示例#1
0
/** Returns the geometric center of the mesh **/
Vec3f VRGeometry::getGeometricCenter() {
    if (!meshSet) return Vec3f(0,0,0);
    GeoPnt3fPropertyRecPtr pos = dynamic_cast<GeoPnt3fProperty*>(mesh->getPositions());

    Vec3f center = Vec3f(0,0,0);
    for (uint i=0;i<pos->size();i++)
        center += Vec3f(pos->getValue(i));

    center *= 1./pos->size();

    return center;
}
示例#2
0
void VRGeometry::readSharedMemory(string segment, string object) {
    VRSharedMemory sm(segment, false);

    int sm_state = sm.getObject<int>(object+"_state");
    while (sm.getObject<int>(object+"_state") == sm_state) {
        cout << "VRGeometry::readSharedMemory: waiting for data: " << sm_state << endl;
        sleep(1);
    }

    // read buffer
    auto sm_types = sm.getVector<int>(object+"_types");
    auto sm_lengths = sm.getVector<int>(object+"_lengths");
    auto sm_pos = sm.getVector<float>(object+"_pos");
    auto sm_norms = sm.getVector<float>(object+"_norms");
    auto sm_inds = sm.getVector<int>(object+"_inds");
    auto sm_cols = sm.getVector<float>(object+"_cols");

    GeoPnt3fPropertyRecPtr pos = GeoPnt3fProperty::create();
    GeoVec3fPropertyRecPtr norms = GeoVec3fProperty::create();
    GeoUInt32PropertyRecPtr inds = GeoUInt32Property::create();
    GeoUInt32PropertyRecPtr types = GeoUInt32Property::create();
    GeoUInt32PropertyRecPtr lengths = GeoUInt32Property::create();
    GeoVec4fPropertyRecPtr cols = GeoVec4fProperty::create();

    cout << "SM mesh read: " << sm_types.size() << " " << sm_lengths.size() << " " << sm_pos.size() << " " << sm_norms.size() << " " << sm_inds.size() << " " << sm_cols.size() << endl;

    if (sm_types.size() > 0) for (auto& t : sm_types) types->addValue(t);
    if (sm_lengths.size() > 0) for (auto& l : sm_lengths) lengths->addValue(l);
    for (auto& i : sm_inds) inds->addValue(i);
    if (sm_pos.size() > 0) for (int i=0; i<sm_pos.size()-2; i+=3) pos->addValue(Pnt3f(sm_pos[i], sm_pos[i+1], sm_pos[i+2]));
    if (sm_norms.size() > 0) for (int i=0; i<sm_norms.size()-2; i+=3) norms->addValue(Vec3f(sm_norms[i], sm_norms[i+1], sm_norms[i+2]));
    if (sm_cols.size() > 0) for (int i=0; i<sm_cols.size()-2; i+=3) cols->addValue(Pnt3f(sm_cols[i], sm_cols[i+1], sm_cols[i+2]));

    cout << "osg mesh data: " << types->size() << " " << lengths->size() << " " << pos->size() << " " << norms->size() << " " << inds->size() << " " << cols->size() << endl;

    int N = pos->size();
    if (N == 0) return;

    setTypes(types);
    setLengths(lengths);
    setPositions(pos);
    if (norms->size() == N) setNormals(norms);
    if (cols->size() == N) setColors(cols);
    setIndices(inds);
}
示例#3
0
void VRGeometry::setRandomColors() {
    GeoPnt3fPropertyRecPtr pos = dynamic_cast<GeoPnt3fProperty*>(mesh->getPositions());
	int N = pos->size();

	GeoVec4fPropertyRecPtr cols = GeoVec4fProperty::create();
	for (int i=0; i<N; i++) {
        Color4f c; c.setRandom();
        cols->addValue( c );
	}
    setColors(cols);
}
示例#4
0
/** Returns the minimum position on the x, y || z axis **/
float VRGeometry::getMin(int axis) {
    if (!meshSet) return 0;
    if (axis != 0 && axis != 1 && axis != 2) return 0;
    GeoPnt3fPropertyRecPtr pos = dynamic_cast<GeoPnt3fProperty*>(mesh->getPositions());

    float min = pos->getValue(0)[axis];
    for (uint i=0;i<pos->size();i++) {
        if (min > pos->getValue(i)[axis]) min = pos->getValue(i)[axis];
    }

    return min;
}
示例#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();
    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;
	}*/
}
示例#6
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);
}