vcglib/wrap/gl/gl_field.h

270 lines
8.9 KiB
C++

#ifndef GL_FIELD
#define GL_FIELD
#include <wrap/gl/space.h>
#include <wrap/gl/math.h>
#include <vcg/complex/algorithms/parametrization/tangent_field_operators.h>
#include <vcg/complex/allocate.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;
public:
static void GLDrawField(CoordType dir[4],
const CoordType &center,
const ScalarType &size,
const ScalarType &Width0,
const ScalarType &Width1,
const vcg::Color4b &Color0,
const vcg::Color4b &Color1,
bool oneside,
bool onlyPD1)
{
CoordType dirN[4];
for (size_t i=0;i<4;i++)
{
dirN[i]=dir[i];
dirN[i].Normalize();
}
ScalarType size1=size;
if (oneside)size1=0;
glLineWidth(Width0);
vcg::glColor(Color0);
glBegin(GL_LINES);
glVertex(center+dirN[0]*size);
glVertex(center+dirN[2]*size1);
glEnd();
if (onlyPD1)return;
glLineWidth(Width1);
vcg::glColor(Color1);
glBegin(GL_LINES);
glVertex(center+dirN[1]*size);
glVertex(center+dirN[3]*size1);
glEnd();
}
// ///draw the cross field of a given face in a given position
// static void GLDrawSingleFaceField(const FaceType &f,
// CoordType pos,
// ScalarType &size,
// bool onlyPD1,
// bool oneside)
// {
// CoordType center=pos;
// CoordType normal=f.cN();
// CoordType dir[4];
// vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
// GLDrawField(dir,center,size,onlyPD1,oneside);
// }
///draw the cross field of a given face
static void GLDrawSingleFaceField(const FaceType &f,
const ScalarType &size,
const bool oneside,
const bool onlyPD1,
const ScalarType maxN,
const ScalarType minN,
const bool UseK)
{
assert(maxN>=minN);
CoordType center=(f.cP(0)+f.cP(1)+f.cP(2))/3;
//CoordType normal=f.cN();
CoordType dir[4];
vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
if (maxN<=0)
GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),oneside,onlyPD1);
else
{
ScalarType Norm0=dir[0].Norm();
ScalarType Norm1=dir[1].Norm();
if (UseK)
{
Norm0=f.cK1();
Norm1=f.cK2();
}
ScalarType MaxW=6;
ScalarType MinW=0.5;
ScalarType IntervW=MaxW-MinW;
if (Norm0>maxN)Norm0=maxN;
if (Norm1>maxN)Norm1=maxN;
if (Norm0<minN)Norm0=minN;
if (Norm1<minN)Norm1=minN;
vcg::Color4b Col0,Col1;
ScalarType W0,W1;
if (!UseK)
{
Col0=vcg::Color4b::ColorRamp(minN,maxN,Norm0);
Col1=vcg::Color4b::ColorRamp(minN,maxN,Norm1);
W0=(Norm0/(maxN-minN))*IntervW+MinW;
W1=(Norm1/(maxN-minN))*IntervW+MinW;
}
else
{
ScalarType MaxAbs=std::max(fabs(minN),fabs(maxN));
Col0=vcg::Color4b::ColorRamp(-MaxAbs,MaxAbs,Norm0);
Col1=vcg::Color4b::ColorRamp(-MaxAbs,MaxAbs,Norm1);
// if (Norm0<0)
// {
// assert(minN<0);
// //PUT green on ZERO
// Col0=vcg::Color4b::ColorRamp(minN,fabs(minN),Norm0);
// }else
// {
// //PUT green on ZERO
// Col0=vcg::Color4b::ColorRamp(-maxN,maxN,Norm0);
// }
// if (Norm1<0)
// {
// assert(minN<0);
// //PUT green on ZERO
// Col1=vcg::Color4b::ColorRamp(minN,fabs(minN),Norm1);
// }else
// {
// //PUT green on ZERO
// Col1=vcg::Color4b::ColorRamp(-maxN,maxN,Norm1);
// }
W0=(fabs(Norm0)/std::max(fabs(maxN),fabs(minN)))*IntervW+MinW;
W1=(fabs(Norm1)/std::max(fabs(maxN),fabs(minN)))*IntervW+MinW;
}
GLDrawField(dir,center,size,W0,W1,Col0,Col1,oneside,onlyPD1);
}
}
// static void GLDrawFaceSeams(const FaceType &f,
// vcg::Point3<bool> seams,
// vcg::Color4b seamCol[3])
// {
// glLineWidth(2);
// glBegin(GL_LINES);
// for (int i=0;i<3;i++)
// {
// if (!seams[i])continue;
// vcg::glColor(seamCol[i]);
// glVertex(f.V0(i)->P());
// glVertex(f.V1(i)->P());
// }
// glEnd();
// }
static void GLDrawVertField(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,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),false,false);
}
static void GLDrawFaceField(const MeshType &mesh,
bool onlyPD1,
bool oneside,
ScalarType GlobalScale=0.002,
const ScalarType maxN=0,
const ScalarType minN=0,
bool UseK=false)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDepthRange(0.0,0.999);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
ScalarType size=mesh.bbox.Diag()*GlobalScale;
for (unsigned int i=0;i<mesh.face.size();i++)
{
if (mesh.face[i].IsD())continue;
GLDrawSingleFaceField(mesh.face[i],size,oneside,onlyPD1,maxN,minN,UseK);
}
glPopAttrib();
}
static void GLDrawVertField(const MeshType &mesh,ScalarType sizeF=0.01)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDepthRange(0.0,0.9999);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
ScalarType size=mesh.bbox.Diag()*sizeF;
for (int i=0;i<mesh.vert.size();i++)
{
if (mesh.vert[i].IsD())continue;
GLDrawVertField(mesh.vert[i],size);
}
glPopAttrib();
}
static void GLDrawSingularity(MeshType &mesh)
{
// query if an attribute is present or not
bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
bool hasSingularIndex = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularIndex"));
if (!hasSingular)return;
if(!hasSingularIndex)return;
typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular"));
typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularIndex;
Handle_SingularIndex =vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularIndex"));
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDepthRange(0.0,0.9999);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glPointSize(20);
glBegin(GL_POINTS);
for (size_t i=0;i<mesh.vert.size();i++)
{
if (mesh.vert[i].IsD())continue;
if (!Handle_Singular[i])continue;
int SingIndex=Handle_SingularIndex[i];
vcg::Color4b colSing;
switch (SingIndex)
{
case 1:colSing=vcg::Color4b(0,0,255,255); break;
case 2:colSing=vcg::Color4b(0,255,0,255); break;
case 3:colSing=vcg::Color4b(255,0,0,255); break;
case 4:colSing=vcg::Color4b(255,255,0,255); break;
default:colSing=vcg::Color4b(255,0,255,255);
}
vcg::glColor(colSing);
vcg::glVertex(mesh.vert[i].P());
}
glEnd();
glPopAttrib();
}
};
}
#endif