vcglib/wrap/gl/gl_field.h

191 lines
5.9 KiB
C++

#ifndef GL_FIELD
#define GL_FIELD
#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],
CoordType center,
ScalarType &size,
bool onlyPD1=false,
bool oneside=false)
{
ScalarType size1=size;
ScalarType size2=size;
if (oneside)size2=0;
glLineWidth(2);
//vcg::glColor(vcg::Color4b(0,0,255,255));
vcg::glColor(vcg::Color4b(0,0,0,255));
glBegin(GL_LINES);
glVertex(center+dir[0]*size1);
glVertex(center-dir[0]*size2);
glEnd();
if (onlyPD1)return;
glLineWidth(2);
//vcg::glColor(vcg::Color4b(0,255,0,255));
vcg::glColor(vcg::Color4b(0,0,0,255));
glBegin(GL_LINES);
glVertex(center+dir[1]*size1);
glVertex(center-dir[1]*size2);
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=false,
bool oneside=false)
{
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,
ScalarType &size,
bool onlyPD1=false,
bool oneside=false)
{
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);
GLDrawField(dir,center,size,onlyPD1,oneside);
}
// 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);
}
static void GLDrawFaceField(const MeshType &mesh,
bool onlyPD1=false,
bool oneside=false,
ScalarType scale=0.002)
{
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()*scale;
for (unsigned int i=0;i<mesh.face.size();i++)
{
if (mesh.face[i].IsD())continue;
GLDrawSingleFaceField(mesh.face[i],size,onlyPD1,oneside);
}
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(10);
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