mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-14 10:08:32 +05:00
573 lines
12 KiB
C++
573 lines
12 KiB
C++
#ifndef NOTCL
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#include <mystdlib.h>
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#include <meshing.hpp>
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// #include "incvis.hpp"
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#include <visual.hpp>
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#include <inctcl.hpp>
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namespace netgen
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{
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// #include "meshdoc.hpp"
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MeshDoctorParameters meshdoctor;
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DLL_HEADER extern shared_ptr<Mesh> mesh;
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VisualSceneMeshDoctor :: VisualSceneMeshDoctor ()
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: VisualScene()
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{
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filledlist = 0;
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outlinelist = 0;
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edgelist = 0;
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selelement = 0;
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locpi = 1;
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selpoint = 0;
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selpoint2 = 0;
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markedgedist = 1;
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UpdateTables ();
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}
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VisualSceneMeshDoctor :: ~VisualSceneMeshDoctor ()
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{
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;
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}
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void VisualSceneMeshDoctor :: DrawScene ()
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{
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if (!mesh) return;
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int hchval = mesh->GetNP() + mesh->GetNE() + mesh->GetNSE();
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if (changeval != hchval)
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{
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changeval = hchval;
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BuildScene();
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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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glEnable (GL_COLOR_MATERIAL);
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glColor3f (1.0f, 1.0f, 1.0f);
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glLineWidth (1.0f);
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SetLight();
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glPushMatrix();
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glMultMatrixd (transformationmat);
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glInitNames ();
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glPushName (0);
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glPolygonOffset (1, 1);
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glEnable (GL_POLYGON_OFFSET_FILL);
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SetClippingPlane ();
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if (vispar.drawfilledtrigs)
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glCallList (filledlist);
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glDisable (GL_POLYGON_OFFSET_FILL);
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if (vispar.drawoutline)
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glCallList (outlinelist);
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glPolygonOffset (-1, -1);
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glEnable (GL_POLYGON_OFFSET_LINE);
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if (vispar.drawedges)
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glCallList (edgelist);
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glDisable (GL_POLYGON_OFFSET_LINE);
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glPopName();
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if (selpoint > 0 && selpoint <= mesh->GetNP())
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{
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GLfloat matcolblue[] = { 0, 0, 1, 1 };
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glPointSize (10);
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, matcolblue);
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glBegin (GL_POINTS);
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const Point3d p = mesh->Point(selpoint);
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glVertex3f (p.X(), p.Y(), p.Z());
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glEnd();
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}
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glDisable(GL_CLIP_PLANE0);
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glPopMatrix();
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glFinish();
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}
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void VisualSceneMeshDoctor :: BuildScene (int zoomall)
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{
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int i, j;
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if (zoomall)
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{
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Point3d pmin, pmax;
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mesh->GetBox (pmin, pmax, -1);
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if (vispar.centerpoint)
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center = mesh->Point (vispar.centerpoint);
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else
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center = Center (pmin, pmax);
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rad = 0.5 * Dist (pmin, pmax);
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glEnable (GL_NORMALIZE);
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CalcTransformationMatrices();
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}
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if (filledlist)
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{
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glDeleteLists (filledlist, 1);
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glDeleteLists (outlinelist, 1);
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glDeleteLists (edgelist, 1);
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}
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filledlist = glGenLists (1);
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glNewList (filledlist, GL_COMPILE);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glLineWidth (1.0f);
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glDisable (GL_COLOR_MATERIAL);
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for (i = 1; i <= mesh->GetNSE(); i++)
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{
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glLoadName (i);
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// copy to be thread-safe
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Element2d el = mesh->SurfaceElement (i);
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int drawel = 1;
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for (j = 1; j <= el.GetNP(); j++)
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{
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if (!el.PNum(j))
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drawel = 0;
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}
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if (!drawel)
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continue;
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GLfloat matcol[] = { 0, 1, 0, 1 };
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GLfloat matcolsel[] = { 1, 0, 0, 1 };
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if (i == selelement)
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcolsel);
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else
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matcol);
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if (el.GetNP() == 3)
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{
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glBegin (GL_TRIANGLES);
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const Point3d & lp1 = mesh->Point (el.PNum(1));
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const Point3d & lp2 = mesh->Point (el.PNum(2));
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const Point3d & lp3 = mesh->Point (el.PNum(3));
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Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
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n /= (n.Length()+1e-12);
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glNormal3d (n.X(), n.Y(), n.Z());
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if (!vispar.colormeshsize)
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{
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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}
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else
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{
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double h1 = mesh->GetH (lp1);
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double h2 = mesh->GetH (lp2);
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double h3 = mesh->GetH (lp3);
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SetOpenGlColor (h1, 0.1, 10);
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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SetOpenGlColor (h2, 0.1, 10);
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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SetOpenGlColor (h3, 0.1, 10);
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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}
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glEnd();
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}
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else if (el.GetNP() == 4)
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{
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glBegin (GL_QUADS);
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const Point3d & lp1 = mesh->Point (el.PNum(1));
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const Point3d & lp2 = mesh->Point (el.PNum(2));
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const Point3d & lp3 = mesh->Point (el.PNum(4));
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const Point3d & lp4 = mesh->Point (el.PNum(3));
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Vec3d n = Cross (Vec3d (lp1, lp2),
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Vec3d (lp1, Center (lp3, lp4)));
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n /= (n.Length()+1e-12);
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glNormal3d (n.X(), n.Y(), n.Z());
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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glEnd();
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}
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else if (el.GetNP() == 6)
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{
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glBegin (GL_TRIANGLES);
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static int trigs[4][3] = {
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{ 1, 6, 5 },
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{ 2, 4, 6 },
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{ 3, 5, 4 },
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{ 4, 5, 6 } };
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for (j = 0; j < 4; j++)
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{
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const Point3d & lp1 = mesh->Point (el.PNum(trigs[j][0]));
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const Point3d & lp2 = mesh->Point (el.PNum(trigs[j][1]));
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const Point3d & lp3 = mesh->Point (el.PNum(trigs[j][2]));
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Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
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n /= (n.Length() + 1e-12);
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glNormal3d (n.X(), n.Y(), n.Z());
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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}
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glEnd();
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}
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}
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glLoadName (0);
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glEndList ();
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outlinelist = glGenLists (1);
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glNewList (outlinelist, GL_COMPILE);
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glLineWidth (1.0f);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glColor3f (0.0f, 0.0f, 0.0f);
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glEnable (GL_COLOR_MATERIAL);
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for (i = 1; i <= mesh->GetNSE(); i++)
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{
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Element2d el = mesh->SurfaceElement(i);
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int drawel = 1;
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for (j = 1; j <= el.GetNP(); j++)
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{
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if (!el.PNum(j))
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drawel = 0;
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}
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if (!drawel)
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continue;
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if (el.GetNP() == 3)
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{
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glBegin (GL_TRIANGLES);
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const Point3d & lp1 = mesh->Point (el.PNum(1));
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const Point3d & lp2 = mesh->Point (el.PNum(2));
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const Point3d & lp3 = mesh->Point (el.PNum(3));
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Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
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n /= (n.Length() + 1e-12);
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glNormal3d (n.X(), n.Y(), n.Z());
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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glEnd();
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}
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else if (el.GetNP() == 4)
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{
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glBegin (GL_QUADS);
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const Point3d & lp1 = mesh->Point (el.PNum(1));
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const Point3d & lp2 = mesh->Point (el.PNum(2));
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const Point3d & lp3 = mesh->Point (el.PNum(4));
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const Point3d & lp4 = mesh->Point (el.PNum(3));
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Vec3d n = Cross (Vec3d (lp1, lp2),
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Vec3d (lp1, Center (lp3, lp4)));
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n /= (n.Length() + 1e-12);
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glNormal3d (n.X(), n.Y(), n.Z());
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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glEnd();
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}
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else if (el.GetNP() == 6)
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{
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glBegin (GL_LINES);
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const Point3d & lp1 = mesh->Point (el.PNum(1));
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const Point3d & lp2 = mesh->Point (el.PNum(2));
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const Point3d & lp3 = mesh->Point (el.PNum(3));
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const Point3d & lp4 = mesh->Point (el.PNum(4));
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const Point3d & lp5 = mesh->Point (el.PNum(5));
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const Point3d & lp6 = mesh->Point (el.PNum(6));
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Vec3d n = Cross (Vec3d (lp1, lp2), Vec3d (lp1, lp3));
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n /= (n.Length()+1e-12);
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glNormal3d (n.X(), n.Y(), n.Z());
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp6.X(), lp6.Y(), lp6.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp6.X(), lp6.Y(), lp6.Z());
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glVertex3d (lp1.X(), lp1.Y(), lp1.Z());
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glVertex3d (lp5.X(), lp5.Y(), lp5.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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glVertex3d (lp5.X(), lp5.Y(), lp5.Z());
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glVertex3d (lp2.X(), lp2.Y(), lp2.Z());
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glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
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glVertex3d (lp3.X(), lp3.Y(), lp3.Z());
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glVertex3d (lp4.X(), lp4.Y(), lp4.Z());
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glEnd();
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}
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}
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glLoadName (0);
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glEndList ();
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edgelist = glGenLists (1);
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glNewList (edgelist, GL_COMPILE);
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glDisable (GL_COLOR_MATERIAL);
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GLfloat matcoledge[] = { 0, 0, 1, 1 };
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GLfloat matcolseledge[] = { 1, 0, 1, 1 };
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glLineWidth (2.0f);
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for (i = 1; i <= mesh->GetNSeg(); i++)
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{
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const Segment & seg = mesh->LineSegment(i);
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const Point3d & p1 = mesh->Point(seg[0]);
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const Point3d & p2 = mesh->Point(seg[1]);
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if (edgedist.Get(seg[0]) <= markedgedist &&
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edgedist.Get(seg[1]) <= markedgedist)
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{
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
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matcolseledge);
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glLineWidth (4.0f);
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}
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else
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{
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glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
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matcoledge);
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glLineWidth (2.0f);
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}
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glBegin (GL_LINES);
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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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glEnd();
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}
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glLineWidth (1.0f);
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glEndList ();
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}
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void VisualSceneMeshDoctor :: MouseDblClick (int px, int py)
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{
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cout << "dblclick: " << px << " - " << py << endl;
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int i, hits;
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// select surface triangle by mouse click
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GLuint selbuf[10000];
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glSelectBuffer (10000, selbuf);
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glRenderMode (GL_SELECT);
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GLint viewport[4];
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glGetIntegerv (GL_VIEWPORT, viewport);
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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GLdouble projmat[16];
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glGetDoublev (GL_PROJECTION_MATRIX, projmat);
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glLoadIdentity();
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gluPickMatrix (px, viewport[3] - py, 1, 1, viewport);
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glMultMatrixd (projmat);
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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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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
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glMultMatrixd (transformationmat);
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glInitNames();
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glPushName (1);
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glPolygonOffset (1, 1);
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glEnable (GL_POLYGON_OFFSET_FILL);
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glCallList (filledlist);
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glDisable (GL_POLYGON_OFFSET_FILL);
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glPopName();
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glMatrixMode (GL_PROJECTION);
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glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix();
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glFlush();
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hits = glRenderMode (GL_RENDER);
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cout << "hits = " << hits << endl;
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int minname = 0;
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GLuint mindepth = 0;
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for (i = 0; i < hits; i++)
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{
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int curname = selbuf[4*i+3];
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GLuint curdepth = selbuf[4*i+1];
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if (curname &&
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(curdepth < mindepth || !minname))
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{
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mindepth = curdepth;
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minname = curname;
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}
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}
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cout << "clicked element: " << minname << endl;
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ClickElement (minname);
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BuildScene ();
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}
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void VisualSceneMeshDoctor :: SetMarkEdgeDist (int dist)
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{
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markedgedist = dist;
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BuildScene();
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}
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void VisualSceneMeshDoctor :: ClickElement (int elnr)
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{
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selelement = elnr;
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int oldlocpi = locpi;
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locpi = locpi % 3 + 1;
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if (selelement > 0 && selelement <= mesh->GetNSE())
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{
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selpoint = mesh->SurfaceElement(selelement).PNum(locpi);
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selpoint2 = mesh->SurfaceElement(selelement).PNum(oldlocpi);
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cout << "selpts = " << selpoint << ", " << selpoint2 << endl;
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}
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UpdateTables();
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}
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void VisualSceneMeshDoctor :: UpdateTables ()
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{
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if (!mesh) return;
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edgedist.SetSize(mesh->GetNP());
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int i, changed;
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for (i = 1; i <= mesh->GetNP(); i++)
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edgedist.Elem(i) = 10000;
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for (i = 1; i <= mesh->GetNSeg(); i++)
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{
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const Segment & seg = mesh->LineSegment(i);
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if ( (seg[0] == selpoint && seg[1] == selpoint2) ||
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(seg[1] == selpoint && seg[0] == selpoint2) )
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{
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edgedist.Elem(selpoint) = 1;
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edgedist.Elem(selpoint2) = 1;
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}
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}
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do
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{
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changed = 0;
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for (i = 1; i <= mesh->GetNSeg(); i++)
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{
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const Segment & seg = mesh->LineSegment(i);
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int edist = min2 (edgedist.Get(seg[0]), edgedist.Get(seg[1]));
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edist++;
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if (edgedist.Get(seg[0]) > edist)
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|
{
|
|
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
|