netgen/libsrc/csg/vscsg.cpp
2011-01-10 20:18:01 +00:00

538 lines
10 KiB
C++

#include <mystdlib.h>
#include "incvis.hpp"
#include <myadt.hpp>
#include <meshing.hpp>
#include <csg.hpp>
#include <stlgeom.hpp>
#include <visual.hpp>
#include "vscsg.hpp"
namespace netgen
{
/* *********************** Draw Geometry **************** */
extern AutoPtr<Mesh> mesh;
extern Array<SpecialPoint> specpoints;
extern Array<Box<3> > boxes;
extern Array<Point<3> > project1, project2;
// extern AutoPtr<CSGeometry> geometry;
VisualSceneGeometry :: VisualSceneGeometry ()
: VisualScene()
{
selsurf = 0;
}
VisualSceneGeometry :: ~VisualSceneGeometry ()
{
;
}
void VisualSceneGeometry :: SelectSurface (int aselsurf)
{
selsurf = aselsurf;
DrawScene();
}
void VisualSceneGeometry :: DrawScene ()
{
int i;
if (changeval != geometry->GetChangeVal())
BuildScene();
changeval = geometry->GetChangeVal();
glClearColor(backcolor, backcolor, backcolor, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetLight();
glPushMatrix();
glMultMatrixf (transformationmat);
SetClippingPlane ();
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);
/*
float mat_spec_col[] = { 1, 1, 1, 1 };
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_spec_col);
*/
double shine = vispar.shininess;
double transp = vispar.transp;
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, shine);
glLogicOp (GL_COPY);
glEnable (GL_NORMALIZE);
for (i = 0; i < geometry->GetNTopLevelObjects(); i++)
{
const TopLevelObject * tlo = geometry -> GetTopLevelObject (i);
if (tlo->GetVisible() && !tlo->GetTransparent())
{
float mat_col[] = { tlo->GetRed(), tlo->GetGreen(), tlo->GetBlue(), 1 };
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
glCallList (trilists[i]);
}
}
glPolygonOffset (1, 1);
glEnable (GL_POLYGON_OFFSET_FILL);
glLogicOp (GL_NOOP);
for (i = 0; i < geometry->GetNTopLevelObjects(); i++)
{
const TopLevelObject * tlo = geometry -> GetTopLevelObject (i);
if (tlo->GetVisible() && tlo->GetTransparent())
{
float mat_col[] = { tlo->GetRed(), tlo->GetGreen(), tlo->GetBlue(), transp };
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
glCallList (trilists[i]);
}
}
glDisable (GL_POLYGON_OFFSET_FILL);
/*
cout << "draw " << project1.Size() << " lines " << endl;
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
glLineWidth (1.0f);
glEnable (GL_COLOR_MATERIAL);
glColor3f (1.0f, 0.0f, 0.0f);
glBegin (GL_LINES);
for (int i = 0; i < project1.Size(); i++)
{
glVertex3dv (project1[i]);
glVertex3dv (project2[i]);
}
glEnd();
*/
glPopMatrix();
glDisable(GL_CLIP_PLANE0);
/*
glFlush();
int err;
do
{
err = glGetError();
// cout << "glerr,1 = " << err << endl;
}
while (err != GL_NO_ERROR);
// CreateTexture (0, 1, GL_DECAL);
CreateTexture (0, 1, GL_MODULATE);
glEnable (GL_TEXTURE_1D);
float mat_col[] = { 1.0, 1.0, 1.0 };
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_col);
glDisable (GL_BLEND);
glDisable (GL_COLOR_MATERIAL);
glEnable (GL_NORMALIZE);
if (geometry->GetNTopLevelObjects())
{
cout << "call list" << endl;
glCallList (trilists[0]);
}
glColor3d (1.0, 1.0, 1.0);
glBegin (GL_TRIANGLES);
glNormal3f (0, 0, 1);
SetOpenGlColor (-1.0, 0, 1, 0);
glVertex3f (0.0, 0.0, 0.0);
SetOpenGlColor (0.5, 0, 1, 0);
glNormal3f (0, 0, 1);
glVertex3f (1.0, 0.0, 0.0);
SetOpenGlColor (2.0, 0, 1, 0);
glNormal3f (0, 0, 1);
glVertex3f (0.0, 1.0, 0.0);
glEnd ();
cout << "trig drawn" << endl;
glDisable (GL_TEXTURE_1D);
glDisable (GL_COLOR_MATERIAL);
glFlush();
cout << "glerr,2 = " << glGetError() << endl;
*/
DrawCoordinateCross ();
DrawNetgenLogo ();
glFinish();
}
void VisualSceneGeometry :: BuildScene (int zoomall)
{
Box<3> box;
int hasp = 0;
for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
{
const TriangleApproximation & ta =
*geometry->GetTriApprox(i);
if (!&ta) continue;
for (int j = 0; j < ta.GetNP(); j++)
{
if (hasp)
box.Add (ta.GetPoint(j));
else
{
hasp = 1;
box.Set (ta.GetPoint(j));
}
}
}
if (hasp)
{
center = box.Center();
rad = box.Diam() / 2;
}
else
{
center = Point3d(0,0,0);
rad = 1;
}
CalcTransformationMatrices();
for (int i = 0; i < trilists.Size(); i++)
glDeleteLists (trilists[i], 1);
trilists.SetSize(0);
for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
{
trilists.Append (glGenLists (1));
glNewList (trilists.Last(), GL_COMPILE);
glEnable (GL_NORMALIZE);
const TriangleApproximation & ta =
*geometry->GetTriApprox(i);
if (&ta)
{
glBegin (GL_TRIANGLES);
for (int j = 0; j < ta.GetNT(); j++)
{
for (int k = 0; k < 3; k++)
{
int pi = ta.GetTriangle(j)[k];
glNormal3dv (ta.GetNormal (pi));
glVertex3dv (ta.GetPoint(pi));
}
}
glEnd ();
}
glEndList ();
}
}
VisualSceneSpecPoints :: VisualSceneSpecPoints ()
: VisualScene()
{
;
}
VisualSceneSpecPoints :: ~VisualSceneSpecPoints ()
{
;
}
void VisualSceneSpecPoints :: DrawScene ()
{
if (!mesh)
{
VisualScene::DrawScene();
return;
}
if (changeval != specpoints.Size())
BuildScene();
changeval = specpoints.Size();
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);
glPushMatrix();
glMultMatrixf (transformationmat);
// glEnable (GL_COLOR);
// glDisable (GL_COLOR_MATERIAL);
if (vispar.drawedtangents)
{
glColor3d (1, 0, 0);
glBegin (GL_LINES);
for (int i = 1; i <= specpoints.Size(); i++)
{
const Point3d p1 = specpoints.Get(i).p;
const Point3d p2 = specpoints.Get(i).p + len * specpoints.Get(i).v;
glVertex3d (p1.X(), p1.Y(), p1.Z());
glVertex3d (p2.X(), p2.Y(), p2.Z());
}
glEnd();
}
if (vispar.drawededges)
{
glColor3d (1, 0, 0);
glBegin (GL_LINES);
for (int i = 1; i <= mesh->GetNSeg(); i++)
{
const Segment & seg = mesh -> LineSegment (i);
glVertex3dv ( (*mesh)[seg[0]] );
glVertex3dv ( (*mesh)[seg[1]] );
// glVertex3dv ( &(*mesh)[seg[0]].X() );
// glVertex3dv ( &(*mesh)[seg[1]].X() );
}
glEnd();
}
glColor3d (1, 0, 0);
glBegin (GL_LINES);
for (int i = 0; i < boxes.Size(); i++)
{
glVertex3dv ( boxes[i].PMin() );
glVertex3dv ( boxes[i].PMax() );
}
glEnd();
if (vispar.drawededgenrs)
{
glEnable (GL_COLOR_MATERIAL);
GLfloat textcol[3] = { 1 - backcolor,
1 - backcolor,
1 - backcolor };
glColor3fv (textcol);
glNormal3d (0, 0, 1);
glPushAttrib (GL_LIST_BIT);
// glListBase (fontbase);
char buf[20];
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]);
const Point3d p = Center (p1, p2);
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", seg.edgenr);
// glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf);
MyOpenGLText (buf);
}
glPopAttrib ();
glDisable (GL_COLOR_MATERIAL);
}
if (vispar.drawedpoints)
{
glColor3d (0, 0, 1);
/*
glPointSize( 3.0 );
float range[2];
glGetFloatv(GL_POINT_SIZE_RANGE, &range[0]);
cout << "max ptsize = " << range[0] << "-" << range[1] << endl;
glBegin( GL_POINTS );
for (int i = 1; i <= mesh -> GetNP(); i++)
{
const Point3d & p = mesh -> Point(i);
if (i % 2)
glVertex3f( p.X(), p.Y(), p.Z());
}
glEnd();
*/
static GLubyte knoedel[] =
{
0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe,
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDisable (GL_COLOR_MATERIAL);
glDisable (GL_LIGHTING);
glDisable (GL_CLIP_PLANE0);
for (int i = 1; i <= mesh -> GetNP(); i++)
{
const Point3d & p = mesh -> Point(i);
glRasterPos3d (p.X(), p.Y(), p.Z());
glBitmap (7, 7, 3, 3, 0, 0, &knoedel[0]);
}
}
if (vispar.drawedpointnrs)
{
glEnable (GL_COLOR_MATERIAL);
GLfloat textcol[3] = { 1 - backcolor,
1 - backcolor,
1 - backcolor };
glColor3fv (textcol);
glNormal3d (0, 0, 1);
glPushAttrib (GL_LIST_BIT);
// glListBase (fontbase);
char buf[20];
for (int i = 1; i <= mesh->GetNP(); i++)
{
const Point3d & p = mesh->Point(i);
glRasterPos3d (p.X(), p.Y(), p.Z());
sprintf (buf, "%d", i);
// glCallLists (GLsizei(strlen (buf)), GL_UNSIGNED_BYTE, buf);
MyOpenGLText (buf);
}
glPopAttrib ();
glDisable (GL_COLOR_MATERIAL);
}
glPopMatrix();
if (vispar.drawcoordinatecross)
DrawCoordinateCross ();
DrawNetgenLogo ();
glFinish();
}
void VisualSceneSpecPoints :: BuildScene (int zoomall)
{
if (!mesh)
{
VisualScene::BuildScene(zoomall);
return;
}
Box3d box;
if (mesh->GetNSeg())
{
box.SetPoint (mesh->Point (mesh->LineSegment(1)[0]));
for (int i = 1; i <= mesh->GetNSeg(); i++)
{
box.AddPoint (mesh->Point (mesh->LineSegment(i)[0]));
box.AddPoint (mesh->Point (mesh->LineSegment(i)[1]));
}
}
else if (specpoints.Size() >= 2)
{
box.SetPoint (specpoints.Get(1).p);
for (int i = 2; i <= specpoints.Size(); i++)
box.AddPoint (specpoints.Get(i).p);
}
else
{
box = Box3d (Point3d (0,0,0), Point3d (1,1,1));
}
if (zoomall == 2 && ((vispar.centerpoint >= 1 && vispar.centerpoint <= mesh->GetNP()) ||
vispar.use_center_coords))
{
if (vispar.use_center_coords)
{
center.X() = vispar.centerx; center.Y() = vispar.centery; center.Z() = vispar.centerz;
}
else
center = mesh->Point (vispar.centerpoint);
}
else
center = Center (box.PMin(), box.PMax());
rad = 0.5 * Dist (box.PMin(), box.PMax());
CalcTransformationMatrices();
}
}