  // Perspective
  gluPerspective(45, (float)width / height, 1, 100000);

  // Translate
  glTranslatef(translation.x() * radius / zoom,
               translation.y() * radius / zoom, 0);

  // Scale
  gluLookAt(0, 0, radius / zoom, 0, 0, 0, 0, 1, 0);

  glMatrixMode(GL_MODELVIEW);

  // Rotate
  glRotated(rotation[0], rotation[1], rotation[2], rotation[3]);

  // Center
  Vector3R center = bbox.getCenter();
  glTranslatef(-center.x(), -center.y(), -center.z());

  // Axes
  if (axes) {
    double length = (bbox.getWidth() + bbox.getLength() + bbox.getHeight()) / 3;
    length *= 0.1;
    double radius = length / 20;

    setLighting(true);

    for (int axis = 0; axis < 3; axis++)
      for (int up = 0; up < 2; up++)
        drawAxis(axis, up, length, radius);

    setLighting(false);
  }
  
  // Bounds
  if (bounds) {
    glEnable(GL_LINE_STIPPLE);
    glLineStipple(1, 0x5555);
    glLineWidth(1);
    glColor4f(1, 1, 1, 0.5); // White

    BoundsView(bbox).draw();

    glDisable(GL_LINE_STIPPLE);
  }
}