mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-06 22:47:32 -06:00
1495 lines
57 KiB
C++
1495 lines
57 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "GLModel.hpp"
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#include "3DScene.hpp"
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#include "GUI_App.hpp"
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#include "GLShader.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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#include "libslic3r/Model.hpp"
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#include "libslic3r/Polygon.hpp"
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#include "libslic3r/BuildVolume.hpp"
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#include "libslic3r/Geometry/ConvexHull.hpp"
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#include <boost/filesystem/operations.hpp>
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#include <boost/algorithm/string/predicate.hpp>
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#if ENABLE_SMOOTH_NORMALS
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#include <igl/per_face_normals.h>
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#include <igl/per_corner_normals.h>
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#include <igl/per_vertex_normals.h>
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#endif // ENABLE_SMOOTH_NORMALS
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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#if ENABLE_SMOOTH_NORMALS
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static void smooth_normals_corner(const TriangleMesh& mesh, std::vector<stl_normal>& normals)
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{
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using MapMatrixXfUnaligned = Eigen::Map<const Eigen::Matrix<float, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>>;
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using MapMatrixXiUnaligned = Eigen::Map<const Eigen::Matrix<int, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor | Eigen::DontAlign>>;
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std::vector<Vec3f> face_normals = its_face_normals(mesh.its);
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Eigen::MatrixXd vertices = MapMatrixXfUnaligned(mesh.its.vertices.front().data(),
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Eigen::Index(mesh.its.vertices.size()), 3).cast<double>();
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Eigen::MatrixXi indices = MapMatrixXiUnaligned(mesh.its.indices.front().data(),
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Eigen::Index(mesh.its.indices.size()), 3);
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Eigen::MatrixXd in_normals = MapMatrixXfUnaligned(face_normals.front().data(),
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Eigen::Index(face_normals.size()), 3).cast<double>();
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Eigen::MatrixXd out_normals;
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igl::per_corner_normals(vertices, indices, in_normals, 1.0, out_normals);
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normals = std::vector<stl_normal>(mesh.its.vertices.size());
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for (size_t i = 0; i < mesh.its.indices.size(); ++i) {
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for (size_t j = 0; j < 3; ++j) {
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normals[mesh.its.indices[i][j]] = out_normals.row(i * 3 + j).cast<float>();
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}
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}
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}
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#endif // ENABLE_SMOOTH_NORMALS
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void GLModel::Geometry::add_vertex(const Vec2f& position)
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{
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assert(format.vertex_layout == EVertexLayout::P2);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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}
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void GLModel::Geometry::add_vertex(const Vec2f& position, const Vec2f& tex_coord)
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{
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assert(format.vertex_layout == EVertexLayout::P2T2);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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vertices.emplace_back(tex_coord.x());
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vertices.emplace_back(tex_coord.y());
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}
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void GLModel::Geometry::add_vertex(const Vec3f& position)
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{
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assert(format.vertex_layout == EVertexLayout::P3);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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vertices.emplace_back(position.z());
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}
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void GLModel::Geometry::add_vertex(const Vec3f& position, const Vec2f& tex_coord)
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{
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assert(format.vertex_layout == EVertexLayout::P3T2);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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vertices.emplace_back(position.z());
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vertices.emplace_back(tex_coord.x());
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vertices.emplace_back(tex_coord.y());
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}
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void GLModel::Geometry::add_vertex(const Vec3f& position, const Vec3f& normal)
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{
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assert(format.vertex_layout == EVertexLayout::P3N3);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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vertices.emplace_back(position.z());
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vertices.emplace_back(normal.x());
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vertices.emplace_back(normal.y());
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vertices.emplace_back(normal.z());
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}
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void GLModel::Geometry::add_vertex(const Vec3f& position, const Vec3f& normal, const Vec2f& tex_coord)
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{
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assert(format.vertex_layout == EVertexLayout::P3N3T2);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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vertices.emplace_back(position.z());
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vertices.emplace_back(normal.x());
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vertices.emplace_back(normal.y());
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vertices.emplace_back(normal.z());
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vertices.emplace_back(tex_coord.x());
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vertices.emplace_back(tex_coord.y());
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}
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void GLModel::Geometry::add_vertex(const Vec4f& position)
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{
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assert(format.vertex_layout == EVertexLayout::P4);
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vertices.emplace_back(position.x());
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vertices.emplace_back(position.y());
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vertices.emplace_back(position.z());
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vertices.emplace_back(position.w());
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}
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void GLModel::Geometry::add_index(unsigned int id)
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{
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indices.emplace_back(id);
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}
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void GLModel::Geometry::add_line(unsigned int id1, unsigned int id2)
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{
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indices.emplace_back(id1);
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indices.emplace_back(id2);
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}
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void GLModel::Geometry::add_triangle(unsigned int id1, unsigned int id2, unsigned int id3)
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{
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indices.emplace_back(id1);
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indices.emplace_back(id2);
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indices.emplace_back(id3);
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}
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Vec2f GLModel::Geometry::extract_position_2(size_t id) const
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{
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const size_t p_stride = position_stride_floats(format);
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if (p_stride != 2) {
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assert(false);
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return { FLT_MAX, FLT_MAX };
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}
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if (vertices_count() <= id) {
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assert(false);
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return { FLT_MAX, FLT_MAX };
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}
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const float* start = &vertices[id * vertex_stride_floats(format) + position_offset_floats(format)];
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return { *(start + 0), *(start + 1) };
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}
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Vec3f GLModel::Geometry::extract_position_3(size_t id) const
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{
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const size_t p_stride = position_stride_floats(format);
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if (p_stride != 3) {
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assert(false);
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return { FLT_MAX, FLT_MAX, FLT_MAX };
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}
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if (vertices_count() <= id) {
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assert(false);
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return { FLT_MAX, FLT_MAX, FLT_MAX };
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}
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const float* start = &vertices[id * vertex_stride_floats(format) + position_offset_floats(format)];
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return { *(start + 0), *(start + 1), *(start + 2) };
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}
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Vec3f GLModel::Geometry::extract_normal_3(size_t id) const
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{
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const size_t n_stride = normal_stride_floats(format);
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if (n_stride != 3) {
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assert(false);
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return { FLT_MAX, FLT_MAX, FLT_MAX };
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}
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if (vertices_count() <= id) {
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assert(false);
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return { FLT_MAX, FLT_MAX, FLT_MAX };
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}
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const float* start = &vertices[id * vertex_stride_floats(format) + normal_offset_floats(format)];
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return { *(start + 0), *(start + 1), *(start + 2) };
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}
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Vec2f GLModel::Geometry::extract_tex_coord_2(size_t id) const
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{
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const size_t t_stride = tex_coord_stride_floats(format);
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if (t_stride != 2) {
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assert(false);
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return { FLT_MAX, FLT_MAX };
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}
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if (vertices_count() <= id) {
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assert(false);
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return { FLT_MAX, FLT_MAX };
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}
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const float* start = &vertices[id * vertex_stride_floats(format) + tex_coord_offset_floats(format)];
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return { *(start + 0), *(start + 1) };
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}
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void GLModel::Geometry::set_vertex(size_t id, const Vec3f& position, const Vec3f& normal)
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{
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assert(format.vertex_layout == EVertexLayout::P3N3);
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assert(id < vertices_count());
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if (id < vertices_count()) {
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float* start = &vertices[id * vertex_stride_floats(format)];
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*(start + 0) = position.x();
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*(start + 1) = position.y();
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*(start + 2) = position.z();
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*(start + 3) = normal.x();
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*(start + 4) = normal.y();
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*(start + 5) = normal.z();
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}
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}
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void GLModel::Geometry::set_index(size_t id, unsigned int index)
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{
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assert(id < indices_count());
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if (id < indices_count())
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indices[id] = index;
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}
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unsigned int GLModel::Geometry::extract_index(size_t id) const
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{
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if (indices_count() <= id) {
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assert(false);
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return -1;
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}
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return indices[id];
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}
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void GLModel::Geometry::remove_vertex(size_t id)
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{
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assert(id < vertices_count());
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if (id < vertices_count()) {
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const size_t stride = vertex_stride_floats(format);
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std::vector<float>::const_iterator it = vertices.begin() + id * stride;
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vertices.erase(it, it + stride);
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}
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}
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indexed_triangle_set GLModel::Geometry::get_as_indexed_triangle_set() const
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{
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indexed_triangle_set its;
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its.vertices.reserve(vertices_count());
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for (size_t i = 0; i < vertices_count(); ++i) {
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its.vertices.emplace_back(extract_position_3(i));
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}
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its.indices.reserve(indices_count() / 3);
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for (size_t i = 0; i < indices_count() / 3; ++i) {
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const size_t tri_id = i * 3;
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its.indices.emplace_back(extract_index(tri_id), extract_index(tri_id + 1), extract_index(tri_id + 2));
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}
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return its;
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}
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size_t GLModel::Geometry::vertex_stride_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2: { return 2; }
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case EVertexLayout::P2T2: { return 4; }
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case EVertexLayout::P3: { return 3; }
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case EVertexLayout::P3T2: { return 5; }
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case EVertexLayout::P3N3: { return 6; }
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case EVertexLayout::P3N3T2: { return 8; }
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case EVertexLayout::P4: { return 4; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::position_stride_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2:
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case EVertexLayout::P2T2: { return 2; }
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case EVertexLayout::P3:
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case EVertexLayout::P3T2:
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case EVertexLayout::P3N3:
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case EVertexLayout::P3N3T2: { return 3; }
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case EVertexLayout::P4: { return 4; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::position_offset_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2:
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case EVertexLayout::P2T2:
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case EVertexLayout::P3:
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case EVertexLayout::P3T2:
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case EVertexLayout::P3N3:
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case EVertexLayout::P3N3T2:
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case EVertexLayout::P4: { return 0; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::normal_stride_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P3N3:
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case EVertexLayout::P3N3T2: { return 3; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::normal_offset_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P3N3:
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case EVertexLayout::P3N3T2: { return 3; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::tex_coord_stride_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2T2:
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case EVertexLayout::P3T2:
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case EVertexLayout::P3N3T2: { return 2; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::tex_coord_offset_floats(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2T2: { return 2; }
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case EVertexLayout::P3T2: { return 3; }
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case EVertexLayout::P3N3T2: { return 6; }
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default: { assert(false); return 0; }
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};
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}
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size_t GLModel::Geometry::index_stride_bytes(const Geometry& data)
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{
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switch (data.index_type)
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{
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case EIndexType::UINT: { return sizeof(unsigned int); }
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case EIndexType::USHORT: { return sizeof(unsigned short); }
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case EIndexType::UBYTE: { return sizeof(unsigned char); }
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default: { assert(false); return 0; }
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};
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}
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bool GLModel::Geometry::has_position(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2:
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case EVertexLayout::P2T2:
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case EVertexLayout::P3:
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case EVertexLayout::P3T2:
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case EVertexLayout::P3N3:
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case EVertexLayout::P3N3T2:
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case EVertexLayout::P4: { return true; }
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default: { assert(false); return false; }
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};
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}
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bool GLModel::Geometry::has_normal(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2:
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case EVertexLayout::P2T2:
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case EVertexLayout::P3:
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case EVertexLayout::P3T2:
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case EVertexLayout::P4: { return false; }
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case EVertexLayout::P3N3:
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case EVertexLayout::P3N3T2: { return true; }
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default: { assert(false); return false; }
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};
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}
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bool GLModel::Geometry::has_tex_coord(const Format& format)
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{
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switch (format.vertex_layout)
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{
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case EVertexLayout::P2T2:
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case EVertexLayout::P3T2:
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case EVertexLayout::P3N3T2: { return true; }
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case EVertexLayout::P2:
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case EVertexLayout::P3:
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case EVertexLayout::P3N3:
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case EVertexLayout::P4: { return false; }
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default: { assert(false); return false; }
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};
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}
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void GLModel::init_from(Geometry&& data)
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{
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if (is_initialized()) {
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// call reset() if you want to reuse this model
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assert(false);
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return;
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}
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if (data.vertices.empty() || data.indices.empty()) {
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assert(false);
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return;
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}
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m_render_data.geometry = std::move(data);
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// update bounding box
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for (size_t i = 0; i < vertices_count(); ++i) {
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const size_t position_stride = Geometry::position_stride_floats(data.format);
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if (position_stride == 3)
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m_bounding_box.merge(m_render_data.geometry.extract_position_3(i).cast<double>());
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else if (position_stride == 2) {
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const Vec2f position = m_render_data.geometry.extract_position_2(i);
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m_bounding_box.merge(Vec3f(position.x(), position.y(), 0.0f).cast<double>());
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}
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}
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}
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void GLModel::init_from(const TriangleMesh& mesh)
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{
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init_from(mesh.its);
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}
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void GLModel::init_from(const indexed_triangle_set& its)
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{
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if (is_initialized()) {
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// call reset() if you want to reuse this model
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assert(false);
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return;
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}
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if (its.vertices.empty() || its.indices.empty()){
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assert(false);
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return;
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}
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Geometry& data = m_render_data.geometry;
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data.format = { Geometry::EPrimitiveType::Triangles, Geometry::EVertexLayout::P3N3 };
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data.reserve_vertices(3 * its.indices.size());
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data.reserve_indices(3 * its.indices.size());
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// vertices + indices
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unsigned int vertices_counter = 0;
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for (uint32_t i = 0; i < its.indices.size(); ++i) {
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const stl_triangle_vertex_indices face = its.indices[i];
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const stl_vertex vertex[3] = { its.vertices[face[0]], its.vertices[face[1]], its.vertices[face[2]] };
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const stl_vertex n = face_normal_normalized(vertex);
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for (size_t j = 0; j < 3; ++j) {
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data.add_vertex(vertex[j], n);
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}
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vertices_counter += 3;
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data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
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}
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// update bounding box
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for (size_t i = 0; i < vertices_count(); ++i) {
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m_bounding_box.merge(data.extract_position_3(i).cast<double>());
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}
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}
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void GLModel::init_from(const Polygons& polygons, float z)
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{
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if (is_initialized()) {
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// call reset() if you want to reuse this model
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assert(false);
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return;
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}
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|
|
if (polygons.empty()) {
|
|
assert(false);
|
|
return;
|
|
}
|
|
|
|
Geometry& data = m_render_data.geometry;
|
|
data.format = { Geometry::EPrimitiveType::Lines, Geometry::EVertexLayout::P3 };
|
|
|
|
size_t segments_count = 0;
|
|
for (const Polygon& polygon : polygons) {
|
|
segments_count += polygon.points.size();
|
|
}
|
|
|
|
data.reserve_vertices(2 * segments_count);
|
|
data.reserve_indices(2 * segments_count);
|
|
|
|
// vertices + indices
|
|
unsigned int vertices_counter = 0;
|
|
for (const Polygon& poly : polygons) {
|
|
for (size_t i = 0; i < poly.points.size(); ++i) {
|
|
const Point& p0 = poly.points[i];
|
|
const Point& p1 = (i == poly.points.size() - 1) ? poly.points.front() : poly.points[i + 1];
|
|
data.add_vertex(Vec3f(unscale<float>(p0.x()), unscale<float>(p0.y()), z));
|
|
data.add_vertex(Vec3f(unscale<float>(p1.x()), unscale<float>(p1.y()), z));
|
|
vertices_counter += 2;
|
|
data.add_line(vertices_counter - 2, vertices_counter - 1);
|
|
}
|
|
}
|
|
|
|
// update bounding box
|
|
for (size_t i = 0; i < vertices_count(); ++i) {
|
|
m_bounding_box.merge(data.extract_position_3(i).cast<double>());
|
|
}
|
|
}
|
|
|
|
bool GLModel::init_from_file(const std::string& filename)
|
|
{
|
|
if (!boost::filesystem::exists(filename))
|
|
return false;
|
|
|
|
if (!boost::algorithm::iends_with(filename, ".stl"))
|
|
return false;
|
|
|
|
Model model;
|
|
try {
|
|
model = Model::read_from_file(filename);
|
|
}
|
|
catch (std::exception&) {
|
|
return false;
|
|
}
|
|
|
|
init_from(model.mesh());
|
|
|
|
m_filename = filename;
|
|
|
|
return true;
|
|
}
|
|
|
|
void GLModel::reset()
|
|
{
|
|
// release gpu memory
|
|
if (m_render_data.ibo_id > 0) {
|
|
glsafe(::glDeleteBuffers(1, &m_render_data.ibo_id));
|
|
m_render_data.ibo_id = 0;
|
|
}
|
|
if (m_render_data.vbo_id > 0) {
|
|
glsafe(::glDeleteBuffers(1, &m_render_data.vbo_id));
|
|
m_render_data.vbo_id = 0;
|
|
}
|
|
|
|
m_render_data.vertices_count = 0;
|
|
m_render_data.indices_count = 0;
|
|
m_render_data.geometry.vertices = std::vector<float>();
|
|
m_render_data.geometry.indices = std::vector<unsigned int>();
|
|
m_bounding_box = BoundingBoxf3();
|
|
m_filename = std::string();
|
|
}
|
|
|
|
static GLenum get_primitive_mode(const GLModel::Geometry::Format& format)
|
|
{
|
|
switch (format.type)
|
|
{
|
|
case GLModel::Geometry::EPrimitiveType::Points: { return GL_POINTS; }
|
|
default:
|
|
case GLModel::Geometry::EPrimitiveType::Triangles: { return GL_TRIANGLES; }
|
|
case GLModel::Geometry::EPrimitiveType::TriangleStrip: { return GL_TRIANGLE_STRIP; }
|
|
case GLModel::Geometry::EPrimitiveType::TriangleFan: { return GL_TRIANGLE_FAN; }
|
|
case GLModel::Geometry::EPrimitiveType::Lines: { return GL_LINES; }
|
|
case GLModel::Geometry::EPrimitiveType::LineStrip: { return GL_LINE_STRIP; }
|
|
case GLModel::Geometry::EPrimitiveType::LineLoop: { return GL_LINE_LOOP; }
|
|
}
|
|
}
|
|
|
|
static GLenum get_index_type(const GLModel::Geometry& data)
|
|
{
|
|
switch (data.index_type)
|
|
{
|
|
default:
|
|
case GLModel::Geometry::EIndexType::UINT: { return GL_UNSIGNED_INT; }
|
|
case GLModel::Geometry::EIndexType::USHORT: { return GL_UNSIGNED_SHORT; }
|
|
case GLModel::Geometry::EIndexType::UBYTE: { return GL_UNSIGNED_BYTE; }
|
|
}
|
|
}
|
|
|
|
void GLModel::render()
|
|
{
|
|
render(std::make_pair<size_t, size_t>(0, indices_count()));
|
|
}
|
|
|
|
void GLModel::render(const std::pair<size_t, size_t>& range)
|
|
{
|
|
if (m_render_disabled)
|
|
return;
|
|
|
|
if (range.second == range.first)
|
|
return;
|
|
|
|
GLShaderProgram* shader = wxGetApp().get_current_shader();
|
|
if (shader == nullptr)
|
|
return;
|
|
|
|
// sends data to gpu if not done yet
|
|
if (m_render_data.vbo_id == 0 || m_render_data.ibo_id == 0) {
|
|
if (m_render_data.geometry.vertices_count() > 0 && m_render_data.geometry.indices_count() > 0 && !send_to_gpu())
|
|
return;
|
|
}
|
|
|
|
const Geometry& data = m_render_data.geometry;
|
|
|
|
const GLenum mode = get_primitive_mode(data.format);
|
|
const GLenum index_type = get_index_type(data);
|
|
|
|
const size_t vertex_stride_bytes = Geometry::vertex_stride_bytes(data.format);
|
|
const bool position = Geometry::has_position(data.format);
|
|
const bool normal = Geometry::has_normal(data.format);
|
|
const bool tex_coord = Geometry::has_tex_coord(data.format);
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
|
|
|
|
int position_id = -1;
|
|
int normal_id = -1;
|
|
int tex_coord_id = -1;
|
|
|
|
if (position) {
|
|
position_id = shader->get_attrib_location("v_position");
|
|
if (position_id != -1) {
|
|
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
|
|
glsafe(::glEnableVertexAttribArray(position_id));
|
|
}
|
|
}
|
|
if (normal) {
|
|
normal_id = shader->get_attrib_location("v_normal");
|
|
if (normal_id != -1) {
|
|
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
|
|
glsafe(::glEnableVertexAttribArray(normal_id));
|
|
}
|
|
}
|
|
if (tex_coord) {
|
|
tex_coord_id = shader->get_attrib_location("v_tex_coord");
|
|
if (tex_coord_id != -1) {
|
|
glsafe(::glVertexAttribPointer(tex_coord_id, Geometry::tex_coord_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::tex_coord_offset_bytes(data.format)));
|
|
glsafe(::glEnableVertexAttribArray(tex_coord_id));
|
|
}
|
|
}
|
|
|
|
shader->set_uniform("uniform_color", data.color);
|
|
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
|
|
glsafe(::glDrawElements(mode, range.second - range.first, index_type, (const void*)(range.first * Geometry::index_stride_bytes(data))));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
|
|
if (tex_coord_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(tex_coord_id));
|
|
if (normal_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(normal_id));
|
|
if (position_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(position_id));
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
void GLModel::render_instanced(unsigned int instances_vbo, unsigned int instances_count)
|
|
{
|
|
if (instances_vbo == 0 || instances_count == 0)
|
|
return;
|
|
|
|
GLShaderProgram* shader = wxGetApp().get_current_shader();
|
|
if (shader == nullptr || !boost::algorithm::iends_with(shader->get_name(), "_instanced"))
|
|
return;
|
|
|
|
// vertex attributes
|
|
const GLint position_id = shader->get_attrib_location("v_position");
|
|
const GLint normal_id = shader->get_attrib_location("v_normal");
|
|
if (position_id == -1 || normal_id == -1)
|
|
return;
|
|
|
|
// instance attributes
|
|
const GLint offset_id = shader->get_attrib_location("i_offset");
|
|
const GLint scales_id = shader->get_attrib_location("i_scales");
|
|
if (offset_id == -1 || scales_id == -1)
|
|
return;
|
|
|
|
if (m_render_data.vbo_id == 0 || m_render_data.ibo_id == 0) {
|
|
if (!send_to_gpu())
|
|
return;
|
|
}
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, instances_vbo));
|
|
const size_t instance_stride = 5 * sizeof(float);
|
|
glsafe(::glVertexAttribPointer(offset_id, 3, GL_FLOAT, GL_FALSE, instance_stride, (const void*)0));
|
|
glsafe(::glEnableVertexAttribArray(offset_id));
|
|
glsafe(::glVertexAttribDivisor(offset_id, 1));
|
|
|
|
glsafe(::glVertexAttribPointer(scales_id, 2, GL_FLOAT, GL_FALSE, instance_stride, (const void*)(3 * sizeof(float))));
|
|
glsafe(::glEnableVertexAttribArray(scales_id));
|
|
glsafe(::glVertexAttribDivisor(scales_id, 1));
|
|
|
|
const Geometry& data = m_render_data.geometry;
|
|
|
|
const GLenum mode = get_primitive_mode(data.format);
|
|
const GLenum index_type = get_index_type(data);
|
|
|
|
const size_t vertex_stride_bytes = Geometry::vertex_stride_bytes(data.format);
|
|
const bool position = Geometry::has_position(data.format);
|
|
const bool normal = Geometry::has_normal(data.format);
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
|
|
|
|
if (position) {
|
|
glsafe(::glVertexAttribPointer(position_id, Geometry::position_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::position_offset_bytes(data.format)));
|
|
glsafe(::glEnableVertexAttribArray(position_id));
|
|
}
|
|
|
|
if (normal) {
|
|
glsafe(::glVertexAttribPointer(normal_id, Geometry::normal_stride_floats(data.format), GL_FLOAT, GL_FALSE, vertex_stride_bytes, (const void*)Geometry::normal_offset_bytes(data.format)));
|
|
glsafe(::glEnableVertexAttribArray(normal_id));
|
|
}
|
|
|
|
shader->set_uniform("uniform_color", data.color);
|
|
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
|
|
glsafe(::glDrawElementsInstanced(mode, indices_count(), index_type, (const void*)0, instances_count));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
|
|
if (normal)
|
|
glsafe(::glDisableVertexAttribArray(normal_id));
|
|
if (position)
|
|
glsafe(::glDisableVertexAttribArray(position_id));
|
|
|
|
glsafe(::glDisableVertexAttribArray(scales_id));
|
|
glsafe(::glDisableVertexAttribArray(offset_id));
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
bool GLModel::send_to_gpu()
|
|
{
|
|
if (m_render_data.vbo_id > 0 || m_render_data.ibo_id > 0) {
|
|
assert(false);
|
|
return false;
|
|
}
|
|
|
|
Geometry& data = m_render_data.geometry;
|
|
if (data.vertices.empty() || data.indices.empty()) {
|
|
assert(false);
|
|
return false;
|
|
}
|
|
|
|
// vertices
|
|
glsafe(::glGenBuffers(1, &m_render_data.vbo_id));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_render_data.vbo_id));
|
|
glsafe(::glBufferData(GL_ARRAY_BUFFER, data.vertices_size_bytes(), data.vertices.data(), GL_STATIC_DRAW));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
m_render_data.vertices_count = vertices_count();
|
|
data.vertices = std::vector<float>();
|
|
|
|
// indices
|
|
glsafe(::glGenBuffers(1, &m_render_data.ibo_id));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_render_data.ibo_id));
|
|
const size_t indices_count = data.indices.size();
|
|
if (m_render_data.vertices_count <= 256) {
|
|
// convert indices to unsigned char to save gpu memory
|
|
std::vector<unsigned char> reduced_indices(indices_count);
|
|
for (size_t i = 0; i < indices_count; ++i) {
|
|
reduced_indices[i] = (unsigned char)data.indices[i];
|
|
}
|
|
data.index_type = Geometry::EIndexType::UBYTE;
|
|
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count * sizeof(unsigned char), reduced_indices.data(), GL_STATIC_DRAW));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
else if (m_render_data.vertices_count <= 65536) {
|
|
// convert indices to unsigned short to save gpu memory
|
|
std::vector<unsigned short> reduced_indices(indices_count);
|
|
for (size_t i = 0; i < data.indices.size(); ++i) {
|
|
reduced_indices[i] = (unsigned short)data.indices[i];
|
|
}
|
|
data.index_type = Geometry::EIndexType::USHORT;
|
|
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count * sizeof(unsigned short), reduced_indices.data(), GL_STATIC_DRAW));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
else {
|
|
data.index_type = Geometry::EIndexType::UINT;
|
|
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.indices_size_bytes(), data.indices.data(), GL_STATIC_DRAW));
|
|
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
}
|
|
m_render_data.indices_count = indices_count;
|
|
data.indices = std::vector<unsigned int>();
|
|
|
|
return true;
|
|
}
|
|
|
|
template<typename Fn>
|
|
inline bool all_vertices_inside(const GLModel::Geometry& geometry, Fn fn)
|
|
{
|
|
const size_t position_stride_floats = geometry.position_stride_floats(geometry.format);
|
|
const size_t position_offset_floats = geometry.position_offset_floats(geometry.format);
|
|
assert(position_stride_floats == 3);
|
|
if (geometry.vertices.empty() || position_stride_floats != 3)
|
|
return false;
|
|
|
|
for (auto it = geometry.vertices.begin(); it != geometry.vertices.end(); ) {
|
|
it += position_offset_floats;
|
|
if (!fn({ *it, *(it + 1), *(it + 2) }))
|
|
return false;
|
|
it += (geometry.vertex_stride_floats(geometry.format) - position_offset_floats - position_stride_floats);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool contains(const BuildVolume& volume, const GLModel& model, bool ignore_bottom)
|
|
{
|
|
static constexpr const double epsilon = BuildVolume::BedEpsilon;
|
|
switch (volume.type()) {
|
|
case BuildVolume_Type::Rectangle:
|
|
{
|
|
BoundingBox3Base<Vec3d> build_volume = volume.bounding_volume().inflated(epsilon);
|
|
if (volume.printable_height() == 0.0)
|
|
build_volume.max.z() = std::numeric_limits<double>::max();
|
|
if (ignore_bottom)
|
|
build_volume.min.z() = -std::numeric_limits<double>::max();
|
|
const BoundingBoxf3& model_box = model.get_bounding_box();
|
|
return build_volume.contains(model_box.min) && build_volume.contains(model_box.max);
|
|
}
|
|
case BuildVolume_Type::Circle:
|
|
{
|
|
const Geometry::Circled& circle = volume.circle();
|
|
const Vec2f c = unscaled<float>(circle.center);
|
|
const float r = unscaled<double>(circle.radius) + float(epsilon);
|
|
const float r2 = sqr(r);
|
|
return volume.printable_height() == 0.0 ?
|
|
all_vertices_inside(model.get_geometry(), [c, r2](const Vec3f& p) { return (to_2d(p) - c).squaredNorm() <= r2; }) :
|
|
|
|
all_vertices_inside(model.get_geometry(), [c, r2, z = volume.printable_height() + epsilon](const Vec3f& p) { return (to_2d(p) - c).squaredNorm() <= r2 && p.z() <= z; });
|
|
}
|
|
case BuildVolume_Type::Convex:
|
|
//FIXME doing test on convex hull until we learn to do test on non-convex polygons efficiently.
|
|
case BuildVolume_Type::Custom:
|
|
return volume.printable_height() == 0.0 ?
|
|
all_vertices_inside(model.get_geometry(), [&volume](const Vec3f& p) { return Geometry::inside_convex_polygon(volume.top_bottom_convex_hull_decomposition_bed(), to_2d(p).cast<double>()); }) :
|
|
all_vertices_inside(model.get_geometry(), [&volume, z = volume.printable_height() + epsilon](const Vec3f& p) { return Geometry::inside_convex_polygon(volume.top_bottom_convex_hull_decomposition_bed(), to_2d(p).cast<double>()) && p.z() <= z; });
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
GLModel::Geometry stilized_arrow(unsigned int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
|
|
{
|
|
resolution = std::max<unsigned int>(4, resolution);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(6 * resolution + 2);
|
|
data.reserve_indices(6 * resolution * 3);
|
|
|
|
const float angle_step = 2.0f * float(PI) / float(resolution);
|
|
std::vector<float> cosines(resolution);
|
|
std::vector<float> sines(resolution);
|
|
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const float angle = angle_step * float(i);
|
|
cosines[i] = ::cos(angle);
|
|
sines[i] = -::sin(angle);
|
|
}
|
|
|
|
const float total_height = tip_height + stem_height;
|
|
|
|
// tip vertices/normals
|
|
data.add_vertex(Vec3f(0.0f, 0.0f, total_height), (Vec3f)Vec3f::UnitZ());
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_vertex(Vec3f(tip_radius * sines[i], tip_radius * cosines[i], stem_height), Vec3f(sines[i], cosines[i], 0.0f));
|
|
}
|
|
|
|
// tip triangles
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const unsigned int v3 = (i < resolution - 1) ? i + 2 : 1;
|
|
data.add_triangle(0, i + 1, v3);
|
|
}
|
|
|
|
// tip cap outer perimeter vertices
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_vertex(Vec3f(tip_radius * sines[i], tip_radius * cosines[i], stem_height), (Vec3f)(-Vec3f::UnitZ()));
|
|
}
|
|
|
|
// tip cap inner perimeter vertices
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], stem_height), (Vec3f)(-Vec3f::UnitZ()));
|
|
}
|
|
|
|
// tip cap triangles
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const unsigned int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
|
|
const unsigned int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
|
|
data.add_triangle(i + resolution + 1, v3, v2);
|
|
data.add_triangle(i + resolution + 1, i + 2 * resolution + 1, v3);
|
|
}
|
|
|
|
// stem bottom vertices
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], stem_height), Vec3f(sines[i], cosines[i], 0.0f));
|
|
}
|
|
|
|
// stem top vertices
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], 0.0f), Vec3f(sines[i], cosines[i], 0.0f));
|
|
}
|
|
|
|
// stem triangles
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const unsigned int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
|
|
const unsigned int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
|
|
data.add_triangle(i + 3 * resolution + 1, v3, v2);
|
|
data.add_triangle(i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
|
|
}
|
|
|
|
// stem cap vertices
|
|
data.add_vertex((Vec3f)Vec3f::Zero(), (Vec3f)(-Vec3f::UnitZ()));
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_vertex(Vec3f(stem_radius * sines[i], stem_radius * cosines[i], 0.0f), (Vec3f)(-Vec3f::UnitZ()));
|
|
}
|
|
|
|
// stem cap triangles
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const unsigned int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
|
|
data.add_triangle(5 * resolution + 1, v3, i + 5 * resolution + 2);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry circular_arrow(unsigned int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
|
|
{
|
|
resolution = std::max<unsigned int>(2, resolution);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(8 * (resolution + 1) + 30);
|
|
data.reserve_indices((8 * resolution + 16) * 3);
|
|
|
|
const float half_thickness = 0.5f * thickness;
|
|
const float half_stem_width = 0.5f * stem_width;
|
|
const float half_tip_width = 0.5f * tip_width;
|
|
|
|
const float outer_radius = radius + half_stem_width;
|
|
const float inner_radius = radius - half_stem_width;
|
|
const float step_angle = 0.5f * float(PI) / float(resolution);
|
|
|
|
// tip
|
|
// top face vertices
|
|
data.add_vertex(Vec3f(0.0f, outer_radius, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(-tip_height, radius, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(0.0f, inner_radius, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
|
|
// top face triangles
|
|
data.add_triangle(0, 1, 2);
|
|
data.add_triangle(0, 2, 4);
|
|
data.add_triangle(4, 2, 3);
|
|
|
|
// bottom face vertices
|
|
data.add_vertex(Vec3f(0.0f, outer_radius, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(-tip_height, radius, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(0.0f, inner_radius, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
|
|
// bottom face triangles
|
|
data.add_triangle(5, 7, 6);
|
|
data.add_triangle(5, 9, 7);
|
|
data.add_triangle(9, 8, 7);
|
|
|
|
// side faces vertices
|
|
data.add_vertex(Vec3f(0.0f, outer_radius, -half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, -half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(0.0f, outer_radius, half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, half_thickness), (Vec3f)Vec3f::UnitX());
|
|
|
|
Vec3f normal(-half_tip_width, tip_height, 0.0f);
|
|
normal.normalize();
|
|
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(-tip_height, radius, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(0.0f, radius + half_tip_width, half_thickness), normal);
|
|
data.add_vertex(Vec3f(-tip_height, radius, half_thickness), normal);
|
|
|
|
normal = { -half_tip_width, -tip_height, 0.0f };
|
|
normal.normalize();
|
|
data.add_vertex(Vec3f(-tip_height, radius, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(-tip_height, radius, half_thickness), normal);
|
|
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, half_thickness), normal);
|
|
|
|
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, -half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(0.0f, inner_radius, -half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(0.0f, radius - half_tip_width, half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(0.0f, inner_radius, half_thickness), (Vec3f)Vec3f::UnitX());
|
|
|
|
// side face triangles
|
|
for (unsigned int i = 0; i < 4; ++i) {
|
|
const unsigned int ii = i * 4;
|
|
data.add_triangle(10 + ii, 11 + ii, 13 + ii);
|
|
data.add_triangle(10 + ii, 13 + ii, 12 + ii);
|
|
}
|
|
|
|
// stem
|
|
// top face vertices
|
|
for (unsigned int i = 0; i <= resolution; ++i) {
|
|
const float angle = float(i) * step_angle;
|
|
data.add_vertex(Vec3f(inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
}
|
|
|
|
for (unsigned int i = 0; i <= resolution; ++i) {
|
|
const float angle = float(i) * step_angle;
|
|
data.add_vertex(Vec3f(outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
}
|
|
|
|
// top face triangles
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_triangle(26 + i, 27 + i, 27 + resolution + i);
|
|
data.add_triangle(27 + i, 28 + resolution + i, 27 + resolution + i);
|
|
}
|
|
|
|
// bottom face vertices
|
|
for (unsigned int i = 0; i <= resolution; ++i) {
|
|
const float angle = float(i) * step_angle;
|
|
data.add_vertex(Vec3f(inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
}
|
|
|
|
for (unsigned int i = 0; i <= resolution; ++i) {
|
|
const float angle = float(i) * step_angle;
|
|
data.add_vertex(Vec3f(outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
}
|
|
|
|
// bottom face triangles
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_triangle(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
|
|
data.add_triangle(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
|
|
}
|
|
|
|
// side faces vertices and triangles
|
|
for (unsigned int i = 0; i <= resolution; ++i) {
|
|
const float angle = float(i) * step_angle;
|
|
const float c = ::cos(angle);
|
|
const float s = ::sin(angle);
|
|
data.add_vertex(Vec3f(inner_radius * s, inner_radius * c, -half_thickness), Vec3f(-s, -c, 0.0f));
|
|
}
|
|
|
|
for (unsigned int i = 0; i <= resolution; ++i) {
|
|
const float angle = float(i) * step_angle;
|
|
const float c = ::cos(angle);
|
|
const float s = ::sin(angle);
|
|
data.add_vertex(Vec3f(inner_radius * s, inner_radius * c, half_thickness), Vec3f(-s, -c, 0.0f));
|
|
}
|
|
|
|
unsigned int first_id = 26 + 4 * (resolution + 1);
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const unsigned int ii = first_id + i;
|
|
data.add_triangle(ii, ii + 1, ii + resolution + 2);
|
|
data.add_triangle(ii, ii + resolution + 2, ii + resolution + 1);
|
|
}
|
|
|
|
data.add_vertex(Vec3f(inner_radius, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(outer_radius, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(inner_radius, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(outer_radius, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
|
|
first_id = 26 + 6 * (resolution + 1);
|
|
data.add_triangle(first_id, first_id + 1, first_id + 3);
|
|
data.add_triangle(first_id, first_id + 3, first_id + 2);
|
|
|
|
for (int i = resolution; i >= 0; --i) {
|
|
const float angle = float(i) * step_angle;
|
|
const float c = ::cos(angle);
|
|
const float s = ::sin(angle);
|
|
data.add_vertex(Vec3f(outer_radius * s, outer_radius * c, -half_thickness), Vec3f(s, c, 0.0f));
|
|
}
|
|
|
|
for (int i = resolution; i >= 0; --i) {
|
|
const float angle = float(i) * step_angle;
|
|
const float c = ::cos(angle);
|
|
const float s = ::sin(angle);
|
|
data.add_vertex(Vec3f(outer_radius * s, outer_radius * c, +half_thickness), Vec3f(s, c, 0.0f));
|
|
}
|
|
|
|
first_id = 30 + 6 * (resolution + 1);
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const unsigned int ii = first_id + i;
|
|
data.add_triangle(ii, ii + 1, ii + resolution + 2);
|
|
data.add_triangle(ii, ii + resolution + 2, ii + resolution + 1);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
|
|
{
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(42);
|
|
data.reserve_indices(72);
|
|
|
|
const float half_thickness = 0.5f * thickness;
|
|
const float half_stem_width = 0.5f * stem_width;
|
|
const float half_tip_width = 0.5f * tip_width;
|
|
const float total_height = tip_height + stem_height;
|
|
|
|
// top face vertices
|
|
data.add_vertex(Vec3f(half_stem_width, 0.0f, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(half_stem_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(half_tip_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(0.0f, total_height, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(-half_tip_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(-half_stem_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
data.add_vertex(Vec3f(-half_stem_width, 0.0f, half_thickness), (Vec3f)Vec3f::UnitZ());
|
|
|
|
// top face triangles
|
|
data.add_triangle(0, 1, 6);
|
|
data.add_triangle(6, 1, 5);
|
|
data.add_triangle(4, 5, 3);
|
|
data.add_triangle(5, 1, 3);
|
|
data.add_triangle(1, 2, 3);
|
|
|
|
// bottom face vertices
|
|
data.add_vertex(Vec3f(half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(0.0f, total_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(-half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(-half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
data.add_vertex(Vec3f(-half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitZ()));
|
|
|
|
// bottom face triangles
|
|
data.add_triangle(7, 13, 8);
|
|
data.add_triangle(13, 12, 8);
|
|
data.add_triangle(12, 11, 10);
|
|
data.add_triangle(8, 12, 10);
|
|
data.add_triangle(9, 8, 10);
|
|
|
|
// side faces vertices
|
|
data.add_vertex(Vec3f(half_stem_width, 0.0f, -half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(half_stem_width, stem_height, -half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(half_stem_width, 0.0f, half_thickness), (Vec3f)Vec3f::UnitX());
|
|
data.add_vertex(Vec3f(half_stem_width, stem_height, half_thickness), (Vec3f)Vec3f::UnitX());
|
|
|
|
data.add_vertex(Vec3f(half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(half_stem_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(half_tip_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
|
|
Vec3f normal(tip_height, half_tip_width, 0.0f);
|
|
normal.normalize();
|
|
data.add_vertex(Vec3f(half_tip_width, stem_height, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(0.0f, total_height, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(half_tip_width, stem_height, half_thickness), normal);
|
|
data.add_vertex(Vec3f(0.0f, total_height, half_thickness), normal);
|
|
|
|
normal = { -tip_height, half_tip_width, 0.0f };
|
|
normal.normalize();
|
|
data.add_vertex(Vec3f(0.0f, total_height, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(-half_tip_width, stem_height, -half_thickness), normal);
|
|
data.add_vertex(Vec3f(0.0f, total_height, half_thickness), normal);
|
|
data.add_vertex(Vec3f(-half_tip_width, stem_height, half_thickness), normal);
|
|
|
|
data.add_vertex(Vec3f(-half_tip_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(-half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(-half_tip_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(-half_stem_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
|
|
data.add_vertex(Vec3f(-half_stem_width, stem_height, -half_thickness), (Vec3f)(-Vec3f::UnitX()));
|
|
data.add_vertex(Vec3f(-half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitX()));
|
|
data.add_vertex(Vec3f(-half_stem_width, stem_height, half_thickness), (Vec3f)(-Vec3f::UnitX()));
|
|
data.add_vertex(Vec3f(-half_stem_width, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitX()));
|
|
|
|
data.add_vertex(Vec3f(-half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(half_stem_width, 0.0f, -half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(-half_stem_width, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
data.add_vertex(Vec3f(half_stem_width, 0.0f, half_thickness), (Vec3f)(-Vec3f::UnitY()));
|
|
|
|
// side face triangles
|
|
for (unsigned int i = 0; i < 7; ++i) {
|
|
const unsigned int ii = i * 4;
|
|
data.add_triangle(14 + ii, 15 + ii, 17 + ii);
|
|
data.add_triangle(14 + ii, 17 + ii, 16 + ii);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry diamond(unsigned int resolution)
|
|
{
|
|
resolution = std::max<unsigned int>(4, resolution);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(resolution + 2);
|
|
data.reserve_indices((2 * (resolution + 1)) * 3);
|
|
|
|
const float step = 2.0f * float(PI) / float(resolution);
|
|
|
|
// vertices
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
const float ii = float(i) * step;
|
|
const Vec3f p = { 0.5f * ::cos(ii), 0.5f * ::sin(ii), 0.0f };
|
|
data.add_vertex(p, (Vec3f)p.normalized());
|
|
}
|
|
Vec3f p = { 0.0f, 0.0f, 0.5f };
|
|
data.add_vertex(p, (Vec3f)p.normalized());
|
|
p = { 0.0f, 0.0f, -0.5f };
|
|
data.add_vertex(p, (Vec3f)p.normalized());
|
|
|
|
// triangles
|
|
// top
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_triangle(i + 0, i + 1, resolution);
|
|
}
|
|
data.add_triangle(resolution - 1, 0, resolution);
|
|
|
|
// bottom
|
|
for (unsigned int i = 0; i < resolution; ++i) {
|
|
data.add_triangle(i + 0, resolution + 1, i + 1);
|
|
}
|
|
data.add_triangle(resolution - 1, resolution + 1, 0);
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry smooth_sphere(unsigned int resolution, float radius)
|
|
{
|
|
resolution = std::max<unsigned int>(4, resolution);
|
|
|
|
const unsigned int sectorCount = resolution;
|
|
const unsigned int stackCount = resolution;
|
|
|
|
const float sectorStep = float(2.0 * M_PI / sectorCount);
|
|
const float stackStep = float(M_PI / stackCount);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices((stackCount - 1) * sectorCount + 2);
|
|
data.reserve_indices((2 * (stackCount - 1) * sectorCount) * 3);
|
|
|
|
// vertices
|
|
for (unsigned int i = 0; i <= stackCount; ++i) {
|
|
// from pi/2 to -pi/2
|
|
const double stackAngle = 0.5 * M_PI - stackStep * i;
|
|
const double xy = double(radius) * ::cos(stackAngle);
|
|
const double z = double(radius) * ::sin(stackAngle);
|
|
if (i == 0 || i == stackCount) {
|
|
const Vec3f v(float(xy), 0.0f, float(z));
|
|
data.add_vertex(v, (Vec3f)v.normalized());
|
|
}
|
|
else {
|
|
for (unsigned int j = 0; j < sectorCount; ++j) {
|
|
// from 0 to 2pi
|
|
const double sectorAngle = sectorStep * j;
|
|
const Vec3f v(float(xy * std::cos(sectorAngle)), float(xy * std::sin(sectorAngle)), float(z));
|
|
data.add_vertex(v, (Vec3f)v.normalized());
|
|
}
|
|
}
|
|
}
|
|
|
|
// triangles
|
|
for (unsigned int i = 0; i < stackCount; ++i) {
|
|
// Beginning of current stack.
|
|
unsigned int k1 = (i == 0) ? 0 : (1 + (i - 1) * sectorCount);
|
|
const unsigned int k1_first = k1;
|
|
// Beginning of next stack.
|
|
unsigned int k2 = (i == 0) ? 1 : (k1 + sectorCount);
|
|
const unsigned int k2_first = k2;
|
|
for (unsigned int j = 0; j < sectorCount; ++j) {
|
|
// 2 triangles per sector excluding first and last stacks
|
|
unsigned int k1_next = k1;
|
|
unsigned int k2_next = k2;
|
|
if (i != 0) {
|
|
k1_next = (j + 1 == sectorCount) ? k1_first : (k1 + 1);
|
|
data.add_triangle(k1, k2, k1_next);
|
|
}
|
|
if (i + 1 != stackCount) {
|
|
k2_next = (j + 1 == sectorCount) ? k2_first : (k2 + 1);
|
|
data.add_triangle(k1_next, k2, k2_next);
|
|
}
|
|
k1 = k1_next;
|
|
k2 = k2_next;
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry smooth_cylinder(unsigned int resolution, float radius, float height)
|
|
{
|
|
resolution = std::max<unsigned int>(4, resolution);
|
|
|
|
const unsigned int sectorCount = resolution;
|
|
const float sectorStep = 2.0f * float(M_PI) / float(sectorCount);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(sectorCount * 4 + 2);
|
|
data.reserve_indices(sectorCount * 4 * 3);
|
|
|
|
auto generate_vertices_on_circle = [sectorCount, sectorStep](float radius) {
|
|
std::vector<Vec3f> ret;
|
|
ret.reserve(sectorCount);
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
// from 0 to 2pi
|
|
const float sectorAngle = sectorStep * i;
|
|
ret.emplace_back(radius * std::cos(sectorAngle), radius * std::sin(sectorAngle), 0.0f);
|
|
}
|
|
return ret;
|
|
};
|
|
|
|
const std::vector<Vec3f> base_vertices = generate_vertices_on_circle(radius);
|
|
const Vec3f h = height * Vec3f::UnitZ();
|
|
|
|
// stem vertices
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
const Vec3f& v = base_vertices[i];
|
|
const Vec3f n = v.normalized();
|
|
data.add_vertex(v, n);
|
|
data.add_vertex(v + h, n);
|
|
}
|
|
|
|
// stem triangles
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
unsigned int v1 = i * 2;
|
|
unsigned int v2 = (i < sectorCount - 1) ? v1 + 2 : 0;
|
|
unsigned int v3 = v2 + 1;
|
|
unsigned int v4 = v1 + 1;
|
|
data.add_triangle(v1, v2, v3);
|
|
data.add_triangle(v1, v3, v4);
|
|
}
|
|
|
|
// bottom cap vertices
|
|
Vec3f cap_center = Vec3f::Zero();
|
|
unsigned int cap_center_id = data.vertices_count();
|
|
Vec3f normal = -Vec3f::UnitZ();
|
|
|
|
data.add_vertex(cap_center, normal);
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
data.add_vertex(base_vertices[i], normal);
|
|
}
|
|
|
|
// bottom cap triangles
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
data.add_triangle(cap_center_id, (i < sectorCount - 1) ? cap_center_id + i + 2 : cap_center_id + 1, cap_center_id + i + 1);
|
|
}
|
|
|
|
// top cap vertices
|
|
cap_center += h;
|
|
cap_center_id = data.vertices_count();
|
|
normal = -normal;
|
|
|
|
data.add_vertex(cap_center, normal);
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
data.add_vertex(base_vertices[i] + h, normal);
|
|
}
|
|
|
|
// top cap triangles
|
|
for (unsigned int i = 0; i < sectorCount; ++i) {
|
|
data.add_triangle(cap_center_id, cap_center_id + i + 1, (i < sectorCount - 1) ? cap_center_id + i + 2 : cap_center_id + 1);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry smooth_torus(unsigned int primary_resolution, unsigned int secondary_resolution, float radius, float thickness)
|
|
{
|
|
const unsigned int torus_sector_count = std::max<unsigned int>(4, primary_resolution);
|
|
const float torus_sector_step = 2.0f * float(M_PI) / float(torus_sector_count);
|
|
const unsigned int section_sector_count = std::max<unsigned int>(4, secondary_resolution);
|
|
const float section_sector_step = 2.0f * float(M_PI) / float(section_sector_count);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(torus_sector_count * section_sector_count);
|
|
data.reserve_indices(torus_sector_count * section_sector_count * 2 * 3);
|
|
|
|
// vertices
|
|
for (unsigned int i = 0; i < torus_sector_count; ++i) {
|
|
const float section_angle = torus_sector_step * i;
|
|
const float csa = std::cos(section_angle);
|
|
const float ssa = std::sin(section_angle);
|
|
const Vec3f section_center(radius * csa, radius * ssa, 0.0f);
|
|
for (unsigned int j = 0; j < section_sector_count; ++j) {
|
|
const float circle_angle = section_sector_step * j;
|
|
const float thickness_xy = thickness * std::cos(circle_angle);
|
|
const float thickness_z = thickness * std::sin(circle_angle);
|
|
const Vec3f v(thickness_xy * csa, thickness_xy * ssa, thickness_z);
|
|
data.add_vertex(section_center + v, (Vec3f)v.normalized());
|
|
}
|
|
}
|
|
|
|
// triangles
|
|
for (unsigned int i = 0; i < torus_sector_count; ++i) {
|
|
const unsigned int ii = i * section_sector_count;
|
|
const unsigned int ii_next = ((i + 1) % torus_sector_count) * section_sector_count;
|
|
for (unsigned int j = 0; j < section_sector_count; ++j) {
|
|
const unsigned int j_next = (j + 1) % section_sector_count;
|
|
const unsigned int i0 = ii + j;
|
|
const unsigned int i1 = ii_next + j;
|
|
const unsigned int i2 = ii_next + j_next;
|
|
const unsigned int i3 = ii + j_next;
|
|
data.add_triangle(i0, i1, i2);
|
|
data.add_triangle(i0, i2, i3);
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
GLModel::Geometry init_plane_data(const indexed_triangle_set& its, const std::vector<int>& triangle_indices, float normal_offset)
|
|
{
|
|
GLModel::Geometry init_data;
|
|
init_data.format = { GUI::GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
init_data.reserve_indices(3 * triangle_indices.size());
|
|
init_data.reserve_vertices(3 * triangle_indices.size());
|
|
unsigned int i = 0;
|
|
for (int idx : triangle_indices) {
|
|
Vec3f v0 = its.vertices[its.indices[idx][0]];
|
|
Vec3f v1 = its.vertices[its.indices[idx][1]];
|
|
Vec3f v2 = its.vertices[its.indices[idx][2]];
|
|
const Vec3f n = (v1 - v0).cross(v2 - v0).normalized();
|
|
if (std::abs(normal_offset) > 0.0) {
|
|
v0 = v0 + n * normal_offset;
|
|
v1 = v1 + n * normal_offset;
|
|
v2 = v2 + n * normal_offset;
|
|
}
|
|
init_data.add_vertex(v0, n);
|
|
init_data.add_vertex(v1, n);
|
|
init_data.add_vertex(v2, n);
|
|
init_data.add_triangle(i, i + 1, i + 2);
|
|
i += 3;
|
|
}
|
|
|
|
return init_data;
|
|
}
|
|
|
|
GLModel::Geometry init_torus_data(unsigned int primary_resolution,
|
|
unsigned int secondary_resolution,
|
|
const Vec3f & center,
|
|
float radius,
|
|
float thickness,
|
|
const Vec3f & model_axis,
|
|
const Transform3f &world_trafo)
|
|
{
|
|
const unsigned int torus_sector_count = std::max<unsigned int>(4, primary_resolution);
|
|
const unsigned int section_sector_count = std::max<unsigned int>(4, secondary_resolution);
|
|
const float torus_sector_step = 2.0f * float(M_PI) / float(torus_sector_count);
|
|
const float section_sector_step = 2.0f * float(M_PI) / float(section_sector_count);
|
|
|
|
GLModel::Geometry data;
|
|
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
|
data.reserve_vertices(torus_sector_count * section_sector_count);
|
|
data.reserve_indices(torus_sector_count * section_sector_count * 2 * 3);
|
|
|
|
// vertices
|
|
const Transform3f local_to_world_matrix = world_trafo * Geometry::translation_transform(center.cast<double>()).cast<float>() *
|
|
Eigen::Quaternion<float>::FromTwoVectors(Vec3f::UnitZ(), model_axis);
|
|
for (unsigned int i = 0; i < torus_sector_count; ++i) {
|
|
const float section_angle = torus_sector_step * i;
|
|
const Vec3f radius_dir(std::cos(section_angle), std::sin(section_angle), 0.0f);
|
|
const Vec3f local_section_center = radius * radius_dir;
|
|
const Vec3f world_section_center = local_to_world_matrix * local_section_center;
|
|
const Vec3f local_section_normal = local_section_center.normalized().cross(Vec3f::UnitZ()).normalized();
|
|
const Vec3f world_section_normal = (Vec3f) (local_to_world_matrix.matrix().block(0, 0, 3, 3) * local_section_normal).normalized();
|
|
const Vec3f base_v = thickness * radius_dir;
|
|
for (unsigned int j = 0; j < section_sector_count; ++j) {
|
|
const Vec3f v = Eigen::AngleAxisf(section_sector_step * j, world_section_normal) * base_v;
|
|
data.add_vertex(world_section_center + v, (Vec3f) v.normalized());
|
|
}
|
|
}
|
|
|
|
// triangles
|
|
for (unsigned int i = 0; i < torus_sector_count; ++i) {
|
|
const unsigned int ii = i * section_sector_count;
|
|
const unsigned int ii_next = ((i + 1) % torus_sector_count) * section_sector_count;
|
|
for (unsigned int j = 0; j < section_sector_count; ++j) {
|
|
const unsigned int j_next = (j + 1) % section_sector_count;
|
|
const unsigned int i0 = ii + j;
|
|
const unsigned int i1 = ii_next + j;
|
|
const unsigned int i2 = ii_next + j_next;
|
|
const unsigned int i3 = ii + j_next;
|
|
data.add_triangle(i0, i1, i2);
|
|
data.add_triangle(i0, i2, i3);
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
} // namespace GUI
|
|
} // namespace Slic3r
|