removed several functions and moved to the gl wrapper of mixed integer

This commit is contained in:
Nico Pietroni 2012-11-18 18:07:39 +00:00
parent a95eb5af08
commit 70b2cd1d25
1 changed files with 93 additions and 70 deletions

View File

@ -47,28 +47,29 @@ class GLField
static void GLDrawFaceField(const FaceType &f, static void GLDrawFaceField(const FaceType &f,
ScalarType &size) ScalarType &size)
{ {
CoordType center=(f.P0(0)+f.P0(1)+f.P0(2))/3; CoordType center=(f.cP0(0)+f.cP0(1)+f.cP0(2))/3;
CoordType normal=f.cN(); CoordType normal=f.cN();
CoordType dir[4]; CoordType dir[4];
vcg::tri::CrossField<MeshType>::CrossVector(f,dir); vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
GLDrawField(dir,center,size); GLDrawField(dir,center,size);
} }
static void GLDrawFaceSeams(const FaceType &f, // static void GLDrawFaceSeams(const FaceType &f,
vcg::Point3<bool> seams) // vcg::Point3<bool> seams,
{ // vcg::Color4b seamCol[3])
glLineWidth(3); // {
// glLineWidth(2);
glBegin(GL_LINES); // glBegin(GL_LINES);
for (int i=0;i<3;i++) // for (int i=0;i<3;i++)
{ // {
if (!seams[i])continue; // if (!seams[i])continue;
// vcg::glColor(seamCol[i]);
glVertex(f.V0(i)->P()); // glVertex(f.V0(i)->P());
glVertex(f.V1(i)->P()); // glVertex(f.V1(i)->P());
} // }
glEnd(); // glEnd();
} // }
static void GLDrawVertField(const MeshType &mesh, static void GLDrawVertField(const MeshType &mesh,
const VertexType &v, const VertexType &v,
@ -83,49 +84,49 @@ class GLField
public: public:
///singular vertices should be selected // ///singular vertices should be selected
static void GLDrawSingularities(MeshType &mesh) // static void GLDrawSingularities(MeshType &mesh)
{ // {
bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular")); // bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
bool hasSingularDegree = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularityDegree")); // bool hasSingularDegree = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularityDegree"));
if (!hasSingular)return; // if (!hasSingular)return;
typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular; // typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularDegree; // typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularDegree;
Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular")); // Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular"));
Handle_SingularDegree=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularityDegree")); // Handle_SingularDegree=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularityDegree"));
glPushAttrib(GL_ALL_ATTRIB_BITS); // glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL); // glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING); // glDisable(GL_LIGHTING);
glDepthRange(0,0.999); // glDepthRange(0,0.999);
ScalarType size=10; // ScalarType size=10;
glPointSize(size); // glPointSize(size);
glBegin(GL_POINTS); // glBegin(GL_POINTS);
for (unsigned int i=0;i<mesh.vert.size();i++) // for (unsigned int i=0;i<mesh.vert.size();i++)
{ // {
if (mesh.vert[i].IsD())continue; // if (mesh.vert[i].IsD())continue;
if (!Handle_Singular[i])continue; // if (!Handle_Singular[i])continue;
int mmatch=3; // int mmatch=3;
if (hasSingularDegree) // if (hasSingularDegree)
mmatch=Handle_SingularDegree[i]; // mmatch=Handle_SingularDegree[i];
if (mmatch==1)vcg::glColor(vcg::Color4b(0,0,255,255)); // if (mmatch==1)vcg::glColor(vcg::Color4b(0,0,255,255));
else // else
if (mmatch==2)vcg::glColor(vcg::Color4b(255,0,0,255)); // if (mmatch==2)vcg::glColor(vcg::Color4b(255,0,0,255));
else // else
if (mmatch==3)vcg::glColor(vcg::Color4b(0,255,255,255)); // if (mmatch==3)vcg::glColor(vcg::Color4b(0,255,255,255));
vcg::glVertex(mesh.vert[i].P()); // vcg::glVertex(mesh.vert[i].P());
} // }
glEnd(); // glEnd();
glPopAttrib(); // glPopAttrib();
} // }
static void GLDrawFaceField(const MeshType &mesh) static void GLDrawFaceField(const MeshType &mesh)
{ {
@ -157,29 +158,51 @@ public:
glPopAttrib(); glPopAttrib();
} }
static void GLDrawSeams(MeshType &mesh) // static void GLDrawSeams(MeshType &mesh)
{ // {
bool hasSeam = vcg::tri::HasPerFaceAttribute(mesh,std::string("Seams")); // bool hasSeam = vcg::tri::HasPerFaceAttribute(mesh,std::string("Seams"));
if(!hasSeam)return; // if(!hasSeam)return;
typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3<bool> > SeamsHandleType; // bool HasSeamIndex=vcg::tri::HasPerFaceAttribute(mesh,std::string("SeamsIndex"));
typedef typename vcg::tri::Allocator<MeshType> SeamsAllocator;
SeamsHandleType Handle_Seam; // typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3<bool> > SeamsHandleType;
Handle_Seam=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3<bool> >(mesh,std::string("Seams")); // typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3i > SeamsIndexHandleType;
glPushAttrib(GL_ALL_ATTRIB_BITS); // typedef typename vcg::tri::Allocator<MeshType> SeamsAllocator;
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING); // SeamsHandleType Handle_Seam;
vcg::glColor(vcg::Color4b(255,0,0,255)); // Handle_Seam=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3<bool> >(mesh,std::string("Seams"));
glDepthRange(0,0.999);
for (unsigned int i=0;i<mesh.face.size();i++) // SeamsIndexHandleType Handle_SeamIndex;
{ // if (HasSeamIndex)
if (mesh.face[i].IsD())continue; // Handle_SeamIndex=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3i >(mesh,std::string("SeamsIndex"));
vcg::Point3<bool> seams=Handle_Seam[i];
GLDrawFaceSeams(mesh.face[i],seams); // glPushAttrib(GL_ALL_ATTRIB_BITS);
} // glEnable(GL_COLOR_MATERIAL);
glPopAttrib(); // glDisable(GL_LIGHTING);
}
// glDepthRange(0,0.999);
// for (unsigned int i=0;i<mesh.face.size();i++)
// {
// if (mesh.face[i].IsD())continue;
// vcg::Point3<bool> seams=Handle_Seam[i];
// vcg::Color4b seamCol[3];
// for (int j=0;j<3;j++)
// {
// seamCol[j]=vcg::Color4b(0,255,0,255);
// if (HasSeamIndex)
// {
// int index=Handle_SeamIndex[i][j];
// //assert(index>0);
// if (index>=0)
// seamCol[j]=vcg::Color4b::Scatter(100,index);
// }
// }
// GLDrawFaceSeams(mesh.face[i],seams,seamCol);
// }
// glPopAttrib();
// }
}; };
} }