vcglib/wrap/gl/gl_field.h

188 lines
5.3 KiB
C++

#ifndef GL_FIELD
#define GL_FIELD
#include <vcg/complex/algorithms/parametrization/tangent_field_operators.h>
namespace vcg{
template <class MeshType>
class GLField
{
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::ScalarType ScalarType;
static void GLDrawField(CoordType dir[4],
CoordType center,
ScalarType &size)
{
glLineWidth(2);
vcg::glColor(vcg::Color4b(0,0,255,255));
glBegin(GL_LINES);
glVertex(center);
glVertex(center+dir[0]*size);
glEnd();
glLineWidth(2);
vcg::glColor(vcg::Color4b(0,255,0,255));
glBegin(GL_LINES);
glVertex(center);
glVertex(center+dir[1]*size);
glEnd();
/*glLineWidth(1);
vcg::glColor(vcg::Color4b(0,0,0,255));
glBegin(GL_LINES);
for (int i=1;i<4;i++)
{
glVertex(center);
glVertex(center+dir[i]*size);
}
glEnd();*/
}
///draw the cross field of a given face
static void GLDrawFaceField(const FaceType &f,
ScalarType &size)
{
CoordType center=(f.P0(0)+f.P0(1)+f.P0(2))/3;
CoordType normal=f.cN();
CoordType dir[4];
vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
GLDrawField(dir,center,size);
}
static void GLDrawFaceSeams(const FaceType &f,
vcg::Point3<bool> seams)
{
glLineWidth(3);
glBegin(GL_LINES);
for (int i=0;i<3;i++)
{
if (!seams[i])continue;
glVertex(f.V0(i)->P());
glVertex(f.V1(i)->P());
}
glEnd();
}
static void GLDrawVertField(const MeshType &mesh,
const VertexType &v,
ScalarType &size)
{
CoordType center=v.cP();
CoordType normal=v.cN();
CoordType dir[4];
vcg::tri::CrossField<MeshType>::CrossVector(v,dir);
GLDrawField(dir,center,size);
}
public:
///singular vertices should be selected
static void GLDrawSingularities(MeshType &mesh)
{
bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
bool hasSingularDegree = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularityDegree"));
if (!hasSingular)return;
typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularDegree;
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"));
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDepthRange(0,0.999);
ScalarType size=10;
glPointSize(size);
glBegin(GL_POINTS);
for (unsigned int i=0;i<mesh.vert.size();i++)
{
if (mesh.vert[i].IsD())continue;
if (!Handle_Singular[i])continue;
int mmatch=3;
if (hasSingularDegree)
mmatch=Handle_SingularDegree[i];
if (mmatch==1)vcg::glColor(vcg::Color4b(0,0,255,255));
else
if (mmatch==2)vcg::glColor(vcg::Color4b(255,0,0,255));
else
if (mmatch==3)vcg::glColor(vcg::Color4b(0,255,255,255));
vcg::glVertex(mesh.vert[i].P());
}
glEnd();
glPopAttrib();
}
static void GLDrawFaceField(const MeshType &mesh)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
ScalarType size=mesh.bbox.Diag()/400.0;
for (unsigned int i=0;i<mesh.face.size();i++)
{
if (mesh.face[i].IsD())continue;
//if (!mesh.face[i].leading)continue;
GLDrawFaceField(mesh.face[i],size);
}
glPopAttrib();
}
static void GLDrawVertField(const MeshType &mesh)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
ScalarType size=mesh.bbox.Diag()/100.0;
for (int i=0;i<mesh.vert.size();i++)
{
if (mesh.vert[i].IsD())continue;
//if (!mesh.face[i].leading)continue;
GLDrawVertField(mesh,mesh.vert[i],size);
}
glPopAttrib();
}
static void GLDrawSeams(MeshType &mesh)
{
bool hasSeam = vcg::tri::HasPerFaceAttribute(mesh,std::string("Seams"));
if(!hasSeam)return;
typedef typename MeshType::template PerFaceAttributeHandle<vcg::Point3<bool> > SeamsHandleType;
typedef typename vcg::tri::Allocator<MeshType> SeamsAllocator;
SeamsHandleType Handle_Seam;
Handle_Seam=SeamsAllocator::template GetPerFaceAttribute<vcg::Point3<bool> >(mesh,std::string("Seams"));
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
vcg::glColor(vcg::Color4b(255,0,0,255));
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];
GLDrawFaceSeams(mesh.face[i],seams);
}
glPopAttrib();
}
};
}
#endif