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181 lines
5.7 KiB
C++
181 lines
5.7 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfPatchGenerator.h"
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#include "cvfGeometryUtils.h"
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::PatchGenerator
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/// \ingroup Geometry
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///
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/// Generates 2D patches
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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PatchGenerator::PatchGenerator()
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: m_origin(0, 0, 0),
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m_axisU(Vec3d::X_AXIS),
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m_axisV(Vec3d::Y_AXIS),
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m_extentU(1),
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m_extentV(1),
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m_cellCountU(1),
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m_cellCountV(1),
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m_useQuads(true),
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m_windingCCW(true)
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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 PatchGenerator::setOrigin(const Vec3d& origin)
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{
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m_origin = origin;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set the axes
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///
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/// The specified axes will be normalized
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//--------------------------------------------------------------------------------------------------
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void PatchGenerator::setAxes(const Vec3d& axisU, const Vec3d& axisV)
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{
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m_axisU = axisU.getNormalized();
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m_axisV = axisV.getNormalized();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PatchGenerator::setExtent(double extentU, double extentV)
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{
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m_extentU = extentU;
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m_extentV = extentV;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PatchGenerator::setSubdivisions(uint subdivU, uint subdivV)
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{
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CVF_ASSERT(subdivU > 0 && subdivV > 0);
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m_cellCountU = subdivU;
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m_cellCountV = subdivV;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PatchGenerator::setQuads(bool useQuads)
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{
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m_useQuads = useQuads;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PatchGenerator::setWindingCCW(bool windingCCW)
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{
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m_windingCCW = windingCCW;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void PatchGenerator::generate(GeometryBuilder* builder)
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{
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CVF_ASSERT(m_cellCountU > 0);
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CVF_ASSERT(m_cellCountV > 0);
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size_t numVertices = (m_cellCountU + 1)*(m_cellCountV + 1);
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Vec3fArray vertices;
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vertices.reserve(numVertices);
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const Vec3d unitU = (m_extentU*m_axisU)/m_cellCountU;
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const Vec3d unitV = (m_extentV*m_axisV)/m_cellCountV;
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uint v;
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for (v = 0; v <= m_cellCountV; v++)
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{
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Vec3d rowOrigo(m_origin + unitV*v);
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uint u;
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for (u = 0; u <= m_cellCountU; u++)
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{
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vertices.add(Vec3f(rowOrigo + unitU*u));
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}
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}
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uint baseNodeIdx = builder->addVertices(vertices);
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if (m_useQuads)
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{
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UIntArray conn;
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GeometryUtils::tesselatePatchAsQuads(m_cellCountU + 1, m_cellCountV + 1, baseNodeIdx, m_windingCCW, &conn);
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builder->addQuads(conn);
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}
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else
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{
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UIntArray conn;
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GeometryUtils::tesselatePatchAsTriangles(m_cellCountU + 1, m_cellCountV + 1, baseNodeIdx, m_windingCCW, &conn);
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builder->addTriangles(conn);
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}
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}
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} // namespace cvf
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