#ifndef NOTCL #include #include // #include "incvis.hpp" #include #include namespace netgen { // #include "meshdoc.hpp" MeshDoctorParameters meshdoctor; DLL_HEADER extern shared_ptr mesh; VisualSceneMeshDoctor :: VisualSceneMeshDoctor () : VisualScene() { filledlist = 0; outlinelist = 0; edgelist = 0; selelement = 0; locpi = 1; selpoint = 0; selpoint2 = 0; markedgedist = 1; UpdateTables (); } VisualSceneMeshDoctor :: ~VisualSceneMeshDoctor () { ; } void VisualSceneMeshDoctor :: DrawScene () { if (!mesh) return; int hchval = mesh->GetNP() + mesh->GetNE() + mesh->GetNSE(); if (changeval != hchval) { changeval = hchval; BuildScene(); } glClearColor(backcolor, backcolor, backcolor, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable (GL_COLOR_MATERIAL); glColor3f (1.0f, 1.0f, 1.0f); glLineWidth (1.0f); SetLight(); glPushMatrix(); glMultMatrixd (transformationmat); glInitNames (); glPushName (0); glPolygonOffset (1, 1); glEnable (GL_POLYGON_OFFSET_FILL); SetClippingPlane (); if (vispar.drawfilledtrigs) glCallList (filledlist); glDisable (GL_POLYGON_OFFSET_FILL); if (vispar.drawoutline) glCallList (outlinelist); glPolygonOffset (-1, -1); glEnable (GL_POLYGON_OFFSET_LINE); if (vispar.drawedges) glCallList (edgelist); glDisable (GL_POLYGON_OFFSET_LINE); glPopName(); if (selpoint > 0 && selpoint <= mesh->GetNP()) { GLfloat matcolblue[] = { 0, 0, 1, 1 }; glPointSize (10); glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolblue); glBegin (GL_POINTS); const Point3d p = mesh->Point(selpoint); glVertex3f (p.X(), p.Y(), p.Z()); glEnd(); } glDisable(GL_CLIP_PLANE0); glPopMatrix(); glFinish(); } void VisualSceneMeshDoctor :: BuildScene (int zoomall) { if (zoomall) { Point3d pmin, pmax; mesh->GetBox (pmin, pmax, -1); if (vispar.centerpoint) center = mesh->Point (vispar.centerpoint); else center = Center (pmin, pmax); rad = 0.5 * Dist (pmin, pmax); glEnable (GL_NORMALIZE); CalcTransformationMatrices(); } if (filledlist) { glDeleteLists (filledlist, 1); glDeleteLists (outlinelist, 1); glDeleteLists (edgelist, 1); } filledlist = glGenLists (1); glNewList (filledlist, GL_COMPILE); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glLineWidth (1.0f); glDisable (GL_COLOR_MATERIAL); for (int i = 1; i <= mesh->GetNSE(); i++) { glLoadName (i); // copy to be thread-safe // Element2d el = mesh->SurfaceElement (i); Element2d el = (*mesh)[SurfaceElementIndex(i-1)]; int drawel = 1; for (int j = 1; j <= el.GetNP(); j++) { if (!el.PNum(j)) drawel = 0; } if (!drawel) continue; GLfloat matcol[] = { 0, 1, 0, 1 }; GLfloat matcolsel[] = { 1, 0, 0, 1 }; if (i == selelement) glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel); else glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol); if (el.GetNP() == 3) { glBegin (GL_TRIANGLES); const Point3d & lp1 = mesh->Point (el.PNum(1)); const Point3d & lp2 = mesh->Point (el.PNum(2)); const Point3d & lp3 = mesh->Point (el.PNum(3)); Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3)); n /= (n.Length()+1e-12); glNormal3d (n.X(), n.Y(), n.Z()); if (!vispar.colormeshsize) { glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); } else { double h1 = mesh->GetH (lp1); double h2 = mesh->GetH (lp2); double h3 = mesh->GetH (lp3); SetOpenGlColor (h1, 0.1, 10); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); SetOpenGlColor (h2, 0.1, 10); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); SetOpenGlColor (h3, 0.1, 10); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); } glEnd(); } else if (el.GetNP() == 4) { glBegin (GL_QUADS); const Point3d & lp1 = mesh->Point (el.PNum(1)); const Point3d & lp2 = mesh->Point (el.PNum(2)); const Point3d & lp3 = mesh->Point (el.PNum(4)); const Point3d & lp4 = mesh->Point (el.PNum(3)); Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, Center (lp3, lp4))); n /= (n.Length()+1e-12); glNormal3d (n.X(), n.Y(), n.Z()); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp4.X(), lp4.Y(), lp4.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); glEnd(); } else if (el.GetNP() == 6) { glBegin (GL_TRIANGLES); static int trigs[4][3] = { { 1, 6, 5 }, { 2, 4, 6 }, { 3, 5, 4 }, { 4, 5, 6 } }; for (int j = 0; j < 4; j++) { const Point3d & lp1 = mesh->Point (el.PNum(trigs[j][0])); const Point3d & lp2 = mesh->Point (el.PNum(trigs[j][1])); const Point3d & lp3 = mesh->Point (el.PNum(trigs[j][2])); Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3)); n /= (n.Length() + 1e-12); glNormal3d (n.X(), n.Y(), n.Z()); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); } glEnd(); } } glLoadName (0); glEndList (); outlinelist = glGenLists (1); glNewList (outlinelist, GL_COMPILE); glLineWidth (1.0f); glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); glColor3f (0.0f, 0.0f, 0.0f); glEnable (GL_COLOR_MATERIAL); for (int i = 1; i <= mesh->GetNSE(); i++) { Element2d el = (*mesh)[SurfaceElementIndex(i-1)]; int drawel = 1; for (int j = 1; j <= el.GetNP(); j++) { if (!el.PNum(j)) drawel = 0; } if (!drawel) continue; if (el.GetNP() == 3) { glBegin (GL_TRIANGLES); const Point3d & lp1 = mesh->Point (el.PNum(1)); const Point3d & lp2 = mesh->Point (el.PNum(2)); const Point3d & lp3 = mesh->Point (el.PNum(3)); Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3)); n /= (n.Length() + 1e-12); glNormal3d (n.X(), n.Y(), n.Z()); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); glEnd(); } else if (el.GetNP() == 4) { glBegin (GL_QUADS); const Point3d & lp1 = mesh->Point (el.PNum(1)); const Point3d & lp2 = mesh->Point (el.PNum(2)); const Point3d & lp3 = mesh->Point (el.PNum(4)); const Point3d & lp4 = mesh->Point (el.PNum(3)); Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, Center (lp3, lp4))); n /= (n.Length() + 1e-12); glNormal3d (n.X(), n.Y(), n.Z()); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp4.X(), lp4.Y(), lp4.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); glEnd(); } else if (el.GetNP() == 6) { glBegin (GL_LINES); const Point3d & lp1 = mesh->Point (el.PNum(1)); const Point3d & lp2 = mesh->Point (el.PNum(2)); const Point3d & lp3 = mesh->Point (el.PNum(3)); const Point3d & lp4 = mesh->Point (el.PNum(4)); const Point3d & lp5 = mesh->Point (el.PNum(5)); const Point3d & lp6 = mesh->Point (el.PNum(6)); Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3)); n /= (n.Length()+1e-12); glNormal3d (n.X(), n.Y(), n.Z()); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp6.X(), lp6.Y(), lp6.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp6.X(), lp6.Y(), lp6.Z()); glVertex3d (lp1.X(), lp1.Y(), lp1.Z()); glVertex3d (lp5.X(), lp5.Y(), lp5.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); glVertex3d (lp5.X(), lp5.Y(), lp5.Z()); glVertex3d (lp2.X(), lp2.Y(), lp2.Z()); glVertex3d (lp4.X(), lp4.Y(), lp4.Z()); glVertex3d (lp3.X(), lp3.Y(), lp3.Z()); glVertex3d (lp4.X(), lp4.Y(), lp4.Z()); glEnd(); } } glLoadName (0); glEndList (); edgelist = glGenLists (1); glNewList (edgelist, GL_COMPILE); glDisable (GL_COLOR_MATERIAL); GLfloat matcoledge[] = { 0, 0, 1, 1 }; GLfloat matcolseledge[] = { 1, 0, 1, 1 }; glLineWidth (2.0f); for (int i = 1; i <= mesh->GetNSeg(); i++) { const Segment & seg = mesh->LineSegment(i); const Point3d & p1 = mesh->Point(seg[0]); const Point3d & p2 = mesh->Point(seg[1]); if (edgedist.Get(seg[0]) <= markedgedist && edgedist.Get(seg[1]) <= markedgedist) { glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolseledge); glLineWidth (4.0f); } else { glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcoledge); glLineWidth (2.0f); } glBegin (GL_LINES); glVertex3f (p1.X(), p1.Y(), p1.Z()); glVertex3f (p2.X(), p2.Y(), p2.Z()); glEnd(); } glLineWidth (1.0f); glEndList (); } void VisualSceneMeshDoctor :: MouseDblClick (int px, int py) { cout << "dblclick: " << px << " - " << py << endl; int i, hits; // select surface triangle by mouse click GLuint selbuf[10000]; glSelectBuffer (10000, selbuf); glRenderMode (GL_SELECT); GLint viewport[4]; glGetIntegerv (GL_VIEWPORT, viewport); 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(); glMultMatrixd (transformationmat); glInitNames(); glPushName (1); glPolygonOffset (1, 1); glEnable (GL_POLYGON_OFFSET_FILL); glCallList (filledlist); glDisable (GL_POLYGON_OFFSET_FILL); glPopName(); glMatrixMode (GL_PROJECTION); glPopMatrix(); glMatrixMode (GL_MODELVIEW); glPopMatrix(); glFlush(); hits = glRenderMode (GL_RENDER); cout << "hits = " << hits << endl; int minname = 0; GLuint mindepth = 0; for (i = 0; i < hits; i++) { int curname = selbuf[4*i+3]; GLuint curdepth = selbuf[4*i+1]; if (curname && (curdepth < mindepth || !minname)) { mindepth = curdepth; minname = curname; } } cout << "clicked element: " << minname << endl; ClickElement (minname); BuildScene (); } void VisualSceneMeshDoctor :: SetMarkEdgeDist (int dist) { markedgedist = dist; BuildScene(); } void VisualSceneMeshDoctor :: ClickElement (int elnr) { selelement = elnr; int oldlocpi = locpi; locpi = locpi % 3 + 1; if (selelement > 0 && selelement <= mesh->GetNSE()) { SurfaceElementIndex sei(elnr-1); selpoint = (*mesh)[sei].PNum(locpi); selpoint2 = (*mesh)[sei].PNum(oldlocpi); cout << "selpts = " << selpoint << ", " << selpoint2 << endl; } UpdateTables(); } void VisualSceneMeshDoctor :: UpdateTables () { if (!mesh) return; edgedist.SetSize(mesh->GetNP()); int i, changed; for (i = 1; i <= mesh->GetNP(); i++) edgedist.Elem(i) = 10000; for (i = 1; i <= mesh->GetNSeg(); i++) { const Segment & seg = mesh->LineSegment(i); if ( (seg[0] == selpoint && seg[1] == selpoint2) || (seg[1] == selpoint && seg[0] == selpoint2) ) { edgedist.Elem(selpoint) = 1; edgedist.Elem(selpoint2) = 1; } } do { changed = 0; for (i = 1; i <= mesh->GetNSeg(); i++) { const Segment & seg = mesh->LineSegment(i); int edist = min2 (edgedist.Get(seg[0]), edgedist.Get(seg[1])); edist++; if (edgedist.Get(seg[0]) > edist) { edgedist.Elem(seg[0]) = edist; changed = 1; } if (edgedist.Get(seg[1]) > edist) { edgedist.Elem(seg[1]) = edist; changed = 1; } } } while (changed); } int VisualSceneMeshDoctor :: IsSegmentMarked (int segnr) const { const Segment & seg = mesh->LineSegment(segnr); return (edgedist.Get(seg[0]) <= markedgedist && edgedist.Get(seg[1]) <= markedgedist); } } #endif // NOTCL