vcglib/apps/test/lem/main.cpp

187 lines
4.4 KiB
C++

//#include <wrap\gl\trimesh.h>
#include <vcg\physics\methods\lem\interface_lem_vertex.h>
//#include <vcg\physics\methods\lem\interface_lem_face.h>
#include <vcg\physics\methods\lem\interface_lem_remesher.h>
#include <qapplication.h>
#include <qgl.h>
#include <bardrawer.h>
#include <simplex\vertex\with\afvn.h>
#include <simplex\face\with\afav.h>
#include <complex\trimesh\base.h>
#include <wrap\io_trimesh\import_ply.h>
#include <complex\trimesh\update\topology.h>
#include <complex\trimesh\update\bounding.h>
#include "form1.h"
class MyFace;
class MyVertex: public vcg::VertexAFVNd<vcg::DUMMYEDGETYPE,MyFace,vcg::DUMMYTETRATYPE>
{
public:
///we suppose at maximum 4 bars for each direction
vcg::Bar<MyVertex>* B[6];
double Delta[6];
double Num[6];
//int Num;
};
class MyFace:public vcg::FaceAFAV<MyVertex,vcg::DUMMYEDGETYPE,MyFace>
{
public:
///we suppose at maximum 4 bars for each direction
vcg::Bar<MyFace>* B[6];
};
typedef vcg::tri::TriMesh< std::vector<MyVertex> ,std::vector<MyFace> > MyTriMesh;
//typedef vcg::Lem_Face<MyTriMesh> LemType;
typedef vcg::Lem_Vertex<MyTriMesh> LemType;
typedef vcg::Lem_Remesher<MyTriMesh> LemRemesherType;
LemType LS;
LemRemesherType LR;
vcg::tri::UpdateTopology<MyTriMesh> UT;
MyTriMesh *tm;
vcg::tri::UpdateBounding<MyTriMesh> UB;
vcg::GLWrapBar<LemType::LemModel::vectBar> *WB;
//vcg::GlTrimesh<MyTriMesh> *glT;
struct MyGl: public QGLWidget{
MyGl( QWidget * parent = 0, const char * name = 0, const QGLWidget * shareWidget = 0, WFlags f = 0 )
:QGLWidget(parent,name){}
//void QGLWidget::paintEvent ( QPaintEvent * ) [virtual protected]
double lr,ud,tz;
int cx,cy,z;
virtual void glDraw(){
glClearColor(0.2,0.2,0.2,1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45,1,0.01,20);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,1,0,0,0,0,10,0);
glTranslatef(0,0,tz);
glRotatef(lr,0,1,0);
glRotatef(ud,1,0,0);
glScalef(1/tm->bbox.Diag(),1/tm->bbox.Diag(),1/tm->bbox.Diag());
vcg::Point3d p=tm->bbox.Center();
glTranslate(-p);
//WB->Draw();
WB->DrawMesh<MyTriMesh>(tm);
/*glT->Draw<vcg::GLW:: DMFlatWire,vcg::GLW:: CMNone,vcg::GLW:: TMNone> ();*/
QGLWidget::glDraw();
}
void resizeGL( int w, int h )
{
//// setup viewport, projection etc.:
glViewport( 0, 0, (GLint)w, (GLint)h );
}
virtual void mousePressEvent ( QMouseEvent * e ){
cx = e->x();
cy = e->y();
//tr.MouseDown(e->x(),e->y(),(Trackball::Button)(int)(e->button()));
//QWidget::mousePressEvent(e);
}
virtual void mouseMoveEvent ( QMouseEvent * e ){
//tr.MouseMove(e->x(),e->y());
//QWidget::mouseMoveEvent(e);
lr+=e->x()-cx;
ud-=e->y()-cy;
cx = e->x();
cy = e->y();
repaint();
}
virtual void wheelEvent ( QWheelEvent * e ){
tz +=e->delta()/360.f;
repaint();
QWidget::wheelEvent(e);
}
virtual void initializeGL(){
GLfloat f[4]={0.2,0.2,0.2,1.f};
GLfloat p[4]={3,3,5,0};
glLightfv(GL_LIGHT0, GL_AMBIENT,f);
glLightfv(GL_LIGHT1, GL_POSITION,p);
glLightfv(GL_LIGHT1, GL_DIFFUSE,f);
glLightfv(GL_LIGHT1, GL_SPECULAR,f);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glPolygonMode(GL_FRONT,GL_FILL);
glEnable(GL_BACK);
glCullFace(GL_BACK);
}
};
int main( int argc, char ** argv )
{ LS=LemType(0.01,0.1,0.01);
//LS=LemType(0.01,200,0.01);
LS._SetDir(0);
LS._SetDir(1);
LS._SetDir(2);
LS._SetDir(3);
LS._SetDir(4);
LS._SetDir(5);
tm=new MyTriMesh();
vcg::tri::io::ImporterPLY<MyTriMesh> Imp=vcg::tri::io::ImporterPLY<MyTriMesh>();
char *name="cube.ply";
Imp.Open((*tm),name);
UT.FaceFace(*tm);
UT.VertexFace(*tm);
UB.Box(*tm);
LR._SetDir(0);
/*LR._SetDir(1);
LR._SetDir(2);
LR._SetDir(3);
LR._SetDir(4);
LR._SetDir(5);*/
LR.Remesh((*tm),0.5,0.05);
//LS.Init(tm,0.5);
/*WB=new vcg::GLWrapBar<std::vector<LemType::BarType> >(LS.LEM.Bars);*/
/*LS.SetTouchedBar(&LS.LEM.Bars[9],1);
LS.ComputeStep(tm);*/
/* glT=new vcg::GlTrimesh<MyTriMesh>();
glT->m=tm;*/
QApplication a( argc, argv );
Form1 w;
MyGl *gl = new MyGl(&w);
gl->setMinimumSize(800,800);
w.show();
a.connect( &a, SIGNAL( lastWindowClosed() ), &a, SLOT( quit() ) );
return a.exec();
}