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#1138 Added test code for texture scalar mapping
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@ -24,12 +24,13 @@
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#include "cafEffectGenerator.h"
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#include "cafDisplayCoordTransform.h"
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#include "cvfDrawableGeo.h"
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#include "cvfModelBasicList.h"
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#include "cvfPart.h"
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#include "cvfPrimitiveSet.h"
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#include "cvfPrimitiveSetIndexedUInt.h"
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#include "cafDisplayCoordTransform.h"
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#include "cvfScalarMapperContinuousLinear.h"
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//--------------------------------------------------------------------------------------------------
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@ -88,6 +89,74 @@ void RivWellFracturePartMgr::updatePartGeometry(caf::DisplayCoordTransform* disp
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RivWellFracturePartMgr::updatePartGeometryTexture(caf::DisplayCoordTransform* displayCoordTransform)
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{
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if (m_part.notNull()) return;
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if (!displayCoordTransform) return;
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if (m_rimFracture)
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{
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if (!m_rimFracture->hasValidGeometry())
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{
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m_rimFracture->computeGeometry();
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}
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if (!m_rimFracture->hasValidGeometry()) return;
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const std::vector<cvf::Vec3f>& nodeCoords = m_rimFracture->nodeCoords();
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const std::vector<cvf::uint>& triangleIndices = m_rimFracture->triangleIndices();
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std::vector<cvf::Vec3f> displayCoords;
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for (size_t i = 0; i < nodeCoords.size(); i++)
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{
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cvf::Vec3d nodeCoordsDouble = static_cast<cvf::Vec3d>(nodeCoords[i]);
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cvf::Vec3d displayCoordsDouble = displayCoordTransform->transformToDisplayCoord(nodeCoordsDouble);
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displayCoords.push_back(static_cast<cvf::Vec3f>(displayCoordsDouble));
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}
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cvf::ref<cvf::DrawableGeo> geo = createGeo(triangleIndices, displayCoords);
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m_part = new cvf::Part;
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m_part->setDrawable(geo.p());
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cvf::ref<cvf::ScalarMapperContinuousLinear> scalarMapper = new cvf::ScalarMapperContinuousLinear;
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{
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cvf::Color3ubArray legendColors;
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legendColors.resize(4);
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legendColors[0] = cvf::Color3::GRAY;
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legendColors[1] = cvf::Color3::GREEN;
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legendColors[2] = cvf::Color3::BLUE;
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legendColors[3] = cvf::Color3::RED;
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scalarMapper->setColors(legendColors);
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scalarMapper->setRange(0.0, 4.0);
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scalarMapper->setLevelCount(4, true);
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}
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cvf::ref<cvf::Vec2fArray> textureCoords = new cvf::Vec2fArray;
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textureCoords->resize(nodeCoords.size());
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for (size_t i = 0; i < textureCoords->size(); i++)
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{
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//double scalarValue = i % 4;
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double scalarValue = 0;
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cvf::Vec2f texCoord = scalarMapper->mapToTextureCoord(scalarValue);
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textureCoords->set(i, texCoord);
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}
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geo->setTextureCoordArray(textureCoords.p());
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caf::ScalarMapperEffectGenerator nncEffgen(scalarMapper.p(), caf::PO_NEG_LARGE);
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cvf::ref<cvf::Effect> eff = nncEffgen.generateUnCachedEffect();
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m_part->setEffect(eff.p());
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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@ -96,6 +165,7 @@ void RivWellFracturePartMgr::appendGeometryPartsToModel(cvf::ModelBasicList* mod
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if (m_part.isNull())
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{
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updatePartGeometry(displayCoordTransform);
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//updatePartGeometryTexture(displayCoordTransform);
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}
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if (m_part.notNull())
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@ -115,11 +185,11 @@ void RivWellFracturePartMgr::clearGeometryCache()
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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cvf::ref<cvf::DrawableGeo> RivWellFracturePartMgr::createGeo(const std::vector<cvf::uint>& polygonIndices, const std::vector<cvf::Vec3f>& nodeCoords)
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cvf::ref<cvf::DrawableGeo> RivWellFracturePartMgr::createGeo(const std::vector<cvf::uint>& triangleIndices, const std::vector<cvf::Vec3f>& nodeCoords)
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{
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cvf::ref<cvf::DrawableGeo> geo = new cvf::DrawableGeo;
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cvf::ref<cvf::UIntArray> indices = new cvf::UIntArray(polygonIndices);
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cvf::ref<cvf::UIntArray> indices = new cvf::UIntArray(triangleIndices);
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cvf::ref<cvf::Vec3fArray> vertices = new cvf::Vec3fArray(nodeCoords);
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geo->setVertexArray(vertices.p());
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@ -56,6 +56,7 @@ public:
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private:
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void updatePartGeometry(caf::DisplayCoordTransform* displayCoordTransform);
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void updatePartGeometryTexture(caf::DisplayCoordTransform* displayCoordTransform);
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static cvf::ref<cvf::DrawableGeo> createGeo(const std::vector<cvf::uint>& triangleIndices, const std::vector<cvf::Vec3f>& nodeCoords);
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