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#include "FaceNode.h"
#include "ibrush.h"
#include "itexturetoolcolours.h"
#include "math/Matrix3.h"
#include <GL/glew.h>
namespace textool
{
namespace
{
// Locates the index of the vertex that is farthest away from the given texcoord
// the indices contained in exludedIndices are not returned
std::size_t findIndexFarthestFrom(const Vector2& texcoord,
const std::vector<Vector2>& allCoords, const std::vector<std::size_t>& excludedIndices)
{
assert(!allCoords.empty());
std::size_t farthestIndex = 0;
double largestDistanceSquared = 0;
for (std::size_t i = 0; i < allCoords.size(); ++i)
{
if (std::find(excludedIndices.begin(), excludedIndices.end(), i) != excludedIndices.end()) continue;
auto candidateDistanceSquared = (allCoords[i] - texcoord).getLengthSquared();
if (candidateDistanceSquared > largestDistanceSquared)
{
farthestIndex = i;
largestDistanceSquared = candidateDistanceSquared;
}
}
return farthestIndex;
}
}
FaceNode::FaceNode(IFace& face) :
_face(face)
{
for (auto& vertex : _face.getWinding())
{
_vertices.emplace_back(vertex.vertex, vertex.texcoord);
}
}
IFace& FaceNode::getFace()
{
return _face;
}
void FaceNode::beginTransformation()
{
_face.undoSave();
}
void FaceNode::revertTransformation()
{
_face.revertTransform();
}
void FaceNode::transform(const Matrix3& transform)
{
for (auto& vertex : _face.getWinding())
{
vertex.texcoord = transform * vertex.texcoord;
}
Vector3 vertices[3] = { _face.getWinding().at(0).vertex, _face.getWinding().at(1).vertex, _face.getWinding().at(2).vertex };
Vector2 texcoords[3] = { _face.getWinding().at(0).texcoord, _face.getWinding().at(1).texcoord, _face.getWinding().at(2).texcoord };
_face.setTexDefFromPoints(vertices, texcoords);
}
void FaceNode::transformComponents(const Matrix3& transform)
{
transformSelectedAndRecalculateTexDef([&](Vector2& selectedTexcoord)
{
selectedTexcoord = transform * selectedTexcoord;
});
}
void FaceNode::commitTransformation()
{
_face.freezeTransform();
}
const AABB& FaceNode::localAABB() const
{
_bounds = AABB();
for (const auto& vertex : _face.getWinding())
{
_bounds.includePoint({ vertex.texcoord.x(), vertex.texcoord.y(), 0 });
}
return _bounds;
}
void FaceNode::testSelect(Selector& selector, SelectionTest& test)
{
// Arrange the UV coordinates in a Vector3 array for testing
std::vector<Vector3> uvs;
uvs.reserve(_face.getWinding().size());
for (const auto& vertex : _face.getWinding())
{
uvs.emplace_back(vertex.texcoord.x(), vertex.texcoord.y(), 0);
}
test.BeginMesh(Matrix4::getIdentity(), true);
SelectionIntersection best;
test.TestPolygon(VertexPointer(uvs.data(), sizeof(Vector3)), uvs.size(), best);
if (best.isValid())
{
selector.addWithNullIntersection(*this);
}
}
void FaceNode::render(SelectionMode mode)
{
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, 0.3f);
glBlendFunc(GL_CONSTANT_ALPHA_EXT, GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
auto surfaceColour = getSurfaceColour(mode);
glColor4fv(surfaceColour);
glBegin(GL_TRIANGLE_FAN);
for (const auto& vertex : _face.getWinding())
{
glVertex2d(vertex.texcoord[0], vertex.texcoord[1]);
}
glEnd();
glDisable(GL_BLEND);
if (mode == SelectionMode::Vertex)
{
renderComponents();
}
}
void FaceNode::expandSelectionToRelated()
{
if (!isSelected())
{
return;
}
// Expand the selection to all faces with the same brush
auto& brush = _face.getBrush();
GlobalTextureToolSceneGraph().foreachNode([&](const INode::Ptr& node)
{
auto face = std::dynamic_pointer_cast<FaceNode>(node);
if (face && &(face->getFace().getBrush()) == &brush)
{
face->setSelected(true);
}
return true;
});
}
void FaceNode::snapto(float snap)
{
for (auto& vertex : _vertices)
{
auto& texcoord = vertex.getTexcoord();
texcoord.x() = float_snapped(texcoord.x(), snap);
texcoord.y() = float_snapped(texcoord.y(), snap);
}
// Take three vertices and calculate a new tex def
Vector3 vertices[3];
Vector2 texcoords[3];
for (std::size_t i = 0; i < 3; ++i)
{
vertices[i] = _vertices[i].getVertex();
texcoords[i] = _vertices[i].getTexcoord();
}
_face.setTexDefFromPoints(vertices, texcoords);
}
void FaceNode::snapComponents(float snap)
{
transformSelectedAndRecalculateTexDef([&](Vector2& selectedTexcoord)
{
// Snap the selection to the grid
selectedTexcoord.x() = float_snapped(selectedTexcoord.x(), snap);
selectedTexcoord.y() = float_snapped(selectedTexcoord.y(), snap);
});
}
void FaceNode::mergeComponentsWith(const Vector2& center)
{
// We can only merge exactly one of the face vertices, keep track
bool centerAssigned = false;
transformSelectedAndRecalculateTexDef([&](Vector2& selectedTexcoord)
{
if (centerAssigned) return;
selectedTexcoord = center;
centerAssigned = true;
});
}
void FaceNode::transformSelectedAndRecalculateTexDef(const std::function<void(Vector2&)>& transform)
{
std::vector<std::size_t> selectedIndices;
// We need to remember the old texture coordinates to determine the fixed points
std::vector<Vector2> unchangedTexcoords;
AABB selectionBounds;
// Manipulate every selected vertex using the given transform
for (std::size_t i = 0; i < _vertices.size(); ++i)
{
auto& vertex = _vertices[i];
unchangedTexcoords.push_back(vertex.getTexcoord());
if (!vertex.isSelected()) continue;
selectionBounds.includePoint({ vertex.getTexcoord().x(), vertex.getTexcoord().y(), 0 });
selectedIndices.push_back(i);
// Apply the transform to the selected texcoord
transform(vertex.getTexcoord());
}
if (selectedIndices.empty()) return; // nothing happened
// Now we need to pick three vertices to calculate the tex def from
// we have certain options, depending on the number of selected vertices
auto selectionCount = selectedIndices.size();
Vector3 vertices[3];
Vector2 texcoords[3];
const auto& winding = _face.getWinding();
if (selectionCount >= 3)
{
// Manipulating 3+ vertices means that the whole face is transformed
// the same way. We can pick any of the three selected vertices.
for (std::size_t i = 0; i < 3; ++i)
{
vertices[i] = _vertices[selectedIndices[i]].getVertex();
texcoords[i] = _vertices[selectedIndices[i]].getTexcoord();
}
}
else if (selectionCount == 2)
{
// Calculate the center point of the selection and pick the vertex that is farthest from it
auto farthestIndex = findIndexFarthestFrom(
{ selectionBounds.origin.x(), selectionBounds.origin.y() },
unchangedTexcoords, selectedIndices);
for (std::size_t i = 0; i < 2; ++i)
{
vertices[i] = _vertices[selectedIndices[i]].getVertex();
texcoords[i] = _vertices[selectedIndices[i]].getTexcoord();
}
vertices[2] = _vertices[farthestIndex].getVertex();
texcoords[2] = _vertices[farthestIndex].getTexcoord();
}
else // selectionCount == 1
{
assert(selectionCount == 1);
std::vector<std::size_t> fixedVerts{ selectedIndices[0] };
auto secondIndex = findIndexFarthestFrom(unchangedTexcoords[selectedIndices[0]],
unchangedTexcoords, fixedVerts);
fixedVerts.push_back(secondIndex);
// Now we've got two vertices, calculate the center and take the farthest of that one
auto center = (unchangedTexcoords[secondIndex] + unchangedTexcoords[selectedIndices[0]]) * 0.5;
auto thirdIndex = findIndexFarthestFrom(center, unchangedTexcoords, fixedVerts);
fixedVerts.push_back(thirdIndex);
for (std::size_t i = 0; i < 3; ++i)
{
vertices[i] = _vertices[fixedVerts[i]].getVertex();
texcoords[i] = _vertices[fixedVerts[i]].getTexcoord();
}
}
_face.setTexDefFromPoints(vertices, texcoords);
}
}
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