示例#1
0
文件: dataslc.C 项目: AZed/uvcdat
float *Dataslc::compLength(int &len, float **funx)
{
   float *val = (float *)malloc(sizeof(float)*FSAMPLES);
   float *fx = (float *)malloc(sizeof(float)*FSAMPLES);
   int c;
   u_int *v;

   len = FSAMPLES;
   memset(val, 0, sizeof(float)*len);

   *funx = fx;
   for (c=0; c<len; c++)
      fx[c] = getMin() + (c/(len-1.0)) * (getMax()-getMin());

   for (c=0; c<getNCells(); c++) {
      v = getCellVerts(c);

      triSurfIntegral(getVert(v[0]), getVert(v[1]), getVert(v[2]),
                      getValue(v[0]), getValue(v[1]), getValue(v[2]), fx, val, len,
                      getMin(), getMax(), 1.0);

   }

   return(val);
}
示例#2
0
文件: dataslc.C 项目: AZed/uvcdat
float *Dataslc::compGradient(int &len, float **funx)
{
   float *val = (float *)malloc(sizeof(float)*FSAMPLES);
   float *fx = (float *)malloc(sizeof(float)*FSAMPLES);
   int c;
   u_int *v;
   float cellgrad[3], scaling;
//   u_int cv[3];

   len = FSAMPLES;
   memset(val, 0, sizeof(float)*len);

   *funx = fx;
   for (c=0; c<len; c++)
      fx[c] = getMin() + (c/(len-1.0)) * (getMax()-getMin());

   for (c=0; c<getNCells(); c++) {
      v = getCellVerts(c);
      getCellGrad3(c, cellgrad);
      scaling = sqrt(cellgrad[0]*cellgrad[0] + cellgrad[1]*cellgrad[1]) / (cellgrad[2]);
//      scaling = (cellgrad[0]*cellgrad[0] + cellgrad[1]*cellgrad[1]) / sqr(cellgrad[2]);
//      cv[0] = v[0]; cv[1]=v[1]; cv[2]=v[2];

      triSurfIntegral(getVert(v[0]), getVert(v[1]), getVert(v[2]),
                      getValue(v[0]), getValue(v[1]), getValue(v[2]), fx, val, len,
                      getMin(), getMax(), fabs(scaling));
   }

   return(val);
}
示例#3
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// Make object bigger or smaller
void Geometry::scale(const Point &center, F32 scale) 
{
   S32 count = getVertCount();

   for(S32 j = 0; j < count; j++)
      setVert((getVert(j) - center) * scale + center, j);
}
示例#4
0
void Geometry::offset(const Point &offset)
{
   S32 count = getVertCount();

   for(S32 i = 0; i < count; i++)
      setVert(getVert(i) + offset, i);
}
示例#5
0
std::vector<float> PlaneGenerator::genNormals(int width, int height) const {

	std::vector<glm::vec3> averaged(vertices_.size() / 3);
	glm::vec3 vert[3];
	unsigned ind[3];

	auto it = ++indices_.begin();
	for(int i = 0; i < 3; ++i) {
		ind[i] = *it++;
		vert[i] = getVert(ind[i]);
	}

	for(; it != indices_.end();) {
		glm::vec3 normal = glm::cross(vert[0] - vert[1], vert[0] - vert[2]);
		normal = glm::normalize(normal);

		for(int i = 0; i < 3; ++i) {
			averaged[ind[i]] += normal;
		}

		vert[0] = vert[1];
		vert[1] = vert[2];

		ind[0] = ind[1];
		ind[1] = ind[2];
		if(ind[2] % height == (height - 1) && ind[2] > height && *it < (width * height - 1)) {
			++(++(++it));
		}
		ind[2] = *it++;
		vert[2] = getVert(ind[2]);

	}

	std::vector<float> normals;
	normals.reserve(vertices_.size());
	for(auto& avg : averaged) {
		avg = glm::normalize(avg);

		normals.push_back(avg.x);
		normals.push_back(avg.y);
		normals.push_back(avg.z);
	}

	return normals;
}
示例#6
0
SDL_Texture* TileManager::get(int id0, int id1, int id2, int id3, SDL_Renderer *renderer) {
	if (id0 == TILE_MAX && id2 == TILE_MAX) {
		return getVert(id3, id1, renderer);
	}
	else if (id1 == TILE_MAX && id3 == TILE_MAX) {
		return getHori(id0, id2, renderer);
	}
	else {
		return getAll(id0, id1, id2, id3, renderer);
	}
}
示例#7
0
// Could probably be more clever about this, but only used when merging polygons in the editor, so speed not critical
void Geometry::reverseWinding()
{
   S32 count = getVertCount();
   Vector<Point> temp(count);

   for(S32 i = 0; i < count; i++)
      temp.push_back(getVert(i));

   for(S32 i = 0; i < count; i++)
      setVert(temp[i], count - i - 1);
}
示例#8
0
void Geometry::rotateAboutPoint(const Point &center, F32 angle)
{
   F32 sinTheta = sin(angle * Float2Pi / 360.0f);
   F32 cosTheta = cos(angle * Float2Pi / 360.0f);

   for(S32 j = 0; j < getVertCount(); j++)
   {
      Point v = getVert(j) - center;
      Point n(v.x * cosTheta + v.y * sinTheta, v.y * cosTheta - v.x * sinTheta);

      setVert(n + center, j);
   }
}
示例#9
0
文件: dataslc.C 项目: AZed/uvcdat
float *Dataslc::compArea(int &len, float **funx)
{
   float *val = (float *)malloc(sizeof(float)*FSAMPLES);
   float *cum = (float *)malloc(sizeof(float)*FSAMPLES);
   float *fx = (float *)malloc(sizeof(float)*FSAMPLES);
   int c;
   u_int *v;
   float sum;
   int b;

   len = FSAMPLES;
   memset(val, 0, sizeof(float)*len);
   memset(cum, 0, sizeof(float)*len);

   *funx = fx;
   for (c=0; c<len; c++)
      fx[c] = getMin() + (c/(len-1.0)) * (getMax()-getMin());

   for (c=0; c<getNCells(); c++) {
      v = getCellVerts(c);

      triVolIntegral(getVert(v[0]), getVert(v[1]), getVert(v[2]),
                     getValue(v[0]), getValue(v[1]), getValue(v[2]), fx, val, cum,
                     len, getMin(), getMax(), 1.0);

   }

   // now we need to sum from the first to last
   sum = 0.0;
   for (b=0; b<len; b++) {
      val[b]+=sum;
      sum+=cum[b];
   }

   free(cum);

   return(val);
}
示例#10
0
void Geometry::flip(F32 center, bool isHoriz)
{
   S32 count = getVertCount();

   for(S32 i = 0; i < count; i++)
   {
      Point p = getVert(i);
      
      if(isHoriz)
         p.x = center * 2 - p.x;
      else
         p.y = center * 2 - p.y;

      setVert(p, i);
   }
}
示例#11
0
static void loadBspGeometry(Bsp *bsp, void *faceData, int32_t faceSize, void *edgeData, int32_t edgeSize,
		void *ledgeData, int32_t ledgeSize){

	bsp->numFaces = faceSize / sizeof(FaceDef);
	bsp->faces = malloc(sizeof(Face)*bsp->numFaces);
	FaceDef *faces = malloc(faceSize);
	memcpy(faces, faceData, faceSize);

	EdgeDef *edges = malloc(edgeSize);
	memcpy(edges, edgeData, edgeSize);

	int32_t *ledges = malloc(ledgeSize);
	memcpy(ledges, ledgeData, ledgeSize);

	for(int i=0; i < bsp->numFaces; i++){
		// Read all verts from edge data into a vert data structure
		// that is more suitable for GL rendering
		Face *face = &bsp->faces[i];
		face->numVerts = faces[i].edgeNum;
		face->verts = malloc(sizeof(Vert)*face->numVerts);
		TexInfoDef *texInfo = getTexInfo(bsp, faces[i].texinfoId);
		face->texture = getTexture(bsp, texInfo->texId);
		face->glId = 0;
		// If face is a trigger or clip skip loading it's verts
		// TODO make somekind of stack or vector to store faces so we don't bother
		// allocating useless memory
		if(strcmp("trigger", getTexName(face->texture)) == 0 || strcmp("clip", getTexName(face->texture)) == 0){
			continue;
		}
		for(int edge=0; edge < faces[i].edgeNum; edge++){
			int32_t edgeIndex = ledges[edge+faces[i].edgeId];
			vec3Float verts[2];
			// if edgeIndex is negative flip v0 and v1
			if(edgeIndex < 0){
				edgeIndex = -edgeIndex;
				verts[0] = getVert(bsp, edges[edgeIndex].vert1);
				verts[1] = getVert(bsp, edges[edgeIndex].vert0);
			} else {
				verts[0] = getVert(bsp, edges[edgeIndex].vert0);
				verts[1] = getVert(bsp, edges[edgeIndex].vert1);
			}

			face->verts[edge].normal = getPlane(bsp, faces[i].planeId)->normal;

			// Negate y and flip y & z so it's oriented properly
			face->verts[edge].position.x = verts[0].x;
			face->verts[edge].position.y = verts[0].z;
			face->verts[edge].position.z = -verts[0].y;

			// compute s and t coordinate for texture mapping
			face->verts[edge].texCoord.x = (vec3FDot(&verts[0], &texInfo->vecS) + texInfo->distS) / getTexWidth(face->texture);
			face->verts[edge].texCoord.y = (vec3FDot(&verts[0], &texInfo->vecT) + texInfo->distT) / getTexHeight(face->texture);
		}

		// Now that we have loaded all vertex data for this face
		// We can generate a vbo for it
		glGenBuffers(1, &face->glId);
		glBindBuffer(GL_ARRAY_BUFFER, face->glId);
		glBufferData(GL_ARRAY_BUFFER, sizeof(Vert)*face->numVerts, &face->verts[0], GL_STATIC_DRAW);
	}

	free(faces);
	free(edges);
	free(ledges);
}
示例#12
0
string PointGeometry::geomToLevelCode() const
{
   Point pos = getVert(0); 
   return pos.toLevelCode();
}
示例#13
0
// Move object to location, specifying (optional) vertex to be positioned at pos
void Geometry::moveTo(const Point &pos, S32 vertexIndexToBePositionedAtPos)
{
   offset(pos - getVert(vertexIndexToBePositionedAtPos));
}
void TextureBackground::clear(DrawEnv  *pEnv)
{
#if !defined(OSG_OGL_COREONLY) || defined(OSG_CHECK_COREONLY)
    TextureBaseChunk *tex = getTexture();

    if(tex == NULL)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        return;
    }

    glPushAttrib(GL_POLYGON_BIT | GL_DEPTH_BUFFER_BIT | 
                 GL_LIGHTING_BIT);

    glDisable(GL_LIGHTING);

#if 1
    // original mode
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#else
    // for testing the grid
    glColor3f(1.0f, 1.0f, 1.0f);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
    glClear(GL_DEPTH_BUFFER_BIT);

    glDisable(GL_DEPTH_TEST);
    glDepthFunc(GL_ALWAYS);
    glDepthMask(GL_FALSE);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();

    glLoadIdentity();
    glOrtho(0, 1, 0, 1, 0, 1);

    glColor4fv(getColor().getValuesRGBA());

    tex->activate(pEnv);

    if(tex->isTransparent())
    {
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);
    }
    if(osgAbs(getRadialDistortion()) < TypeTraits<Real32>::getDefaultEps())
    {
	    if(getMFTexCoords()->size() < 4)
	    {
	        // set some default texture coordinates.
	        glBegin(GL_QUADS);
                glTexCoord2f(0.0f, 0.0f);
                glVertex3f(0.0f, 0.0f, 0.0f);
                glTexCoord2f(1.0f, 0.0f);
                glVertex3f(1.0f, 0.0f, 0.0f);
                glTexCoord2f(1.0f, 1.0f);
                glVertex3f(1.0f, 1.0f, 0.0f);
                glTexCoord2f(0.0f, 1.0f);
                glVertex3f(0.0f, 1.0f, 0.0f);
	        glEnd();
	    }
	    else
	    {
	        glBegin(GL_QUADS);
            {
                glTexCoord2f(getTexCoords(0).getValues()[0],
                             getTexCoords(0).getValues()[1]);
                glVertex3f(0.0f, 0.0f, 0.0f);
                glTexCoord2f(getTexCoords(1).getValues()[0],
                             getTexCoords(1).getValues()[1]);
                glVertex3f(1.0f, 0.0f, 0.0f);
                glTexCoord2f(getTexCoords(2).getValues()[0],
                             getTexCoords(2).getValues()[1]);
                glVertex3f(1.0f, 1.0f, 0.0f);
                glTexCoord2f(getTexCoords(3).getValues()[0],
                             getTexCoords(3).getValues()[1]);
                glVertex3f(0.0f, 1.0f, 0.0f);
            }
	        glEnd();
	    }
    }
    else // map texture to distortion grid
    {
        updateGrid();
	    Int16 xxmax=getHor()+2,yymax=getVert()+2;

	    UInt32 gridCoords=xxmax*yymax;
	    UInt32 indexArraySize=xxmax*((getVert()+1)*2);

	    if(_vertexCoordArray.size()==gridCoords &&
	       _textureCoordArray.size()==gridCoords &&
	       _indexArray.size()==indexArraySize)
	    {
	        // clear background, because possibly the distortion grid 
            // could not cover th whole window
	        glClearColor(.5f, 0.5f, 0.5f, 1.0f);
	        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	        std::vector<UInt32>::iterator i;
	        UInt32 yMax=getVert()+1;
	        for(UInt32 y=0;y<yMax;y++)
	        {
		        glBegin(GL_TRIANGLE_STRIP);
		        std::vector<UInt32>::iterator begin=_indexArray.begin()+(y*2*xxmax);
		        std::vector<UInt32>::iterator end=begin+2*xxmax;
		        for(std::vector<UInt32>::iterator i=begin;i!=end;i++)
		        {
		            glTexCoord2fv(_textureCoordArray[*i].getValues());
		            glVertex2fv(_vertexCoordArray[*i].getValues());

		        }
		        glEnd();
	        }
	    }
    }
    if(tex->isTransparent())
    {
        glDisable(GL_BLEND);
    }

    tex->deactivate(pEnv);

    Int32 bit = getClearStencilBit();
    
    if (bit >= 0)
    {
        glClearStencil(bit);
        glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    }
    else
    {
        glClear(GL_DEPTH_BUFFER_BIT);
    }

    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    glPopAttrib();

    glColor3f(1.0f, 1.0f, 1.0f);
#endif
}
void TextureBackground::updateGrid(void)
{
    bool gridChanged=( (getHor() != _hor) || 
                       (getVert() != _vert) );
                       
    if(gridChanged)
    {
        //resize grid
	    UInt32 gridCoords=(getHor()+2)*(getVert()+2);

	    _textureCoordArray.resize(gridCoords);
	    _vertexCoordArray .resize(gridCoords);
        
	    int indexArraySize=(getHor()+2)*((getVert()+1)*2);
	    _indexArray.resize(indexArraySize);
        
        _hor = getHor();
        _vert = getVert();
    }
    
    if(gridChanged || _radialDistortion   != getRadialDistortion() ||
                      _centerOfDistortion != getCenterOfDistortion() )
    {
        _radialDistortion = getRadialDistortion();
        _centerOfDistortion = getCenterOfDistortion();
        
	    // calculate grid coordinates and triangle strip indices
	    float xStep=1.0/float(getHor()+1);
	    float yStep=1.0/float(getVert()+1);
	    std::vector<Vec2f>::iterator texCoord=_textureCoordArray.begin();
	    std::vector<Vec2f>::iterator vertexCoord=_vertexCoordArray.begin();
	    std::vector<UInt32>::iterator index=_indexArray.begin();
	    UInt32 coord0(0),coord1(0);
	    GLfloat x,y;
	    Int16 xx,yy;
	    Int16 xxmax=getHor()+2,yymax=getVert()+2;
	    for(yy=0,y=0.0f;yy<yymax;yy++,y+=yStep)
	    {
	        if(yy>0)
	        {
		        coord1=yy*xxmax;
		        coord0=coord1-xxmax;
		        *index++=coord1++;
		        *index++=coord0++;
	        }
	        float dy=y-getCenterOfDistortion().y();
	        float dy2=dy*dy;
	        for(xx=0,x=0.0f;xx<xxmax;xx++,x+=xStep)
	        {
		        *texCoord++=Vec2f(x,y);
		        float dx=(x-getCenterOfDistortion().x());
		        float dx2=dx*dx;
		        float dist2=dx2+dy2;
		        float deltaX=dx*getRadialDistortion()*dist2;
		        float deltaY=dy*getRadialDistortion()*dist2;
		        *vertexCoord++=Vec2f(x+deltaX,y+deltaY);
		        if(yy>0&&xx>0)
		        {
		            *index++=coord1++;
		            *index++=coord0++;
		        }
	        }
	    }
    }
}
示例#16
0
   AppMeshLock MsAppMesh::lockMesh(const AppTime & time, const Matrix<4,4,F32> &objectOffset)
   {
      msMesh *mesh = mMsNode->getMsMesh();

      assert(mesh && "NULL milkshape mesh");

      S32 lastMatIdx = -1;

      // start lists empty
      mFaces.clear();
      mVerts.clear();
      mTVerts.clear();
      mIndices.clear();
      mSmooth.clear();
      mVertId.clear();

      // start out with faces and crop data allocated
      mFaces.resize(msMesh_GetTriangleCount(mesh));

      S32 vCount = msMesh_GetVertexCount(mesh);

      // Transform the vertices by the bounds and scale
      std::vector<Point3D> verts(vCount, Point3D());

      for (int i = 0; i < vCount; i++)
         verts[i] = objectOffset * (getVert(mesh, i) * mMsNode->getScale());

      int numTriangles = mFaces.size();
      for (int i = 0; i < numTriangles; i++)
      {
         msTriangle *msFace = msMesh_GetTriangleAt(mesh, i);
         Primitive &tsFace = mFaces[i];

         // set faces material index
         S32 matIndex = msMesh_GetMaterialIndex(mesh);
         tsFace.type = (matIndex >= 0) ? matIndex : Primitive::NoMaterial;
         tsFace.firstElement = mIndices.size();
         tsFace.numElements = 3;
         tsFace.type |= Primitive::Triangles | Primitive::Indexed;

         // set vertex indices
         word vertIndices[3];
         msTriangle_GetVertexIndices(msFace, vertIndices);

         Point3D vert0 = verts[vertIndices[0]];
         Point3D vert1 = verts[vertIndices[1]];
         Point3D vert2 = verts[vertIndices[2]];

         Point3D norm0 = getNormal(mesh, i, 0);
         Point3D norm1 = getNormal(mesh, i, 1);
         Point3D norm2 = getNormal(mesh, i, 2);

         // set texture vertex indices
         Point2D tvert0 = getTVert(mesh, i, 0);
         Point2D tvert1 = getTVert(mesh, i, 1);
         Point2D tvert2 = getTVert(mesh, i, 2);

         // now add indices (switch order to be CW)
         mIndices.push_back(addVertex(vert0,norm0,tvert0,vertIndices[0]));
         mIndices.push_back(addVertex(vert2,norm2,tvert2,vertIndices[2]));
         mIndices.push_back(addVertex(vert1,norm1,tvert1,vertIndices[1]));

         // if the material is double-sided, add the backface as well
         if (!(tsFace.type & Primitive::NoMaterial))
         {
            bool doubleSided = false;
            MilkshapeMaterial *msMat = mMsNode->getMaterial();
            msMat->getUserPropBool("doubleSided", doubleSided);

            if (doubleSided)
            {
               Primitive backface = tsFace;
               backface.firstElement = mIndices.size();
               mFaces.push_back(backface);

               // add verts with order reversed to get the backface
               mIndices.push_back(addVertex(vert0,-norm0,tvert0,vertIndices[0]));
               mIndices.push_back(addVertex(vert1,-norm1,tvert1,vertIndices[1]));
               mIndices.push_back(addVertex(vert2,-norm2,tvert2,vertIndices[2]));
            }
         }
      }

      return Parent::lockMesh(time,objectOffset);
   }