cgal/GraphicsView/demo/Triangulation_2/Terrain/Viewer.cpp

224 lines
5.9 KiB
C++

#include "Viewer.h"
#include <vector>
#include <CGAL/bounding_box.h>
#include <QGLViewer/vec.h>
Viewer::Viewer(QWidget* parent)
: QGLViewer(parent), scene(0), frame_has_been_spun(false)
{
setManipulatedFrame(new qglviewer::ManipulatedFrame());
qglviewer::AxisPlaneConstraint* constraint = new qglviewer::WorldConstraint();
constraint->setTranslationConstraintType(qglviewer::AxisPlaneConstraint::FORBIDDEN);
manipulatedFrame()->setConstraint(constraint);
connect(manipulatedFrame(), SIGNAL(modified()),
this, SLOT(frameSpun()));
}
Viewer::~Viewer()
{
qglviewer::ManipulatedFrame* frame = manipulatedFrame();
qglviewer::Constraint* constraint = frame->constraint();
frame->setConstraint(0);
setManipulatedFrame(0);
delete constraint;
delete frame;
}
void
Viewer::sceneChanged()
{
Bbox_3 bb = scene->bbox;
this->camera()->setSceneBoundingBox(qglviewer::Vec(bb.xmin(), bb.ymin(), bb.zmin()),
qglviewer::Vec(bb.xmax(), bb.ymax(), bb.zmax()));
this->showEntireScene();
}
void
Viewer::draw()
{
using qglviewer::Vec;
if(!scene) return;
const Vec normal = manipulatedFrame()->orientation().axis();
if(frame_has_been_spun) {
scene->setNormal(Vector_3(CGAL::to_double(normal.x),
CGAL::to_double(normal.y),
CGAL::to_double(normal.z)));
frame_has_been_spun = false;
}
const Bbox_3& bb = scene->bbox;
double diameter = std::max(std::max(bb.xmax()-bb.xmin(),
bb.ymax()-bb.ymin()),
bb.zmax()-bb.zmin());
diameter *= std::sqrt(3.);
diameter /= 2.;
Vec center = Vec(static_cast<float>(bb.xmax()+bb.xmin())/2.f,
static_cast<float>(bb.ymax()+bb.ymin())/2.f,
static_cast<float>(bb.zmax()+bb.zmin())/2.f);
Vec from = center - (static_cast<float>(diameter) * normal);
Vec to = center + (static_cast<float>(diameter) * normal);
// anti-aliasing (if the OpenGL driver permits that)
::glEnable(GL_LINE_SMOOTH);
::glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
// 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 };
::glColor4f(1.f, 0.f, 0.f, 1.f);
::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
::glEnable(GL_COLOR_MATERIAL);
::glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
::glEnable(GL_LIGHTING);
this->drawArrow(from, to, static_cast<float>(diameter/500.));
::glDisable(GL_COLOR_MATERIAL);
// 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);
// draw surface mesh
bool m_view_surface = true;
bool draw_triangles_edges = true;
if(m_view_surface)
{
::glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
::glColor3f(0.2f, 0.2f, 1.f);
::glEnable(GL_POLYGON_OFFSET_FILL);
::glPolygonOffset(3.0f,3.0f);
::glDisable(GL_LIGHTING);
gl_draw_vertices();
::glEnable(GL_LIGHTING);
gl_draw_surface();
gl_draw_constraints();
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_vertices()
{
::glColor3f(1.0f, 0.0f, 0.0f);
::glDisable(GL_LIGHTING);
::glEnable(GL_POINT_SMOOTH);
::glPointSize(5);
::glBegin(GL_POINTS);
for(Finite_vertices_iterator it = scene->terrain.finite_vertices_begin();
it != scene->terrain.finite_vertices_end();
++it){
::glVertex3d(CGAL::to_double(it->point().x()),
CGAL::to_double(it->point().y()),
CGAL::to_double(it->point().z()));
}
::glEnd();
::glDisable(GL_POINT_SMOOTH);
}
void
Viewer::gl_draw_surface()
{
Converter conv;
::glBegin(GL_TRIANGLES);
::glColor3f(0.2f, 1.0f, 0.2f);
for(Finite_faces_iterator fit = scene->terrain.finite_faces_begin();
fit != scene->terrain.finite_faces_end();
++fit) {
const Construction_kernel::Point_3& a = conv(fit->vertex(0)->point());
const Construction_kernel::Point_3& b = conv(fit->vertex(1)->point());
const Construction_kernel::Point_3& c = conv(fit->vertex(2)->point());
Construction_kernel::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();
}
void
Viewer::gl_draw_constraints()
{
glDisable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);
glLineWidth(1.5);
glColor3f(8.f, 0.0f , 0.f);
Finite_edges_iterator eit = scene->terrain.finite_edges_begin(),
eend = scene->terrain.finite_edges_end();
glBegin(GL_LINES);
for(;eit != eend; ++eit){
if(scene->terrain.is_constrained(*eit)){
Point_3 p = eit->first->vertex(Terrain::cw(eit->second))->point();
Point_3 q = eit->first->vertex(Terrain::ccw(eit->second))->point();
glVertex3d(CGAL::to_double(p.x()), CGAL::to_double(p.y()), CGAL::to_double(p.z()));
glVertex3d(CGAL::to_double(q.x()), CGAL::to_double(q.y()), CGAL::to_double(q.z()));
}
}
glEnd();
glLineWidth(1);
}
#include "Viewer.moc"