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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2013/07/14)
#include "ExtractLevelSurfacesCubes.h"
WM5_WINDOW_APPLICATION(ExtractLevelSurfacesCubes);
//----------------------------------------------------------------------------
ExtractLevelSurfacesCubes::ExtractLevelSurfacesCubes ()
:
WindowApplication3("SampleImagics/ExtractLevelSurfacesCubes", 0, 0, 640,
480, Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool ExtractLevelSurfacesCubes::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
CreateScene();
// Center-and-fit for camera viewing.
mScene->Update();
mTrnNode->LocalTransform.SetTranslate(-mScene->WorldBound.GetCenter());
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 1000.0f);
AVector camDVector(0.0f, 0.0f, 1.0f);
AVector camUVector(0.0f, 1.0f, 0.0f);
AVector camRVector = camDVector.Cross(camUVector);
APoint camPosition = APoint::ORIGIN -
2.0f*mScene->WorldBound.GetRadius()*camDVector;
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(5.0f, 0.1f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void ExtractLevelSurfacesCubes::OnTerminate ()
{
mScene = 0;
mTrnNode = 0;
mWireState = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void ExtractLevelSurfacesCubes::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool ExtractLevelSurfacesCubes::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void ExtractLevelSurfacesCubes::CreateScene ()
{
// Create the root of the scene.
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
// Extract a level surface (image is 97x97x116).
std::string imageName = Environment::GetPathR("Molecule.im");
ImageInt3D image(imageName.c_str());
ExtractSurfaceCubes esc(image.GetBound(0), image.GetBound(1),
image.GetBound(2), (int*)image.GetData());
std::vector<Vector3f> vertices, normals;
std::vector<TriangleKey> triangles;
esc.ExtractContour(64.5f, vertices, triangles);
esc.MakeUnique(vertices, triangles);
esc.OrientTriangles(vertices, triangles, false);
esc.ComputeNormals(vertices, triangles, normals);
// Create a triangle mesh for the surface.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT3, 1); // normals
int vstride = vformat->GetStride();
const int numVertices = (int)vertices.size();
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
int i;
for (i = 0; i < numVertices; ++i)
{
vba.Position<Vector3f>(i) = vertices[i];
vba.TCoord<Vector3f>(1, i) = normals[i];
}
const int numTriangles = (int)triangles.size();
const int numIndices = 3*numTriangles;
IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
int* indices = (int*)ibuffer->GetData();
for (i = 0; i < numTriangles; ++i)
{
*indices++ = triangles[i].V[0];
*indices++ = triangles[i].V[1];
*indices++ = triangles[i].V[2];
}
TriMesh* mesh = new0 TriMesh(vformat, vbuffer, ibuffer);
mTrnNode->AttachChild(mesh);
// Create and attach a light effect.
Material* material = new0 Material();
material->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
material->Ambient = Float4(0.5f, 0.5f, 0.5f, 1.0f);
material->Diffuse = Float4(0.99607f, 0.83920f, 0.67059f, 1.0f);
material->Specular = Float4(0.8f, 0.8f, 0.8f, 4.0f);
Light* light = new0 Light(Light::LT_DIRECTIONAL);
light->Ambient = Float4(0.25f, 0.25f, 0.25f, 1.0f);
light->Diffuse = Float4(0.5f, 0.5f, 0.5f, 1.0f);
light->Specular = Float4(0.1f, 0.1f, 0.1f, 1.0f);
light->SetDirection(AVector::UNIT_Z);
LightDirPerVerEffect* effect = new0 LightDirPerVerEffect();
mesh->SetEffectInstance(effect->CreateInstance(light, material));
}
//----------------------------------------------------------------------------
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