cgal/GraphicsView/demo/Alpha_shapes_3/Viewer.cpp

139 lines
3.3 KiB
C++

#include "Viewer.h"
#include <vector>
#include <CGAL/bounding_box.h>
#include <QGLViewer/vec.h>
void
Viewer::sceneChanged()
{
Iso_cuboid_3 bb = CGAL::bounding_box(scene->points.begin(), scene->points.end());
this->camera()->setSceneBoundingBox(qglviewer::Vec(bb.xmin(), bb.ymin(), bb.zmin()),
qglviewer::Vec(bb.xmax(),
bb.ymax(),
bb.zmax()));
this->showEntireScene();
}
void
Viewer::draw()
{
// define material
float ambient[] = { 0.25f,
0.20725f,
0.20725f,
0.922f };
float diffuse[] = { 1.0f,
0.829f,
0.829f,
0.922f };
float specular[] = { 0.296648f,
0.296648f,
0.296648f,
0.522f };
float emission[] = { 0.3f,
0.3f,
0.3f,
1.0f };
float shininess[] = { 11.264f };
// apply material
::glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
::glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
::glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular);
::glMaterialfv( GL_FRONT_AND_BACK, GL_SHININESS, shininess);
::glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission);
// anti-aliasing (if the OpenGL driver permits that)
::glEnable(GL_LINE_SMOOTH);
::glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
// draw surface mesh
bool m_view_surface = true;
bool draw_triangles_edges = true;
if(m_view_surface)
{
::glEnable(GL_LIGHTING);
::glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
::glColor3f(0.2f, 0.2f, 1.f);
::glEnable(GL_POLYGON_OFFSET_FILL);
::glPolygonOffset(3.0f,-3.0f);
gl_draw_surface();
if(draw_triangles_edges)
{
::glDisable(GL_LIGHTING);
::glLineWidth(1.);
::glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
::glColor3ub(0,0,0);
::glDisable(GL_POLYGON_OFFSET_FILL);
gl_draw_surface();
}
}
}
void
Viewer::gl_draw_surface()
{
::glColor3f(1.0f, 0.0f, 0.0f);
::glDisable(GL_LIGHTING);
::glEnable(GL_POINT_SMOOTH);
::glPointSize(5);
::glBegin(GL_POINTS);
for(std::list<Point_3>::iterator it = scene->points.begin();
it != scene->points.end();
++it){
::glVertex3d(it->x(), it->y(), it->z());
}
::glEnd();
::glDisable(GL_POINT_SMOOTH);
::glEnable(GL_LIGHTING);
::glBegin(GL_TRIANGLES);
::glColor3f(0.2f, 1.0f, 0.2f);
std::list<Facet> facets;
scene->alpha_shape.get_alpha_shape_facets(std::back_inserter(facets), Alpha_shape_3::REGULAR);
for(std::list<Facet>::iterator fit = facets.begin();
fit != facets.end();
++fit) {
const Cell_handle& ch = fit->first;
const int index = fit->second;
//const Vector_3& n = ch->normal(index); // must be unit vector
const Point_3& a = ch->vertex((index+1)&3)->point();
const Point_3& b = ch->vertex((index+2)&3)->point();
const Point_3& c = ch->vertex((index+3)&3)->point();
Vector_3 v = CGAL::unit_normal(a,b,c);
::glNormal3d(v.x(),v.y(),v.z());
::glVertex3d(a.x(),a.y(),a.z());
::glVertex3d(b.x(),b.y(),b.z());
::glVertex3d(c.x(),c.y(),c.z());
}
::glEnd();
}
#include "Viewer.moc"