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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 "FreeFormDeformation.h"
WM5_WINDOW_APPLICATION(FreeFormDeformation);
//----------------------------------------------------------------------------
FreeFormDeformation::FreeFormDeformation ()
:
WindowApplication3("SamplePhysics/FreeFormDeformation", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
mQuantity = 4;
mDegree = 3;
mVolume = 0;
mParameters = 0;
mDoRandom = false;
mAmplitude = 0.01f;
mRadius = 0.25f;
mLastUpdateTime = (float)GetTimeInSeconds();
mMouseDown = false;
}
//----------------------------------------------------------------------------
bool FreeFormDeformation::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the scene graph.
CreateScene();
// Center-and-fit mesh for viewing by camera
mMesh->Update();
mTrnNode->LocalTransform.SetTranslate(-mScene->WorldBound.GetCenter());
mCamera->SetFrustum(60.0f, GetAspectRatio(), 0.1f, 100.0f);
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 -
2.5f*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(0.01f, 0.02f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void FreeFormDeformation::OnTerminate ()
{
delete0(mVolume);
delete1(mParameters);
mPicker.Records.clear();
mScene = 0;
mTrnNode = 0;
mWireState = 0;
mMesh = 0;
mPolysegmentRoot = 0;
mControlRoot = 0;
mSelected = 0;
mControlActive = 0;
mControlInactive = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void FreeFormDeformation::OnIdle ()
{
MeasureTime();
bool needsCulling = false;
if (MoveCamera())
{
needsCulling = true;
}
if (MoveObject())
{
mScene->Update();
needsCulling = true;
mCuller.ComputeVisibleSet(mScene);
}
if (mDoRandom)
{
// Deform the mesh no faster than 30 frames per second.
float time = (float)GetTimeInSeconds();
if (time - mLastUpdateTime >= 0.0333333f)
{
mLastUpdateTime = time;
DoRandomControlPoints();
mScene->Update();
needsCulling = true;
}
}
if (needsCulling)
{
mCuller.ComputeVisibleSet(mScene);
}
// Draw the scene as fast as possible (not limited to 30 fps).
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool FreeFormDeformation::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'w': // toggle wireframe
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
case 'a': // toggle automated random versus user-adjusted controls
case 'A':
mDoRandom = !mDoRandom;
return true;
case 'c': // toggle whether or not the polysegments/boxes are drawn
case 'C':
if (mPolysegmentRoot->Culling == Spatial::CULL_ALWAYS)
{
mPolysegmentRoot->Culling = Spatial::CULL_DYNAMIC;
}
else
{
mPolysegmentRoot->Culling = Spatial::CULL_ALWAYS;
}
if (mControlRoot->Culling == Spatial::CULL_ALWAYS)
{
mControlRoot->Culling = Spatial::CULL_DYNAMIC;
}
else
{
mControlRoot->Culling = Spatial::CULL_ALWAYS;
}
mCuller.ComputeVisibleSet(mScene);
return true;
}
return false;
}
//----------------------------------------------------------------------------
bool FreeFormDeformation::OnMouseClick (int button, int state, int x, int y,
unsigned int)
{
if (mDoRandom || button != MOUSE_LEFT_BUTTON)
{
return false;
}
if (state == MOUSE_DOWN)
{
mMouseDown = true;
OnMouseDown(x, y);
}
else
{
mMouseDown = false;
}
return true;
}
//----------------------------------------------------------------------------
bool FreeFormDeformation::OnMotion (int, int x, int y, unsigned int)
{
if (mDoRandom || !mMouseDown || !mSelected)
{
return false;
}
OnMouseMove(x, y);
return true;
}
//----------------------------------------------------------------------------
void FreeFormDeformation::OnMouseDown (int x, int y)
{
// Change to right-handed coordinates.
y = GetHeight() - 1 - y;
// The current selected control point is deactivated.
if (mSelected)
{
mSelected->SetEffectInstance(mControlInactive);
mSelected = 0;
}
// Determine which control point has been selected (if any).
APoint origin;
AVector direction;
if (mRenderer->GetPickRay(x, y, origin, direction))
{
mPicker.Execute(mControlRoot, origin, direction, 0.0f,
Mathf::MAX_REAL);
if (mPicker.Records.size() > 0)
{
const PickRecord& record = mPicker.GetClosestNonnegative();
TriMesh* box = DynamicCast<TriMesh>(record.Intersected);
if (box)
{
APoint vertex[3];
box->GetWorldTriangle(record.Triangle, vertex);
mOldWorldPos =
vertex[0]*record.Bary[0] +
vertex[1]*record.Bary[1] +
vertex[2]*record.Bary[2];
mSelected = box;
mSelected->SetEffectInstance(mControlActive);
}
}
}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::OnMouseMove (int x, int y)
{
// Change to right-handed coordinates.
y = GetHeight() - 1 - y;
// Construct a pick ray. Te want to move the control point from its
// current location to this ray.
APoint origin;
AVector direction;
if (!mRenderer->GetPickRay(x, y, origin, direction))
{
return;
}
// Let E be the camera world origin, D be the camera world direction, and
// U be the pick ray world direction. Let C0 be the current location of
// the picked point and let C1 be its desired new location. We need to
// choose t for which C1 = E + t*U. Two possibilities are provided here,
// both requiring computing: Diff = C0 - E.
AVector diff = mOldWorldPos - mCamera->GetPosition();
float t;
#if 0
// The new world position is chosen to be at a distance along the pick
// ray that is equal to the distance from the camera location to the old
// world position. That is, we require
// Length(C0-E) = Length(C1-E) = Length(t*U) = t.
t = diff.Length();
#else
// The new world position is in the same plane perpendicular to the
// camera direction as the old world position is. This plane is
// Dot(D,X-C0) = 0, in which case we need
// 0 = Dot(D,C1-C0) = Dot(D,E+t*U-C0) = Dot(D,E-C0) + t*Dot(D,U)
// Solving for t, we have
// t = Dot(D,C0-E)/Dot(D,U)
t = mCamera->GetDVector().Dot(diff)/mCamera->GetDVector().Dot(direction);
#endif
APoint newWorldPos = origin + t*direction;
// Move the control point to the new world location. The technical
// problem is that we need to modify the world coordinates for the
// selected control point. Thus, we need to determine how to change the
// local translation in order to produce the correct world translation.
Node* parent = (Node*)mSelected->GetParent();
diff = newWorldPos - mOldWorldPos;
AVector localDiff = parent->WorldTransform.Inverse()*diff;
mSelected->LocalTransform.SetTranslate(
mSelected->LocalTransform.GetTranslate() + localDiff);
mSelected->Update();
mOldWorldPos = newWorldPos;
// Modify the control point itself. It is known that the name string
// has three single-digit numbers separated by blanks.
const std::string& name = mSelected->GetName();
int i0 = (int)(name[0] - '0');
int i1 = (int)(name[2] - '0');
int i2 = (int)(name[4] - '0');
APoint trn = mSelected->LocalTransform.GetTranslate();
mVolume->SetControlPoint(i0, i1, i2, Vector3f(trn[0], trn[1], trn[2]));
// TO DO. We need only update mesh vertices that are affected by the
// change in one control point. This requires working with the B-spline
// basis function and knowing which (u,v,w) to evaluate at (i.e. determine
// the local control region).
UpdateMesh();
// TO DO. Only need to update neighboring lines.
UpdatePolysegments();
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
// Load the small brain data set. It has positions (x,y,z) and texture
// coordinates (u,v).
std::string path = Environment::GetPathR("SmallBrainPT2.wmvf");
Visual::PrimitiveType type;
VertexFormat* vformat;
VertexBuffer* vbuffer;
IndexBuffer* ibuffer;
Visual::LoadWMVF(path, type, vformat, vbuffer, ibuffer);
path = Environment::GetPathR("Quartz.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
mMesh = new0 TriMesh(vformat, vbuffer, ibuffer);
mMesh->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
mTrnNode->AttachChild(mMesh);
CreateBSplineVolume();
CreatePolylines();
CreateControlBoxes();
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreateBSplineVolume ()
{
// Generate the B-spline volume function.
mVolume = new0 BSplineVolumef(mQuantity, mQuantity, mQuantity, mDegree,
mDegree, mDegree);
// Get an AABB of the form [xmin,xmax]x[ymin,ymax]x[zmin,zmax].
VertexBufferAccessor vba(mMesh);
int numVertices = vba.GetNumVertices();
Vector3f position = vba.Position<Vector3f>(0);
mXMin = position[0];
mYMin = position[1];
mZMin = position[2];
float xMax = mXMin, yMax = mYMin, zMax = mZMin;
int i;
for (i = 0; i < numVertices; ++i)
{
position = vba.Position<Vector3f>(i);
if (position[0] < mXMin)
{
mXMin = position[0];
}
else if (position[0] > xMax)
{
xMax = position[0];
}
if (position[1] < mYMin)
{
mYMin = position[1];
}
else if (position[1] > yMax)
{
yMax = position[1];
}
if (position[2] < mZMin)
{
mZMin = position[2];
}
else if (position[2] > zMax)
{
zMax = position[2];
}
}
// Generate the control points.
float xRange = xMax - mXMin;
float yRange = yMax - mYMin;
float zRange = zMax - mZMin;
mDX = xRange/(float)(mQuantity - 1);
mDY = yRange/(float)(mQuantity - 1);
mDZ = zRange/(float)(mQuantity - 1);
Vector3f ctrl;
for (int i0 = 0; i0 < mQuantity; ++i0)
{
ctrl[0] = mXMin + mDX*i0;
for (int i1 = 0; i1 < mQuantity; ++i1)
{
ctrl[1] = mYMin + mDY*i1;
for (int i2 = 0; i2 < mQuantity; i2++)
{
ctrl[2] = mZMin + mDZ*i2;
mVolume->SetControlPoint(i0, i1, i2, ctrl);
}
}
}
// Compute the (u,v,w) values of the mesh relative to the B-spline volume.
float invXRange = 1.0f/xRange;
float invYRange = 1.0f/yRange;
float invZRange = 1.0f/zRange;
mParameters = new1<Vector3f>(numVertices);
for (i = 0; i < numVertices; ++i)
{
const Vector3f& pos = vba.Position<Vector3f>(i);
Vector3f& param = mParameters[i];
param[0] = (pos[0] - mXMin)*invXRange;
param[1] = (pos[1] - mYMin)*invYRange;
param[2] = (pos[2] - mZMin)*invZRange;
}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreatePolylines ()
{
// Generate the polylines that connect adjacent control points.
mPolysegmentRoot = new0 Node();
mTrnNode->AttachChild(mPolysegmentRoot);
VertexColor3Effect* effect = new0 VertexColor3Effect();
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
VertexBufferAccessor vba;
VertexBuffer* vbuffer;
Polysegment* segment;
int i0, i1, i2;
for (i0 = 0; i0 < mQuantity; ++i0)
{
for (i1 = 0; i1 < mQuantity; ++i1)
{
for (i2 = 0; i2 < mQuantity-1; ++i2)
{
vbuffer = new0 VertexBuffer(2, vstride);
vba.ApplyTo(vformat, vbuffer);
vba.Position<Vector3f>(0) =
mVolume->GetControlPoint(i0, i1, i2);
vba.Position<Vector3f>(1) =
mVolume->GetControlPoint(i0, i1, i2+1);
vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 0.75f);
vba.Color<Float3>(0, 1) = Float3(0.0f, 0.0f, 0.75f);
segment = new0 Polysegment(vformat, vbuffer, true);
segment->SetEffectInstance(effect->CreateInstance());
mPolysegmentRoot->AttachChild(segment);
}
}
for (i2 = 0; i2 < mQuantity; ++i2)
{
for (i1 = 0; i1 < mQuantity-1; ++i1)
{
vbuffer = new0 VertexBuffer(2, vstride);
vba.ApplyTo(vformat, vbuffer);
vba.Position<Vector3f>(0) =
mVolume->GetControlPoint(i0, i1, i2);
vba.Position<Vector3f>(1) =
mVolume->GetControlPoint(i0, i1+1, i2);
vba.Color<Float3>(0, 0) = Float3(0.0f, 0.75f, 0.0f);
vba.Color<Float3>(0, 1) = Float3(0.0f, 0.75f, 0.0f);
segment = new0 Polysegment(vformat, vbuffer, true);
segment->SetEffectInstance(effect->CreateInstance());
mPolysegmentRoot->AttachChild(segment);
}
}
}
for (i0 = 0; i0 < mQuantity-1; ++i0)
{
for (i1 = 0; i1 < mQuantity; ++i1)
{
for (i2 = 0; i2 < mQuantity; ++i2)
{
vbuffer = new0 VertexBuffer(2, vstride);
vba.ApplyTo(vformat, vbuffer);
vba.Position<Vector3f>(0) =
mVolume->GetControlPoint(i0, i1, i2);
vba.Position<Vector3f>(1) =
mVolume->GetControlPoint(i0+1, i1, i2);
vba.Color<Float3>(0,0) = Float3(0.75f, 0.0f, 0.0f);
vba.Color<Float3>(0,1) = Float3(0.75f, 0.0f, 0.0f);
segment = new0 Polysegment(vformat, vbuffer, true);
segment->SetEffectInstance(effect->CreateInstance());
mPolysegmentRoot->AttachChild(segment);
}
}
}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreateControlBoxes ()
{
// Generate small boxes to represent the control points.
mControlRoot = new0 Node();
mTrnNode->AttachChild(mControlRoot);
// Create a single box to be shared by each control point box.
const float halfWidth = 0.02f;
VertexFormat* vformat = VertexFormat::Create(1,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(8, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Vector3f>(0) = Vector3f(-halfWidth, -halfWidth, -halfWidth);
vba.Position<Vector3f>(1) = Vector3f(+halfWidth, -halfWidth, -halfWidth);
vba.Position<Vector3f>(2) = Vector3f(+halfWidth, +halfWidth, -halfWidth);
vba.Position<Vector3f>(3) = Vector3f(-halfWidth, +halfWidth, -halfWidth);
vba.Position<Vector3f>(4) = Vector3f(-halfWidth, -halfWidth, +halfWidth);
vba.Position<Vector3f>(5) = Vector3f(+halfWidth, -halfWidth, +halfWidth);
vba.Position<Vector3f>(6) = Vector3f(+halfWidth, +halfWidth, +halfWidth);
vba.Position<Vector3f>(7) = Vector3f(-halfWidth, +halfWidth, +halfWidth);
IndexBuffer* ibuffer = new0 IndexBuffer(36, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[ 0] = 0; indices[ 1] = 2; indices[ 2] = 1;
indices[ 3] = 0; indices[ 4] = 3; indices[ 5] = 2;
indices[ 6] = 4; indices[ 7] = 5; indices[ 8] = 6;
indices[ 9] = 4; indices[10] = 6; indices[11] = 7;
indices[12] = 0; indices[13] = 5; indices[14] = 4;
indices[15] = 0; indices[16] = 1; indices[17] = 5;
indices[18] = 3; indices[19] = 7; indices[20] = 6;
indices[21] = 3; indices[22] = 6; indices[23] = 2;
indices[24] = 1; indices[25] = 2; indices[26] = 6;
indices[27] = 1; indices[28] = 6; indices[29] = 5;
indices[30] = 0; indices[31] = 4; indices[32] = 7;
indices[33] = 0; indices[34] = 7; indices[35] = 3;
// Create the materials and light to be attached to each box.
Material* materialActive = new0 Material();
materialActive->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
materialActive->Ambient = Float4(1.0f, 0.0f, 0.0f, 1.0f);
materialActive->Diffuse = Float4(1.0f, 0.0f, 0.0f, 1.0f);
materialActive->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);
Material* materialInactive = new0 Material();
materialInactive->Emissive = Float4(0.0f, 0.0f, 0.0f, 1.0f);
materialInactive->Ambient = Float4(0.75f, 0.75f, 0.75f, 1.0f);
materialInactive->Diffuse = Float4(0.75f, 0.75f, 0.75f, 1.0f);
materialInactive->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);
Light* light = new0 Light(Light::LT_AMBIENT);
light->Ambient = Float4(1.0f, 1.0f, 1.0f, 1.0f);
light->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
light->Specular = Float4(0.0f, 0.0f, 0.0f, 1.0f);
LightAmbEffect* effect = new0 LightAmbEffect();
mControlActive = effect->CreateInstance(light, materialActive);
mControlInactive = effect->CreateInstance(light, materialInactive);
for (int i0 = 0; i0 < mQuantity; ++i0)
{
for (int i1 = 0; i1 < mQuantity; ++i1)
{
for (int i2 = 0; i2 < mQuantity; ++i2)
{
TriMesh* box = new0 TriMesh(vformat, vbuffer, ibuffer);
Vector3f ctrl = mVolume->GetControlPoint(i0, i1, i2);
box->LocalTransform.SetTranslate(ctrl);
// Encode the indices in the name for later use. This will
// allow fast lookup of volume control points.
char name[32];
sprintf(name, "%d %d %d", i0, i1, i2);
box->SetName(name);
box->SetEffectInstance(mControlInactive);
mControlRoot->AttachChild(box);
}
}
}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::UpdateMesh ()
{
VertexBufferAccessor vba(mMesh);
int numVertices = vba.GetNumVertices();
for (int i = 0; i < numVertices; ++i)
{
const Vector3f& param = mParameters[i];
Vector3f& position = vba.Position<Vector3f>(i);
position = mVolume->GetPosition(param[0], param[1], param[2]);
}
mRenderer->Update(mMesh->GetVertexBuffer());
}
//----------------------------------------------------------------------------
void FreeFormDeformation::UpdatePolysegments ()
{
VertexBufferAccessor vba;
Polysegment* segment;
int i0, i1, i2, i = 0;
for (i0 = 0; i0 < mQuantity; ++i0)
{
for (i1 = 0; i1 < mQuantity; ++i1)
{
for (i2 = 0; i2 < mQuantity-1; ++i2)
{
segment = StaticCast<Polysegment>(
mPolysegmentRoot->GetChild(i));
vba.ApplyTo(segment);
vba.Position<Vector3f>(0) =
mVolume->GetControlPoint(i0, i1, i2);
vba.Position<Vector3f>(1) =
mVolume->GetControlPoint(i0, i1, i2+1);
mRenderer->Update(segment->GetVertexBuffer());
++i;
}
}
for (i2 = 0; i2 < mQuantity; ++i2)
{
for (i1 = 0; i1 < mQuantity-1; ++i1)
{
segment = StaticCast<Polysegment>(
mPolysegmentRoot->GetChild(i));
vba.ApplyTo(segment);
vba.Position<Vector3f>(0) =
mVolume->GetControlPoint(i0, i1, i2);
vba.Position<Vector3f>(1) =
mVolume->GetControlPoint(i0, i1+1, i2);
mRenderer->Update(segment->GetVertexBuffer());
++i;
}
}
}
for (i0 = 0; i0 < mQuantity-1; ++i0)
{
for (i1 = 0; i1 < mQuantity; ++i1)
{
for (i2 = 0; i2 < mQuantity; ++i2)
{
segment = StaticCast<Polysegment>(
mPolysegmentRoot->GetChild(i));
vba.ApplyTo(segment);
vba.Position<Vector3f>(0) =
mVolume->GetControlPoint(i0, i1, i2);
vba.Position<Vector3f>(1) =
mVolume->GetControlPoint(i0+1, i1, i2);
mRenderer->Update(segment->GetVertexBuffer());
++i;
}
}
}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::UpdateControlBoxes ()
{
for (int i0 = 0, i = 0; i0 < mQuantity; ++i0)
{
for (int i1 = 0; i1 < mQuantity; ++i1)
{
for (int i2 = 0; i2 < mQuantity; ++i2, ++i)
{
TriMesh* box = StaticCast<TriMesh>(mControlRoot->GetChild(i));
Vector3f ctrl = mVolume->GetControlPoint(i0, i1, i2);
box->LocalTransform.SetTranslate(ctrl);
}
}
}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::DoRandomControlPoints ()
{
// Randomly perturb the control points, but stay near the original
// control points.
Vector3f ctrl;
for (int i0 = 0; i0 < mQuantity; i0++)
{
ctrl[0] = mXMin + mDX*i0;
for (int i1 = 0; i1 < mQuantity; i1++)
{
ctrl[1] = mYMin + mDY*i1;
for (int i2 = 0; i2 < mQuantity; i2++)
{
ctrl[2] = mZMin + mDZ*i2;
Vector3f newCtrl = mVolume->GetControlPoint(i0, i1, i2) +
mAmplitude*Vector3f(Mathf::SymmetricRandom(),
Mathf::SymmetricRandom(),Mathf::SymmetricRandom());
Vector3f diff = newCtrl - ctrl;
float length = diff.Length();
if (length > mRadius)
{
diff *= mRadius/length;
}
mVolume->SetControlPoint(i0, i1, i2, ctrl + diff);
}
}
}
UpdateMesh();
UpdatePolysegments();
UpdateControlBoxes();
}
//----------------------------------------------------------------------------
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