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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: 5.0.0 (2010/01/01)
#include "IntersectConvexPolyhedra.h"
WM5_WINDOW_APPLICATION(IntersectConvexPolyhedra);
//----------------------------------------------------------------------------
IntersectConvexPolyhedra::IntersectConvexPolyhedra ()
:
WindowApplication3("SampleMathematics/IntersectConvexPolyhedra", 0, 0,
640, 480, Float4(0.75f, 0.75f, 0.75f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool IntersectConvexPolyhedra::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 1000.0f);
APoint camPosition(16.0f, 0.0f, 0.0f);
AVector camDVector(-1.0f, 0.0f, 0.0f);
AVector camUVector(0.0f, 0.0f, 1.0f);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void IntersectConvexPolyhedra::OnTerminate ()
{
mScene = 0;
mMeshPoly0 = 0;
mMeshPoly1 = 0;
mMeshIntersection = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void IntersectConvexPolyhedra::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 IntersectConvexPolyhedra::OnKeyDown (unsigned char key, int x, int y)
{
switch (key)
{
case 's':
case 'S':
InitializeObjectMotion(mScene);
return true;
case '0':
InitializeObjectMotion(mMeshPoly0);
return true;
case '1':
InitializeObjectMotion(mMeshPoly1);
return true;
case 'r':
case 'R':
ComputeIntersection();
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
return true;
}
return WindowApplication3::OnKeyDown(key, x, y);
}
//----------------------------------------------------------------------------
void IntersectConvexPolyhedra::CreateScene ()
{
mScene = new0 Node();
mMotionObject = mScene;
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
// Attach a dummy intersection mesh. If the intersection is nonempty,
// the Culling flag will be modified to CULL_DYNAMIC. The intersection
// is drawn as a solid.
mMeshIntersection = StandardMesh(vformat).Tetrahedron();
VertexBufferAccessor vba(mMeshIntersection);
Float3 green(0.0f, 1.0f, 0.0f);
int i, j;
for (i = 0; i < vba.GetNumVertices(); ++i)
{
vba.Color<Float3>(0, i) = green;
}
mMeshIntersection->SetEffectInstance(
VertexColor3Effect::CreateUniqueInstance());
mMeshIntersection->Culling = Spatial::CULL_ALWAYS;
mScene->AttachChild(mMeshIntersection);
// The first polyhedron is an ellipsoid.
ConvexPolyhedronf::CreateEggShape(Vector3f::ZERO, 1.0f, 1.0f, 2.0f, 2.0f,
4.0f, 4.0f, 3, mWorldPoly0);
// Build the corresponding mesh.
int numVertices = mWorldPoly0.GetNumVertices();
int numTriangles = mWorldPoly0.GetNumTriangles();
int numIndices = 3*numTriangles;
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
Float3 red(1.0f, 0.0f, 0.0f);
vba.ApplyTo(vformat, vbuffer);
for (i = 0; i < numVertices; ++i)
{
vba.Position<Vector3f>(i) = mWorldPoly0.Point(i);
vba.Color<Float3>(0,i) = red;
}
int* indices = (int*)ibuffer->GetData();
for (i = 0; i < numTriangles; ++i)
{
const MTTriangle& triangle = mWorldPoly0.GetTriangle(i);
for (j = 0; j < 3; ++j)
{
indices[3*i + j] = mWorldPoly0.GetVLabel(triangle.GetVertex(j));
}
}
mMeshPoly0 = new0 TriMesh(vformat, vbuffer, ibuffer);
VisualEffectInstance* instance =
VertexColor3Effect::CreateUniqueInstance();
instance->GetEffect()->GetWireState(0, 0)->Enabled = true;
mMeshPoly0->SetEffectInstance(instance);
mMeshPoly0->LocalTransform.SetTranslate(APoint(0.0f, 2.0f, 0.0f));
mScene->AttachChild(mMeshPoly0);
// The second polyhedron is egg shaped.
ConvexPolyhedronf::CreateEggShape(Vector3f::ZERO, 2.0f, 2.0f, 4.0f, 4.0f,
5.0f, 3.0f, 4, mWorldPoly1);
// Build the corresponding mesh.
numVertices = mWorldPoly1.GetNumVertices();
numTriangles = mWorldPoly1.GetNumTriangles();
numIndices = 3*numTriangles;
vbuffer = new0 VertexBuffer(numVertices, vstride);
ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
Float3 blue(0.0f, 0.0f, 1.0f);
vba.ApplyTo(vformat, vbuffer);
for (i = 0; i < numVertices; ++i)
{
vba.Position<Vector3f>(i) = mWorldPoly1.Point(i);
vba.Color<Float3>(0, i) = blue;
}
indices = (int*)ibuffer->GetData();
for (i = 0; i < numTriangles; ++i)
{
const MTTriangle& triangle = mWorldPoly1.GetTriangle(i);
for (j = 0; j < 3; ++j)
{
indices[3*i + j] = mWorldPoly1.GetVLabel(triangle.GetVertex(j));
}
}
mMeshPoly1 = new0 TriMesh(vformat, vbuffer, ibuffer);
instance = VertexColor3Effect::CreateUniqueInstance();
instance->GetEffect()->GetWireState(0, 0)->Enabled = true;
mMeshPoly1->SetEffectInstance(instance);
mMeshPoly1->LocalTransform.SetTranslate(APoint(0.0f, -2.0f, 0.0f));
mScene->AttachChild(mMeshPoly1);
ComputeIntersection();
}
//----------------------------------------------------------------------------
void IntersectConvexPolyhedra::ComputeIntersection ()
{
// Transform the model-space vertices to world space.
VertexBufferAccessor vba(mMeshPoly0);
int i;
for (i = 0; i < vba.GetNumVertices(); ++i)
{
APoint modPos = vba.Position<Float3>(i);
APoint locPos = mMeshPoly0->LocalTransform*modPos;
mWorldPoly0.Point(i) = Vector3f(locPos[0], locPos[1], locPos[2]);
}
mWorldPoly0.UpdatePlanes();
vba.ApplyTo(mMeshPoly1);
for (i = 0; i < vba.GetNumVertices(); ++i)
{
APoint modPos = vba.Position<Float3>(i);
APoint locPos = mMeshPoly1->LocalTransform*modPos;
mWorldPoly1.Point(i) = Vector3f(locPos[0], locPos[1], locPos[2]);
}
mWorldPoly1.UpdatePlanes();
// Compute the intersection (if any) in world space.
bool hasIntersection = mWorldPoly0.FindIntersection(mWorldPoly1,
mIntersection);
if (hasIntersection)
{
// Build the corresponding mesh.
int numVertices = mIntersection.GetNumVertices();
int numTriangles = mIntersection.GetNumTriangles();
int numIndices = 3*numTriangles;
VertexFormat* vformat = mMeshPoly0->GetVertexFormat();
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(numVertices, vstride);
IndexBuffer* ibuffer = new0 IndexBuffer(numIndices, sizeof(int));
Float3 green(0.0f, 1.0f, 0.0f);
vba.ApplyTo(vformat, vbuffer);
for (i = 0; i < numVertices; ++i)
{
vba.Position<Vector3f>(i) = mIntersection.Point(i);
vba.Color<Float3>(0, i) = green;
}
int* indices = (int*)ibuffer->GetData();
for (i = 0; i < numTriangles; ++i)
{
const MTTriangle& triangle = mIntersection.GetTriangle(i);
for (int j = 0; j < 3; ++j)
{
indices[3*i + j] =
mIntersection.GetVLabel(triangle.GetVertex(j));
}
}
mMeshIntersection = new0 TriMesh(vformat, vbuffer, ibuffer);
mMeshIntersection->SetEffectInstance(
VertexColor3Effect::CreateUniqueInstance());
mScene->SetChild(0, mMeshIntersection);
mMeshIntersection->Culling = Spatial::CULL_DYNAMIC;
}
else
{
mMeshIntersection->Culling = Spatial::CULL_ALWAYS;
}
}
//----------------------------------------------------------------------------
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