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// ************************************************************************** //
//
// BornAgain: simulate and fit scattering at grazing incidence
//
//! @file GUI/ba3d/model/geometry.cpp
//! @brief Implements Geometry class
//!
//! @homepage http://www.bornagainproject.org
//! @license GNU General Public License v3 or higher (see COPYING)
//! @copyright Forschungszentrum Jülich GmbH 2018
//! @authors Scientific Computing Group at MLZ (see CITATION, AUTHORS)
//
// ************************************************************************** //
#include "GUI/ba3d/model/geometry.h"
#include "Base/Utils/Assert.h"
#include "GUI/ba3d/model/model.h"
namespace RealSpace
{
//------------------------------------------------------------------------------
Geometry::Vert_Normal::Vert_Normal(const Vector3D& v_, const Vector3D& n_) : v(v_), n(n_) {}
void Geometry::Vertices::addVertex(const Vector3D& v, int n)
{
for (int i = 0; i < n; ++i)
append(v);
}
void Geometry::Vertices::addTriangle(const Vector3D& v1, const Vector3D& v2, const Vector3D& v3)
{
append(v1);
append(v2);
append(v3);
}
void Geometry::Vertices::addQuad(const Vector3D& v1, const Vector3D& v2, const Vector3D& v3,
const Vector3D& v4)
{
addTriangle(v1, v2, v3);
addTriangle(v3, v4, v1);
}
void Geometry::Vertices::addQuad(const Vertices& vs, unsigned i1, unsigned i2, unsigned i3,
unsigned i4)
{
addQuad(vs.at(i1), vs.at(i2), vs.at(i3), vs.at(i4));
}
void Geometry::Vertices::addStrip(const Vertices& vs, const Indices& is)
{
ASSERT(is.size() >= 3); // at least one triangle
for (unsigned i = 0; i + 2 < is.size(); ++i)
if (i % 2)
addTriangle(vs.at(is.at(i)), vs.at(is.at(1 + i)), vs.at(is.at(2 + i)));
else
addTriangle(vs.at(is.at(i)), vs.at(is.at(2 + i)), vs.at(is.at(1 + i)));
}
void Geometry::Vertices::addFan(const Vertices& vs, const Indices& is)
{
ASSERT(is.size() >= 3); // at least one triangle
auto& ctr = vs.at(is.at(0));
for (unsigned i = 0; i + 2 < is.size(); ++i)
addTriangle(ctr, vs.at(is.at(1 + i)), vs.at(is.at(2 + i)));
}
//------------------------------------------------------------------------------
Geometry::Geometry(GeometricID::Key key_) : m_key(key_)
{
using namespace GeometricID;
switch (m_key.id) {
case BaseShape::Plane:
m_mesh = meshPlane();
break;
case BaseShape::Box:
m_mesh = meshBox();
break;
case BaseShape::Sphere:
m_mesh = meshSphere(m_key.p1, m_key.p2, m_key.p3);
break;
case BaseShape::Column:
m_mesh = meshColumn(m_key.p1, m_key.p2);
break;
case BaseShape::Icosahedron:
m_mesh = meshIcosahedron();
break;
case BaseShape::Dodecahedron:
m_mesh = meshDodecahedron();
break;
case BaseShape::TruncatedBox:
m_mesh = meshTruncBox(m_key.p1);
break;
case BaseShape::Cuboctahedron:
m_mesh = meshCuboctahedron(m_key.p1, m_key.p2, m_key.p3);
break;
case BaseShape::Ripple:
m_mesh = meshRipple(m_key.p1, m_key.p2);
break;
}
}
Geometry::~Geometry()
{
// remove self from the store
geometryStore().geometryDeleted(*this);
}
Geometry::Mesh Geometry::makeMesh(const Vertices& vs, Vertices const* ns)
{
int nv = vs.count();
ASSERT(0 == nv % 3);
ASSERT(!ns || nv == ns->count()); // if normals not given, will be computed
Mesh mesh(nv);
for (int i = 0; i < nv; i += 3) {
const Vector3D &v0 = vs.at(0 + i), v1 = vs.at(1 + i), v2 = vs.at(2 + i);
const Vector3D *n0, *n1, *n2;
Vector3D nm;
if (ns) {
n0 = &ns->at(0 + i);
n1 = &ns->at(1 + i);
n2 = &ns->at(2 + i);
} else {
nm = cross((v1 - v0), (v2 - v0));
n0 = n1 = n2 = &nm;
}
mesh.append(Vert_Normal(v0, *n0));
mesh.append(Vert_Normal(v1, *n1));
mesh.append(Vert_Normal(v2, *n2));
}
return mesh;
}
Geometry::Mesh Geometry::makeMesh(const Vertices& vs, const Vertices& ns)
{
return makeMesh(vs, &ns);
}
//------------------------------------------------------------------------------
GeometryHandle GeometryStore::getGeometry(GeometricID::Key key)
{
auto it = m_geometries.find(key);
if (m_geometries.end() != it) {
if (auto g = it->second.lock())
return g;
}
GeometryHandle g = GeometryHandle(new Geometry(key));
m_geometries[key] = GeometryRef(g);
return g;
}
void GeometryStore::geometryDeleted(Geometry const& g)
{
emit deletingGeometry(&g);
m_geometries.erase(g.m_key);
}
GeometryStore& geometryStore()
{
static GeometryStore gs;
return gs;
}
//------------------------------------------------------------------------------
} // namespace RealSpace
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