mirror of
https://github.com/OPM/ResInsight.git
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179 lines
5.7 KiB
C++
179 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 "cvfLibCore.h"
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#include "cvfLibRender.h"
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#include "cvfLibViewing.h"
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#include "snipMergeGeo.h"
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namespace snip {
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool MergeGeo::onInitialize()
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{
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ref<ModelBasicList> myModel = new ModelBasicList;
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// Tri strip
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// -------------------------------------------------------------------------
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ref<DrawableGeo> geo1 = new DrawableGeo;
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ref<PrimitiveSetIndexedUInt> triStrip = new PrimitiveSetIndexedUInt(PT_TRIANGLE_STRIP);
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ref<UIntArray> triStripIndices = new UIntArray;
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triStripIndices->reserve(6);
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triStripIndices->add(0);
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triStripIndices->add(1);
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triStripIndices->add(2);
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triStripIndices->add(3);
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triStripIndices->add(4);
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triStripIndices->add(5);
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triStrip->setIndices(triStripIndices.p());
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ref<Vec3fArray> triStripVertices = new Vec3fArray;
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triStripVertices->reserve(6);
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triStripVertices->add(Vec3f(0,1,0));
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triStripVertices->add(Vec3f(0,0,0));
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triStripVertices->add(Vec3f(1,1,0));
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triStripVertices->add(Vec3f(2.5,0,0));
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triStripVertices->add(Vec3f(3,1,0));
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triStripVertices->add(Vec3f(3.5,-0.5,0));
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geo1->addPrimitiveSet(triStrip.p());
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geo1->setVertexArray(triStripVertices.p());
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geo1->computeNormals();
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// Tri fan
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// -------------------------------------------------------------------------
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ref<DrawableGeo> geo2 = new DrawableGeo;
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ref<PrimitiveSetIndexedUInt> triFan = new PrimitiveSetIndexedUInt(PT_TRIANGLE_FAN);
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ref<UIntArray> triFanIndices = new UIntArray;
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triFanIndices->reserve(5);
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triFanIndices->add(0);
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triFanIndices->add(1);
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triFanIndices->add(2);
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triFanIndices->add(3);
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triFanIndices->add(4);
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triFan->setIndices(triFanIndices.p());
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ref<Vec3fArray> triFanVertices = new Vec3fArray;
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triFanVertices->reserve(5);
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// Note that the example in the RedBook on page 36 (1 ed) leads to triangles with inward normal!
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triFanVertices->add(Vec3f(4,0,0));
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triFanVertices->add(Vec3f(5,-1.5,0));
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triFanVertices->add(Vec3f(5.5,0,0));
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triFanVertices->add(Vec3f(5,1.5,0));
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triFanVertices->add(Vec3f(4,2,0));
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geo2->addPrimitiveSet(triFan.p());
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geo2->setVertexArray(triFanVertices.p());
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geo2->computeNormals();
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Collection<DrawableGeo> myCollection;
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myCollection.push_back(geo1.p());
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myCollection.push_back(geo2.p());
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ref<DrawableGeo> geo4 = new DrawableGeo;
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geo4->mergeInto(myCollection);
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ref<UIntArray> faceList = geo4->toFaceList();
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const Vec3fArray* vertexArray = geo4->vertexArray();
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ref<Vec3fArray> vertices = new Vec3fArray(*vertexArray);
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ref<DrawableGeo> geo5 = new DrawableGeo;
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geo5->setVertexArray(vertices.p());
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geo5->setFromFaceList(*faceList);
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geo5->computeNormals();
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ref<Part> part5 = new Part;
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part5->setDrawable(geo5.p());
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ref<Effect> eff5 = new Effect;
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eff5->setRenderState(new RenderStateMaterial_FF(Color3f(0, 0, 1)));
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part5->setEffect(eff5.p());
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myModel->addPart(part5.p());
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// Finally, update the model and and add it to the scene
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// -------------------------------------------------------------------------
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myModel->updateBoundingBoxesRecursive();
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m_renderSequence->rendering(0)->scene()->addModel(myModel.p());
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// m_camera->setFromLookAt(Vec3d(3,0,10), Vec3d(3,0,0), Vec3d(0,1,0));
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BoundingBox bb = myModel->boundingBox();
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if (bb.isValid())
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{
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m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
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}
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return true;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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std::vector<String> MergeGeo::helpText() const
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{
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std::vector<String> defaultHelpText;
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defaultHelpText.push_back("Snippet used to show result of a merged geometry.\nReset camera position by pressing 'A'.");
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return defaultHelpText;
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}
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} // namespace snip
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