mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-12 00:59:16 +05:00
1213 lines
30 KiB
C++
1213 lines
30 KiB
C++
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#include <mystdlib.h>
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#include <myadt.hpp>
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#include <linalg.hpp>
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#include <stlgeom.hpp>
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#include <meshing.hpp>
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#include <visual.hpp>
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#include "vsstl.hpp"
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namespace netgen
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{
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/*
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//mmm
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#include "stlgeom/modeller.hpp"
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*/
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/* *********************** Draw STL Geometry **************** */
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extern STLGeometry * stlgeometry;
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extern AutoPtr<Mesh> mesh;
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// #include "../../ngtcltk/mvdraw.hpp"
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VisualSceneSTLMeshing :: VisualSceneSTLMeshing ()
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: VisualScene()
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{
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selecttrig = 0;
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nodeofseltrig = 1;
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stlgeometry->SetSelectTrig(selecttrig);
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stlgeometry->SetNodeOfSelTrig(nodeofseltrig);
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}
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VisualSceneSTLMeshing :: ~VisualSceneSTLMeshing ()
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{
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;
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}
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void VisualSceneSTLMeshing :: DrawScene ()
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{
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int i, j, k;
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if (changeval != stlgeometry->GetNT())
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BuildScene();
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changeval = stlgeometry->GetNT();
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int colormeshsize = vispar.colormeshsize;
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double hmin = 0.0, hmax = 1.0;
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if (colormeshsize)
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{
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hmax = -1E50;
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hmin = +1E50;
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double ms;
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for (i = 1; i <= stlgeometry->GetNP(); i++)
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{
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ms = mesh->GetH (stlgeometry->GetPoint(i));
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hmin = min2(hmin,ms);
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hmax = max2(hmax,ms);
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}
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//hmax = mparam.maxh;
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//hmin = mesh->GetMinH (stlgeometry->GetBoundingBox().PMin(),
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// stlgeometry->GetBoundingBox().PMax());
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if (hmin == 0) hmin = 0.1 * hmax;
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//hmax *= 1.1;
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}
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glClearColor(backcolor, backcolor, backcolor, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SetLight();
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glPushMatrix();
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glMultMatrixf (transformationmat);
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SetClippingPlane ();
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glShadeModel (GL_SMOOTH);
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glDisable (GL_COLOR_MATERIAL);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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float mat_spec_col[] = { 1, 1, 1, 1 };
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glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_spec_col);
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double shine = vispar.shininess;
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// double transp = vispar.transp;
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glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine);
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glLogicOp (GL_COPY);
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float mat_colred[] = { 0.9f, 0.0f, 0.0f, 1.0f };
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float mat_colgreen[] = { 0.0f, 0.9f, 0.0f, 1.0f };
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float mat_colblue[] = { 0.1f, 0.1f, 1.0f, 1.0f };
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float mat_colbluegreen[] = { 0.1f, 0.5f, 0.9f, 1.0f };
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// float mat_colpink[] = { 1.0f, 0.1f, 0.5f, 1.0f };
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float mat_colviolet[] = { 1.0f, 0.1f, 1.0f, 1.0f };
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float mat_colbrown[] = { 0.8f, 0.6f, 0.1f, 1.0f };
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// float mat_colorange[] = { 0.9f, 0.7f, 0.1f, 1.0f };
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// float mat_colturquis[] = { 0.0f, 1.0f, 0.8f, 1.0f };
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float mat_colgrey[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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float mat_collred[] = { 1.0f, 0.5f, 0.5f, 1.0f };
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float mat_collgreen[] = { 0.2f, 1.9f, 0.2f, 1.0f };
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float mat_collbrown[] = { 1.0f, 0.8f, 0.3f, 1.0f };
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float mat_collgrey[] = { 0.8f, 0.8f, 0.8f, 1.0f };
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// float mat_colmgrey[] = { 0.4f, 0.4f, 0.4f, 1.0f };
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float mat_colstlbody[] = { 0.0f, 0.0f, 0.8f, 1.0f };
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float mat_colseltrig[] = { 0.7f, 0.7f, 0.3f, 1.0f };
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float mat_colseledge[] = { 0.7f, 0.7f, 1.0f, 1.0f };
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colblue);
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float pgoff = 0.5f;
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glPolygonOffset (pgoff*1, pgoff*1);
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glEnable (GL_POLYGON_OFFSET_FILL);
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glEnable (GL_NORMALIZE);
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/*
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{
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//mmm
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//test modeller
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Modeller model;
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//MoZylinder z1(Point3d(0,0,0),Vec3d(100,0,0),20,0.01);
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//model.Add(&z1);
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//MoZylinder z2(Point3d(50,50,0),Vec3d(0,-100,0),20,0.01);
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//model.Add(&z2);
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MoZylinder z1(Point3d(0,0,0),Vec3d(100,0,0),20,0.01);
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MoZylinder z2(Point3d(50,50,0),Vec3d(0,-100,0),20,0.01);
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MoCombine cb1(&z1,&z2);
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model.Add(&cb1);
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Array<MoTriangle> trigs;
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model.GetTriangles(trigs);
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int i, k;
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glBegin (GL_TRIANGLES);
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for (i = 1; i <= trigs.Size(); i++)
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{
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const MoTriangle & tria = trigs.Get(i);
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glNormal3f (tria.normal.X(),
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tria.normal.Y(),
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tria.normal.Z());
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for (k = 0; k < 3; k++)
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{
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glVertex3f (tria.pts[k].X(),
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tria.pts[k].Y(),
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tria.pts[k].Z());
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}
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}
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glEnd ();
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}
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*/
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if (!stlgeometry->trigsconverted)
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{
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glBegin (GL_TRIANGLES);
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for (j = 1; j <= stlgeometry -> GetNT(); j++)
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{
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/*
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if (j % 10 == seltria)
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glMaterialfv (GL_FRONT_AND_BACK,
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GL_AMBIENT_AND_DIFFUSE, mat_colred);
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*/
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const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
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glNormal3f (n.X(), n.Y(), n.Z());
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/*
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const STLReadTriangle & tria = stlgeometry -> GetReadTriangle(j);
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glNormal3f (tria.normal.X(),
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tria.normal.Y(),
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tria.normal.Z());
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*/
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for (k = 1; k <= 3; k++)
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{
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const Point3d & tp = stlgeometry->GetPoint(stlgeometry->GetTriangle(j).PNum(k));
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glVertex3f (tp.X(), tp.Y(), tp.Z());
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}
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/*
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if (j%10 == seltria)
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glMaterialfv (GL_FRONT_AND_BACK,
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GL_AMBIENT_AND_DIFFUSE, mat_colblue);
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*/
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}
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glEnd ();
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glDisable (GL_POLYGON_OFFSET_FILL);
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int showtrias = vispar.stlshowtrias;
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if (showtrias)
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{
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float mat_coll[] = { 0.2f, 0.2f, 0.2f, 1.f };
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glEnable (GL_NORMALIZE);
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glBegin (GL_TRIANGLES);
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for (j = 1; j <= stlgeometry -> GetNT(); j++)
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{
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const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
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glNormal3f (n.X(), n.Y(), n.Z());
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/*
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const STLReadTriangle & tria = stlgeometry -> GetReadTriangle(j);
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glNormal3f (tria.normal.X(),
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tria.normal.Y(),
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tria.normal.Z());
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*/
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for (k = 1; k <= 3; k++)
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{
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const Point3d & tp =
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stlgeometry->GetPoint(stlgeometry->GetTriangle(j).PNum(k));
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glVertex3f (tp.X(), tp.Y(), tp.Z());
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}
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/*
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for (k = 0; k < 3; k++)
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{
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glVertex3f (tria.pts[k].X(),
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tria.pts[k].Y(),
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tria.pts[k].Z());
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}
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*/
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}
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glEnd ();
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}
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}
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else
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{
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int showfilledtrias = vispar.stlshowfilledtrias;
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//(*mycout) << "in " << showfilledtrias << ", NT=" << stlgeometry -> GetNT() << endl;
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int chartnumber;
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if (vispar.stlshowmarktrias)
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chartnumber = vispar.stlchartnumber + vispar.stlchartnumberoffset;
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else
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chartnumber = stlgeometry->GetMeshChartNr();
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if (showfilledtrias)
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{
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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if (colormeshsize)
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glEnable (GL_COLOR_MATERIAL);
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glPolygonOffset (pgoff*4, pgoff*4);
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glEnable (GL_POLYGON_OFFSET_FILL);
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glEnable (GL_NORMALIZE);
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glBegin (GL_TRIANGLES);
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int selt = stlgeometry -> GetSelectTrig();
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if (stldoctor.selectmode != 0)
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{selt = 0; } //do not show selected triangle!!!!
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colstlbody);
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for (j = 1; j <= stlgeometry -> GetNT(); j++)
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{
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if (stldoctor.showvicinity && !stlgeometry->Vicinity(j)) {continue;}
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if (j == selt)
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{
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colseltrig);
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}
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else if (j == selt+1)
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{
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colstlbody);
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}
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const STLTriangle& st = stlgeometry -> GetTriangle(j);
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const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
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glNormal3f (n.X(), n.Y(), n.Z());
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/*
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const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(j);
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glNormal3f (tria.normal.X(),
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tria.normal.Y(),
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tria.normal.Z());
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*/
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for (k = 0; k < 3; k++)
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{
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const Point3d & p = stlgeometry->GetPoint(st[k]);
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if (colormeshsize)
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{
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SetOpenGlColor (mesh->GetH (p), hmin, hmax, 1);
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}
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glVertex3f (p.X(), p.Y(), p.Z());
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}
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}
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glEnd ();
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}
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int foundseltrig = stlgeometry -> GetSelectTrig();
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if (foundseltrig == 0 || foundseltrig > stlgeometry->GetNT() ||
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(stldoctor.showvicinity && !stlgeometry->Vicinity(foundseltrig)))
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{foundseltrig = 0;}
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if (foundseltrig)
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{
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glPolygonOffset (pgoff*0, 0);
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glEnable (GL_POLYGON_OFFSET_FILL);
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//glDisable (GL_POLYGON_OFFSET_FILL);
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colseledge);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glEnable (GL_NORMALIZE);
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if (stldoctor.selectmode == 2)
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{
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//point
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const STLTriangle& st = stlgeometry -> GetTriangle(foundseltrig);
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const Point3d & p1 = stlgeometry->GetPoint(st[0]);
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const Point3d & p2 = stlgeometry->GetPoint(st[1]);
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const Point3d & p3 = stlgeometry->GetPoint(st[2]);
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double cs = (Dist(p1,p2)+Dist(p2,p3)+Dist(p3,p1))/100.;
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const Point3d & p = stlgeometry->GetPoint(st[nodeofseltrig-1]);
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glLineWidth (4);
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glBegin (GL_LINES);
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glVertex3f(p.X()+cs, p.Y()+cs, p.Z()+cs);
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glVertex3f(p.X()-cs, p.Y()-cs, p.Z()-cs);
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glVertex3f(p.X()-cs, p.Y()+cs, p.Z()+cs);
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glVertex3f(p.X()+cs, p.Y()-cs, p.Z()-cs);
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glVertex3f(p.X()-cs, p.Y()+cs, p.Z()+cs);
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glVertex3f(p.X()+cs, p.Y()-cs, p.Z()-cs);
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glVertex3f(p.X()+cs, p.Y()-cs, p.Z()+cs);
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glVertex3f(p.X()-cs, p.Y()+cs, p.Z()-cs);
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glEnd ();
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glLineWidth (1);
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}
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else if (stldoctor.selectmode == 1 ||
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stldoctor.selectmode == 3 ||
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stldoctor.selectmode == 4)
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{
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//multiedge
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const Array<twoint>& me = stlgeometry->SelectedMultiEdge();
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if (stlgeometry->GetSelectTrig() > 0 &&
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stlgeometry->GetSelectTrig() <= stlgeometry->GetNT() &&
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me.Size())
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{
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int en = stlgeometry->EdgeDataList().GetEdgeNum(me.Get(1).i1,me.Get(1).i2);
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int status = stlgeometry->EdgeDataList().Get(en).GetStatus();
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switch (status)
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{
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case ED_CONFIRMED:
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glMaterialfv (GL_FRONT_AND_BACK,
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GL_AMBIENT_AND_DIFFUSE, mat_collgreen);
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break;
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case ED_CANDIDATE:
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glMaterialfv (GL_FRONT_AND_BACK,
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GL_AMBIENT_AND_DIFFUSE, mat_collbrown);
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break;
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case ED_EXCLUDED:
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_collred);
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break;
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}
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glLineWidth (2);
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glBegin (GL_LINES);
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for (j = 1; j <= me.Size(); j++)
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{
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Point3d p1 = stlgeometry->GetPoint(me.Get(j).i1);
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Point3d p2 = stlgeometry->GetPoint(me.Get(j).i2);
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glVertex3f(p1.X(), p1.Y(), p1.Z());
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glVertex3f(p2.X(), p2.Y(), p2.Z());
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}
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glEnd ();
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||
|
glLineWidth (1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int showmarktrias = vispar.stlshowmarktrias || vispar.stlshowactivechart;
|
||
|
|
||
|
if (stldoctor.showmarkedtrigs)
|
||
|
{
|
||
|
//(*mycout) << "marked" << endl;
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); //GL_LINE
|
||
|
glPolygonOffset (pgoff*1, pgoff*1);
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colbluegreen);
|
||
|
glEnable (GL_NORMALIZE);
|
||
|
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
|
||
|
for (j = 1; j <= stlgeometry -> GetNT(); j++)
|
||
|
{
|
||
|
if (stldoctor.showvicinity && !stlgeometry->Vicinity(j))
|
||
|
{continue;}
|
||
|
|
||
|
if (!stlgeometry->IsMarkedTrig(j))
|
||
|
{continue;}
|
||
|
|
||
|
const STLTriangle& st = stlgeometry -> GetTriangle(j);
|
||
|
|
||
|
const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
|
||
|
glNormal3f (n.X(), n.Y(), n.Z());
|
||
|
/*
|
||
|
const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(j);
|
||
|
glNormal3f (tria.normal.X(),
|
||
|
tria.normal.Y(),
|
||
|
tria.normal.Z());
|
||
|
*/
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
const Point3d & p = stlgeometry->GetPoint(st[k]);
|
||
|
glVertex3f (p.X(), p.Y(), p.Z());
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
|
||
|
//show OpenSegments on original geometry
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colviolet);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
||
|
glPolygonOffset (pgoff*1, 1);
|
||
|
|
||
|
glEnable (GL_NORMALIZE);
|
||
|
|
||
|
glBegin (GL_LINES);
|
||
|
|
||
|
if (stlgeometry->GetNMarkedSegs())
|
||
|
{
|
||
|
Point<3> p1,p2;
|
||
|
for (j = 1; j <= stlgeometry -> GetNMarkedSegs(); j++)
|
||
|
{
|
||
|
stlgeometry->GetMarkedSeg(j,p1,p2);
|
||
|
glVertex3dv(&p1(0));
|
||
|
glVertex3dv(&p2(0));
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
|
||
|
if (stldoctor.showfaces)
|
||
|
{
|
||
|
int facenumber = vispar.stlchartnumber + vispar.stlchartnumberoffset;
|
||
|
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
||
|
glPolygonOffset (pgoff*3, 3);
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_collgrey);
|
||
|
glEnable (GL_NORMALIZE);
|
||
|
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
|
||
|
for (j = 1; j <= stlgeometry -> GetNT(); j++)
|
||
|
{
|
||
|
if (stldoctor.showvicinity && !stlgeometry->Vicinity(j))
|
||
|
{continue;}
|
||
|
|
||
|
//(*mycout) << " facenum = " << stlgeometry->GetTriangle(j).GetFaceNum() << " ";
|
||
|
if (stlgeometry->GetTriangle(j).GetFaceNum() != facenumber)
|
||
|
{continue;}
|
||
|
|
||
|
const STLTriangle& st = stlgeometry -> GetTriangle(j);
|
||
|
|
||
|
const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
|
||
|
glNormal3f (n.X(), n.Y(), n.Z());
|
||
|
/*
|
||
|
const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(j);
|
||
|
glNormal3f (tria.normal.X(),
|
||
|
tria.normal.Y(),
|
||
|
tria.normal.Z());
|
||
|
*/
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
Point3d p = stlgeometry->GetPoint(st[k]);
|
||
|
glVertex3f (p.X(), p.Y(), p.Z());
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
if (showmarktrias && stlgeometry->AtlasMade())
|
||
|
{
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
||
|
glPolygonOffset (pgoff*3, 3);
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
|
||
|
if (chartnumber >= 1 && chartnumber <= stlgeometry->GetNOCharts())
|
||
|
{
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colbrown);
|
||
|
const STLChart& chart = stlgeometry->GetChart(chartnumber);
|
||
|
for (j = 1; j <= chart.GetNChartT(); j++)
|
||
|
{
|
||
|
/*
|
||
|
if (j == charttrignumber)
|
||
|
{glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colred);}
|
||
|
else
|
||
|
{glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colbrown);}
|
||
|
*/
|
||
|
const STLTriangle& st = stlgeometry -> GetTriangle(chart.GetChartTrig(j));
|
||
|
|
||
|
|
||
|
const Vec3d & n = stlgeometry->GetTriangle(chart.GetChartTrig(j)).Normal();
|
||
|
glNormal3f (n.X(), n.Y(), n.Z());
|
||
|
/*
|
||
|
const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(chart.GetChartTrig(j));
|
||
|
glNormal3f (tria.normal.X(),
|
||
|
tria.normal.Y(),
|
||
|
tria.normal.Z());
|
||
|
*/
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
glVertex3f (stlgeometry->GetPoint(st[k])(0),
|
||
|
stlgeometry->GetPoint(st[k])(1),
|
||
|
stlgeometry->GetPoint(st[k])(2));
|
||
|
}
|
||
|
}
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colgreen);
|
||
|
|
||
|
for (j = 1; j <= chart.GetNOuterT(); j++)
|
||
|
{
|
||
|
|
||
|
const STLTriangle& st = stlgeometry -> GetTriangle(chart.GetOuterTrig(j));
|
||
|
|
||
|
const Vec3d & n = stlgeometry->GetTriangle(chart.GetOuterTrig(j)).Normal();
|
||
|
glNormal3f (n.X(), n.Y(), n.Z());
|
||
|
|
||
|
|
||
|
/*
|
||
|
const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(chart.GetOuterTrig(j));
|
||
|
glNormal3f (tria.normal.X(),
|
||
|
tria.normal.Y(),
|
||
|
tria.normal.Z());
|
||
|
*/
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
glVertex3f (stlgeometry->GetPoint(st[k])(0),
|
||
|
stlgeometry->GetPoint(st[k])(1),
|
||
|
stlgeometry->GetPoint(st[k])(2));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
int showtrias = vispar.stlshowtrias;
|
||
|
|
||
|
if (showtrias)
|
||
|
{
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colgrey);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
||
|
glPolygonOffset (pgoff*2, 2);
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
glEnable (GL_NORMALIZE);
|
||
|
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
|
||
|
for (j = 1; j <= stlgeometry -> GetNT(); j++)
|
||
|
{
|
||
|
if (stldoctor.showvicinity && !stlgeometry->Vicinity(j)) {continue;}
|
||
|
|
||
|
const STLTriangle& st = stlgeometry -> GetTriangle(j);
|
||
|
|
||
|
const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
|
||
|
glNormal3f (n.X(), n.Y(), n.Z());
|
||
|
/*
|
||
|
const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(j);
|
||
|
glNormal3f (tria.normal.X(),
|
||
|
tria.normal.Y(),
|
||
|
tria.normal.Z());
|
||
|
*/
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
glVertex3f (stlgeometry->GetPoint(st[k])(0),
|
||
|
stlgeometry->GetPoint(st[k])(1),
|
||
|
stlgeometry->GetPoint(st[k])(2));
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
int showedges = vispar.stlshowedges;
|
||
|
|
||
|
if (showedges)
|
||
|
{
|
||
|
glPolygonOffset (pgoff*1, 1);
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
//glDisable (GL_POLYGON_OFFSET_FILL);
|
||
|
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colgreen);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
||
|
|
||
|
glEnable (GL_NORMALIZE);
|
||
|
|
||
|
glBegin (GL_LINES);
|
||
|
|
||
|
/*
|
||
|
if (stldoctor.useexternaledges)
|
||
|
{
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colorange);
|
||
|
for (j = 1; j <= stlgeometry -> NOExternalEdges(); j++)
|
||
|
{
|
||
|
twoint v = stlgeometry->GetExternalEdge(j);
|
||
|
Point3d p1 = stlgeometry->GetPoint(v.i1);
|
||
|
Point3d p2 = stlgeometry->GetPoint(v.i2);
|
||
|
|
||
|
Vec3d n1 = stlgeometry->GetNormal(v.i1);
|
||
|
Vec3d n2 = stlgeometry->GetNormal(v.i2);
|
||
|
|
||
|
glNormal3f(n1.X(), n1.Y(), n1.Z());
|
||
|
glVertex3f(p1.X(), p1.Y(), p1.Z());
|
||
|
glNormal3f(n2.X(), n2.Y(), n2.Z());
|
||
|
glVertex3f(p2.X(), p2.Y(), p2.Z());
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
if (!stlgeometry->meshlines.Size() || !stldoctor.drawmeshededges)
|
||
|
{
|
||
|
/*
|
||
|
for (j = 1; j <= stlgeometry -> GetNE(); j++)
|
||
|
{
|
||
|
STLEdge v = stlgeometry->GetEdge(j);
|
||
|
Point3d p1 = stlgeometry->GetPoint(v.pts[0]);
|
||
|
Point3d p2 = stlgeometry->GetPoint(v.pts[1]);
|
||
|
|
||
|
Vec3d n1 = stlgeometry->GetNormal(v.pts[0]);
|
||
|
Vec3d n2 = stlgeometry->GetNormal(v.pts[1]);
|
||
|
|
||
|
glNormal3f(n1.X(), n1.Y(), n1.Z());
|
||
|
glVertex3f(p1.X(), p1.Y(), p1.Z());
|
||
|
glNormal3f(n2.X(), n2.Y(), n2.Z());
|
||
|
glVertex3f(p2.X(), p2.Y(), p2.Z());
|
||
|
}
|
||
|
*/
|
||
|
const STLEdgeDataList& ed = stlgeometry->EdgeDataList();
|
||
|
for (i = 1; i <= ed.Size(); i++)
|
||
|
{
|
||
|
if (ed.Get(i).GetStatus() != ED_UNDEFINED)
|
||
|
{
|
||
|
switch (ed.Get(i).GetStatus())
|
||
|
{
|
||
|
case ED_CONFIRMED:
|
||
|
glMaterialfv (GL_FRONT_AND_BACK,
|
||
|
GL_AMBIENT_AND_DIFFUSE, mat_colgreen);
|
||
|
break;
|
||
|
case ED_CANDIDATE:
|
||
|
glMaterialfv (GL_FRONT_AND_BACK,
|
||
|
GL_AMBIENT_AND_DIFFUSE, mat_colbrown);
|
||
|
break;
|
||
|
case ED_EXCLUDED:
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colred);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (ed.Get(i).GetStatus() == ED_EXCLUDED && !stldoctor.showexcluded) continue;
|
||
|
|
||
|
Point3d p1 = stlgeometry->GetPoint(ed.Get(i).PNum(1));
|
||
|
Point3d p2 = stlgeometry->GetPoint(ed.Get(i).PNum(2));
|
||
|
glVertex3f(p1.X(), p1.Y(), p1.Z());
|
||
|
glVertex3f(p2.X(), p2.Y(), p2.Z());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
else
|
||
|
if (stlgeometry->meshlines.Size() == 0)
|
||
|
{
|
||
|
for (j = 1; j <= stlgeometry->GetNLines(); j++)
|
||
|
{
|
||
|
STLLine* line = stlgeometry->GetLine(j);
|
||
|
int pn1, pn2;
|
||
|
for (int k = 1; k <= line->NP()-1; k++)
|
||
|
{
|
||
|
pn1 = line->PNum(k);
|
||
|
pn2 = line->PNum(k+1);
|
||
|
|
||
|
Point3d p1 = stlgeometry->GetPoint(pn1);
|
||
|
Point3d p2 = stlgeometry->GetPoint(pn2);
|
||
|
|
||
|
Vec3d n1 = stlgeometry->GetNormal(pn1);
|
||
|
Vec3d n2 = stlgeometry->GetNormal(pn2);
|
||
|
|
||
|
glNormal3f(n1.X(), n1.Y(), n1.Z());
|
||
|
glVertex3f(p1.X(), p1.Y(), p1.Z());
|
||
|
glNormal3f(n2.X(), n2.Y(), n2.Z());
|
||
|
glVertex3f(p2.X(), p2.Y(), p2.Z());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
else if (stlgeometry->meshlines.Size() != 0)
|
||
|
{
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colgreen);
|
||
|
for (j = 1; j <= stlgeometry->meshlines.Size(); j++)
|
||
|
{
|
||
|
STLLine* line = stlgeometry->meshlines.Get(j);
|
||
|
int pn1, pn2;
|
||
|
for (int k = 1; k <= line->NP()-1; k++)
|
||
|
{
|
||
|
pn1 = line->PNum(k);
|
||
|
pn2 = line->PNum(k+1);
|
||
|
|
||
|
Point3d p1 = stlgeometry->meshpoints.Get(pn1);
|
||
|
Point3d p2 = stlgeometry->meshpoints.Get(pn2);
|
||
|
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colgreen);
|
||
|
glVertex3f(p1.X(), p1.Y(), p1.Z());
|
||
|
glVertex3f(p2.X(), p2.Y(), p2.Z());
|
||
|
|
||
|
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colred);
|
||
|
double cs = 0.02*Dist(p1,p2);
|
||
|
glVertex3f(p1.X()+cs, p1.Y()+cs, p1.Z()+cs);
|
||
|
glVertex3f(p1.X()-cs, p1.Y()-cs, p1.Z()-cs);
|
||
|
glVertex3f(p2.X()+cs, p2.Y()+cs, p2.Z()+cs);
|
||
|
glVertex3f(p2.X()-cs, p2.Y()-cs, p2.Z()-cs);
|
||
|
|
||
|
glVertex3f(p1.X()-cs, p1.Y()+cs, p1.Z()+cs);
|
||
|
glVertex3f(p1.X()+cs, p1.Y()-cs, p1.Z()-cs);
|
||
|
glVertex3f(p2.X()-cs, p2.Y()+cs, p2.Z()+cs);
|
||
|
glVertex3f(p2.X()+cs, p2.Y()-cs, p2.Z()-cs);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
if (stldoctor.showedgecornerpoints && stlgeometry->LineEndPointsSet())
|
||
|
{
|
||
|
glPointSize (5);
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_colred);
|
||
|
glBegin (GL_POINTS);
|
||
|
for (i = 1; i <= stlgeometry->GetNP(); i++)
|
||
|
{
|
||
|
if (stlgeometry->IsLineEndPoint(i))
|
||
|
{
|
||
|
const Point3d p = stlgeometry->GetPoint(i);
|
||
|
glVertex3f (p.X(), p.Y(), p.Z());
|
||
|
}
|
||
|
}
|
||
|
glEnd();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
if (vispar.colormeshsize)
|
||
|
DrawColorBar (hmin, hmax, 1);
|
||
|
|
||
|
glFinish();
|
||
|
}
|
||
|
|
||
|
|
||
|
void VisualSceneSTLMeshing :: BuildScene (int zoomall)
|
||
|
{
|
||
|
if (selecttrig && zoomall == 2)
|
||
|
center = stlgeometry -> GetPoint ( stlgeometry->GetTriangle(selecttrig).PNum(nodeofseltrig));
|
||
|
else
|
||
|
center = stlgeometry -> GetBoundingBox().Center();
|
||
|
|
||
|
rad = stlgeometry -> GetBoundingBox().Diam() / 2;
|
||
|
|
||
|
CalcTransformationMatrices();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void VisualSceneSTLMeshing :: MouseDblClick (int px, int py)
|
||
|
{
|
||
|
// (*mycout) << "dblclick: " << px << " - " << py << endl;
|
||
|
|
||
|
|
||
|
int i, j, k, hits;
|
||
|
|
||
|
// select surface triangle by mouse click
|
||
|
|
||
|
GLuint selbuf[10000];
|
||
|
glSelectBuffer (10000, selbuf);
|
||
|
|
||
|
|
||
|
glRenderMode (GL_SELECT);
|
||
|
|
||
|
GLint viewport[4];
|
||
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
||
|
|
||
|
/*
|
||
|
(*mycout) << "viewport = " << viewport[0] << " "
|
||
|
<< viewport[1] << " " << viewport[2] << " " << viewport[3] << endl;
|
||
|
*/
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPushMatrix();
|
||
|
|
||
|
|
||
|
GLdouble projmat[16];
|
||
|
glGetDoublev (GL_PROJECTION_MATRIX, projmat);
|
||
|
|
||
|
glLoadIdentity();
|
||
|
gluPickMatrix (px, viewport[3] - py, 1, 1, viewport);
|
||
|
glMultMatrixd (projmat);
|
||
|
|
||
|
|
||
|
|
||
|
glClearColor(backcolor, backcolor, backcolor, 1.0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
|
||
|
glPushMatrix();
|
||
|
glMultMatrixf (transformationmat);
|
||
|
|
||
|
|
||
|
glInitNames();
|
||
|
glPushName (1);
|
||
|
|
||
|
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
for (j = 1; j <= stlgeometry -> GetNT(); j++)
|
||
|
{
|
||
|
if (stldoctor.showvicinity && !stlgeometry->Vicinity(j)) {continue;}
|
||
|
|
||
|
const STLTriangle& st = stlgeometry -> GetTriangle(j);
|
||
|
|
||
|
//const STLReadTriangle& tria = stlgeometry -> GetReadTriangle(j);
|
||
|
//glNormal3f (tria.normal.X(), tria.normal.Y(), tria.normal.Z());
|
||
|
|
||
|
if (stldoctor.selectmode == 0)
|
||
|
{
|
||
|
glLoadName (j);
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
Point3d p = stlgeometry->GetPoint(st[k]);
|
||
|
glVertex3f (p.X(), p.Y(), p.Z());
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
else if (stldoctor.selectmode == 1 || stldoctor.selectmode == 3
|
||
|
|| stldoctor.selectmode == 4)
|
||
|
{
|
||
|
Point3d pm = Center(stlgeometry->GetPoint(st[0]),
|
||
|
stlgeometry->GetPoint(st[1]),
|
||
|
stlgeometry->GetPoint(st[2]));
|
||
|
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
glLoadName (j*3+k-2);
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
|
||
|
Point3d p1 = stlgeometry->GetPoint(st[k]);
|
||
|
Point3d p2 = stlgeometry->GetPoint(st[(k+1)%3]);
|
||
|
glVertex3f (p1.X(), p1.Y(), p1.Z());
|
||
|
glVertex3f (p2.X(), p2.Y(), p2.Z());
|
||
|
glVertex3f (pm.X(), pm.Y(), pm.Z());
|
||
|
|
||
|
glEnd ();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Point3d pm1 = Center(stlgeometry->GetPoint(st[0]),
|
||
|
stlgeometry->GetPoint(st[1]));
|
||
|
Point3d pm2 = Center(stlgeometry->GetPoint(st[1]),
|
||
|
stlgeometry->GetPoint(st[2]));
|
||
|
Point3d pm3 = Center(stlgeometry->GetPoint(st[2]),
|
||
|
stlgeometry->GetPoint(st[0]));
|
||
|
|
||
|
Point3d p1 = stlgeometry->GetPoint(st[0]);
|
||
|
Point3d p2 = stlgeometry->GetPoint(st[1]);
|
||
|
Point3d p3 = stlgeometry->GetPoint(st[2]);
|
||
|
|
||
|
glLoadName (j*4-3);
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
glVertex3f (p1.X(), p1.Y(), p1.Z());
|
||
|
glVertex3f (pm1.X(), pm1.Y(), pm1.Z());
|
||
|
glVertex3f (pm3.X(), pm3.Y(), pm3.Z());
|
||
|
glEnd ();
|
||
|
|
||
|
glLoadName (j*4-2);
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
glVertex3f (p2.X(), p2.Y(), p2.Z());
|
||
|
glVertex3f (pm2.X(), pm2.Y(), pm2.Z());
|
||
|
glVertex3f (pm1.X(), pm1.Y(), pm1.Z());
|
||
|
glEnd ();
|
||
|
|
||
|
glLoadName (j*4-1);
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
glVertex3f (p3.X(), p3.Y(), p3.Z());
|
||
|
glVertex3f (pm3.X(), pm3.Y(), pm3.Z());
|
||
|
glVertex3f (pm2.X(), pm2.Y(), pm2.Z());
|
||
|
glEnd ();
|
||
|
|
||
|
glLoadName (j*4);
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
glVertex3f (pm1.X(), pm1.Y(), pm1.Z());
|
||
|
glVertex3f (pm2.X(), pm2.Y(), pm2.Z());
|
||
|
glVertex3f (pm3.X(), pm3.Y(), pm3.Z());
|
||
|
glEnd ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glPopName();
|
||
|
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glFlush();
|
||
|
|
||
|
|
||
|
hits = glRenderMode (GL_RENDER);
|
||
|
|
||
|
// (*mycout) << "hits = " << hits << endl;
|
||
|
|
||
|
//int minrec = -1;
|
||
|
int minname = 0;
|
||
|
GLuint mindepth = 0;
|
||
|
for (i = 0; i < hits; i++)
|
||
|
{
|
||
|
int curname = selbuf[4*i+3];
|
||
|
GLuint curdepth = selbuf[4*i+1];
|
||
|
|
||
|
/*
|
||
|
(*mycout) << selbuf[4*i] << " " << selbuf[4*i+1] << " "
|
||
|
<< selbuf[4*i+2] << " " << selbuf[4*i+3] << endl;
|
||
|
*/
|
||
|
if (curname &&
|
||
|
(curdepth < mindepth || !minname))
|
||
|
{
|
||
|
//minrec = i;
|
||
|
mindepth = curdepth;
|
||
|
minname = curname;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!minname) {return;}
|
||
|
|
||
|
if (stldoctor.selectmode == 0)
|
||
|
{
|
||
|
int oldtrig = selecttrig;
|
||
|
selecttrig = minname;
|
||
|
if (selecttrig == oldtrig)
|
||
|
nodeofseltrig = (nodeofseltrig % 3) + 1;
|
||
|
else
|
||
|
nodeofseltrig = 1;
|
||
|
|
||
|
stlgeometry->SetSelectTrig(selecttrig);
|
||
|
stlgeometry->SetNodeOfSelTrig(nodeofseltrig);
|
||
|
stlgeometry->PrintSelectInfo();
|
||
|
|
||
|
}
|
||
|
else if (stldoctor.selectmode == 1 || stldoctor.selectmode == 3 || stldoctor.selectmode == 4)
|
||
|
{
|
||
|
selecttrig = (minname-1) / 3 + 1;
|
||
|
nodeofseltrig = minname-selecttrig*3+3;
|
||
|
|
||
|
stlgeometry->SetSelectTrig(selecttrig);
|
||
|
stlgeometry->SetNodeOfSelTrig(nodeofseltrig);
|
||
|
stlgeometry->PrintSelectInfo();
|
||
|
|
||
|
if (stldoctor.selectmode == 1)
|
||
|
{
|
||
|
stlgeometry->BuildSelectedEdge(twoint(stlgeometry->GetTriangle(selecttrig).PNumMod(nodeofseltrig),
|
||
|
stlgeometry->GetTriangle(selecttrig).PNumMod(nodeofseltrig+1)));
|
||
|
}
|
||
|
if (stldoctor.selectmode == 3)
|
||
|
{
|
||
|
stlgeometry->BuildSelectedMultiEdge(twoint(stlgeometry->GetTriangle(selecttrig).PNumMod(nodeofseltrig),
|
||
|
stlgeometry->GetTriangle(selecttrig).PNumMod(nodeofseltrig+1)));
|
||
|
}
|
||
|
else if (stldoctor.selectmode == 4)
|
||
|
{
|
||
|
stlgeometry->BuildSelectedCluster(twoint(stlgeometry->GetTriangle(selecttrig).PNumMod(nodeofseltrig),
|
||
|
stlgeometry->GetTriangle(selecttrig).PNumMod(nodeofseltrig+1)));
|
||
|
}
|
||
|
|
||
|
switch (stldoctor.edgeselectmode)
|
||
|
{
|
||
|
case 1: stlgeometry->STLDoctorUndefinedEdge(); break;
|
||
|
case 2: stlgeometry->STLDoctorConfirmEdge(); break;
|
||
|
case 3: stlgeometry->STLDoctorCandidateEdge(); break;
|
||
|
case 4: stlgeometry->STLDoctorExcludeEdge(); break;
|
||
|
default: break;
|
||
|
}
|
||
|
}
|
||
|
else if (stldoctor.selectmode == 2)
|
||
|
{
|
||
|
selecttrig = (minname-1) / 4 + 1;
|
||
|
nodeofseltrig = minname-selecttrig*4+4;
|
||
|
if (nodeofseltrig == 4) {nodeofseltrig = 1;}
|
||
|
|
||
|
stlgeometry->SetSelectTrig(selecttrig);
|
||
|
stlgeometry->SetNodeOfSelTrig(nodeofseltrig);
|
||
|
stlgeometry->PrintSelectInfo();
|
||
|
|
||
|
}
|
||
|
|
||
|
if (stldoctor.showtouchedtrigchart && stlgeometry->AtlasMade() && stlgeometry->GetSelectTrig())
|
||
|
{
|
||
|
vispar.stlchartnumber = stlgeometry->GetChartNr(stlgeometry->GetSelectTrig());
|
||
|
vispar.stlchartnumberoffset = 0;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// VisualSceneSTLMeshing vsstlmeshing;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/* *********************** Draw STL Geometry **************** */
|
||
|
|
||
|
|
||
|
VisualSceneSTLGeometry :: VisualSceneSTLGeometry ()
|
||
|
: VisualScene()
|
||
|
{
|
||
|
;
|
||
|
}
|
||
|
|
||
|
VisualSceneSTLGeometry :: ~VisualSceneSTLGeometry ()
|
||
|
{
|
||
|
;
|
||
|
}
|
||
|
|
||
|
void VisualSceneSTLGeometry :: DrawScene ()
|
||
|
{
|
||
|
if (changeval != stlgeometry->GetNT())
|
||
|
BuildScene();
|
||
|
|
||
|
changeval = stlgeometry->GetNT();
|
||
|
|
||
|
|
||
|
glClearColor(backcolor, backcolor, backcolor, 1.0);
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
SetLight();
|
||
|
|
||
|
|
||
|
glPushMatrix();
|
||
|
glMultMatrixf (transformationmat);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
glShadeModel (GL_SMOOTH);
|
||
|
glDisable (GL_COLOR_MATERIAL);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
||
|
|
||
|
glEnable (GL_BLEND);
|
||
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
|
||
|
double shine = vispar.shininess;
|
||
|
// double transp = vispar.transp;
|
||
|
|
||
|
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine);
|
||
|
glLogicOp (GL_COPY);
|
||
|
|
||
|
|
||
|
float mat_col[] = { 0.2f, 0.2f, 0.8f, 1.0f};
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
|
||
|
|
||
|
glPolygonOffset (1, 1);
|
||
|
glEnable (GL_POLYGON_OFFSET_FILL);
|
||
|
|
||
|
glCallList (trilists.Get(1));
|
||
|
|
||
|
glDisable (GL_POLYGON_OFFSET_FILL);
|
||
|
|
||
|
|
||
|
int showtrias = vispar.showstltrias;
|
||
|
|
||
|
if (showtrias)
|
||
|
{
|
||
|
float mat_coll[] = { 0.2f, 0.2f, 0.2f, 1.0f };
|
||
|
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_coll);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
||
|
|
||
|
glCallList (trilists.Get(1));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
for (j = 1; j <= stlgeometry -> GetNT(); j++)
|
||
|
{
|
||
|
const STLTriangle & tria = stlgeometry -> GetTriangle(j);
|
||
|
glNormal3f (tria.normal.X(),
|
||
|
tria.normal.Y(),
|
||
|
tria.normal.Z());
|
||
|
|
||
|
for (k = 0; k < 3; k++)
|
||
|
{
|
||
|
glVertex3f (tria.pts[k].X(),
|
||
|
tria.pts[k].Y(),
|
||
|
tria.pts[k].Z());
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
glPopMatrix();
|
||
|
glFinish();
|
||
|
}
|
||
|
|
||
|
|
||
|
void VisualSceneSTLGeometry :: BuildScene (int zoomall)
|
||
|
{
|
||
|
// cout << "rebuild stl geometry scene" << endl;
|
||
|
|
||
|
center = stlgeometry -> GetBoundingBox().Center();
|
||
|
rad = stlgeometry -> GetBoundingBox().Diam() / 2;
|
||
|
|
||
|
|
||
|
CalcTransformationMatrices();
|
||
|
|
||
|
for (int i = 1; i <= trilists.Size(); i++)
|
||
|
glDeleteLists (trilists.Elem(i), 1);
|
||
|
trilists.SetSize(0);
|
||
|
|
||
|
|
||
|
trilists.Append (glGenLists (1));
|
||
|
glNewList (trilists.Last(), GL_COMPILE);
|
||
|
|
||
|
glEnable (GL_NORMALIZE);
|
||
|
|
||
|
glBegin (GL_TRIANGLES);
|
||
|
for (int j = 1; j <= stlgeometry -> GetNT(); j++)
|
||
|
{
|
||
|
const Vec3d & n = stlgeometry->GetTriangle(j).Normal();
|
||
|
glNormal3f (n.X(), n.Y(), n.Z());
|
||
|
|
||
|
for (int k = 1; k <= 3; k++)
|
||
|
{
|
||
|
const Point3d & p =
|
||
|
stlgeometry->GetPoint (stlgeometry -> GetTriangle(j).PNum(k));
|
||
|
glVertex3f (p.X(),p.Y(), p.Z());
|
||
|
}
|
||
|
}
|
||
|
glEnd ();
|
||
|
|
||
|
glEndList ();
|
||
|
}
|
||
|
|
||
|
}
|