/* * OpenSCAD (www.openscad.org) * Copyright (C) 2009-2011 Clifford Wolf and * Marius Kintel * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * As a special exception, you have permission to link this program * with the CGAL library and distribute executables, as long as you * follow the requirements of the GNU GPL in regard to all of the * software in the executable aside from CGAL. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #include "polyset.h" #include "printutils.h" // FIXME: Reenable/rewrite - don't be dependant on GUI // #include "Preferences.h" #ifdef ENABLE_CGAL #include #include #endif #include #include #include PolySet::PolySet() : grid(GRID_FINE) { is2d = false; convexity = 1; refcount = 1; } PolySet::~PolySet() { assert(refcount == 0); } PolySet* PolySet::link() { refcount++; return this; } void PolySet::unlink() { if (--refcount == 0) delete this; } void PolySet::append_poly() { polygons.push_back(Polygon()); } void PolySet::append_vertex(double x, double y, double z) { grid.align(x, y, z); polygons.back().push_back(Vector3d(x, y, z)); } void PolySet::insert_vertex(double x, double y, double z) { grid.align(x, y, z); polygons.back().insert(polygons.back().begin(), Vector3d(x, y, z)); } static void gl_draw_triangle(GLint *shaderinfo, const Vector3d &p0, const Vector3d &p1, const Vector3d &p2, bool e0, bool e1, bool e2, double z, bool mirrored) { double ax = p1[0] - p0[0], bx = p1[0] - p2[0]; double ay = p1[1] - p0[1], by = p1[1] - p2[1]; double az = p1[2] - p0[2], bz = p1[2] - p2[2]; double nx = ay*bz - az*by; double ny = az*bx - ax*bz; double nz = ax*by - ay*bx; double nl = sqrt(nx*nx + ny*ny + nz*nz); glNormal3d(nx / nl, ny / nl, nz / nl); #ifdef ENABLE_OPENCSG if (shaderinfo) { double e0f = e0 ? 2.0 : -1.0; double e1f = e1 ? 2.0 : -1.0; double e2f = e2 ? 2.0 : -1.0; glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f); glVertexAttrib3d(shaderinfo[4], p1[0], p1[1], p1[2] + z); glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z); glVertexAttrib3d(shaderinfo[6], 0.0, 1.0, 0.0); glVertex3d(p0[0], p0[1], p0[2] + z); if (!mirrored) { glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f); glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z); glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z); glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0); glVertex3d(p1[0], p1[1], p1[2] + z); } glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f); glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z); glVertexAttrib3d(shaderinfo[5], p1[0], p1[1], p1[2] + z); glVertexAttrib3d(shaderinfo[6], 1.0, 0.0, 0.0); glVertex3d(p2[0], p2[1], p2[2] + z); if (mirrored) { glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f); glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z); glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z); glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0); glVertex3d(p1[0], p1[1], p1[2] + z); } } else #endif { glVertex3d(p0[0], p0[1], p0[2] + z); if (!mirrored) glVertex3d(p1[0], p1[1], p1[2] + z); glVertex3d(p2[0], p2[1], p2[2] + z); if (mirrored) glVertex3d(p1[0], p1[1], p1[2] + z); } } void PolySet::render_surface(colormode_e colormode, csgmode_e csgmode, double *m, GLint *shaderinfo) const { Eigen::Matrix3f m3f; m3f << m[0], m[4], m[8], m[1], m[5], m[9], m[2], m[6], m[10]; bool mirrored = m3f.determinant() < 0; if (colormode == COLORMODE_MATERIAL) { // FIXME: Reenable/rewrite - don't be dependant on GUI // const QColor &col = Preferences::inst()->color(Preferences::OPENCSG_FACE_FRONT_COLOR); const QColor &col = QColor(0xf9, 0xd7, 0x2c); glColor3f(col.redF(), col.greenF(), col.blueF()); #ifdef ENABLE_OPENCSG if (shaderinfo) { glUniform4f(shaderinfo[1], col.redF(), col.greenF(), col.blueF(), 1.0f); glUniform4f(shaderinfo[2], 255 / 255.0f, 236 / 255.0f, 94 / 255.0f, 1.0f); } #endif /* ENABLE_OPENCSG */ } if (colormode == COLORMODE_CUTOUT) { // FIXME: Reenable/rewrite - don't be dependant on GUI // const QColor &col = Preferences::inst()->color(Preferences::OPENCSG_FACE_BACK_COLOR); const QColor &col = QColor(0x9d, 0xcb, 0x51); glColor3f(col.redF(), col.greenF(), col.blueF()); #ifdef ENABLE_OPENCSG if (shaderinfo) { glUniform4f(shaderinfo[1], 157 / 255.0f, 203 / 255.0f, 81 / 255.0f, 1.0f); glUniform4f(shaderinfo[2], 171 / 255.0f, 216 / 255.0f, 86 / 255.0f, 1.0f); } #endif /* ENABLE_OPENCSG */ } if (colormode == COLORMODE_HIGHLIGHT) { glColor4ub(255, 157, 81, 128); #ifdef ENABLE_OPENCSG if (shaderinfo) { glUniform4f(shaderinfo[1], 255 / 255.0f, 157 / 255.0f, 81 / 255.0f, 0.5f); glUniform4f(shaderinfo[2], 255 / 255.0f, 171 / 255.0f, 86 / 255.0f, 0.5f); } #endif /* ENABLE_OPENCSG */ } if (colormode == COLORMODE_BACKGROUND) { glColor4ub(180, 180, 180, 128); #ifdef ENABLE_OPENCSG if (shaderinfo) { glUniform4f(shaderinfo[1], 180 / 255.0f, 180 / 255.0f, 180 / 255.0f, 0.5f); glUniform4f(shaderinfo[2], 150 / 255.0f, 150 / 255.0f, 150 / 255.0f, 0.5f); } #endif /* ENABLE_OPENCSG */ } #ifdef ENABLE_OPENCSG if (shaderinfo) { glUniform1f(shaderinfo[7], shaderinfo[9]); glUniform1f(shaderinfo[8], shaderinfo[10]); } #endif /* ENABLE_OPENCSG */ if (this->is2d) { double zbase = csgmode; glBegin(GL_TRIANGLES); for (double z = -zbase/2; z < zbase; z += zbase) { for (int i = 0; i < polygons.size(); i++) { const Polygon *poly = &polygons[i]; if (poly->size() == 3) { if (z < 0) { gl_draw_triangle(shaderinfo, poly->at(0), poly->at(2), poly->at(1), true, true, true, z, mirrored); } else { gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(2), true, true, true, z, mirrored); } } else if (poly->size() == 4) { if (z < 0) { gl_draw_triangle(shaderinfo, poly->at(0), poly->at(3), poly->at(1), true, false, true, z, mirrored); gl_draw_triangle(shaderinfo, poly->at(2), poly->at(1), poly->at(3), true, false, true, z, mirrored); } else { gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(3), true, false, true, z, mirrored); gl_draw_triangle(shaderinfo, poly->at(2), poly->at(3), poly->at(1), true, false, true, z, mirrored); } } else { Vector3d center = Vector3d::Zero(); for (int j = 0; j < poly->size(); j++) { center[0] += poly->at(j)[0]; center[1] += poly->at(j)[1]; } center[0] /= poly->size(); center[1] /= poly->size(); for (int j = 1; j <= poly->size(); j++) { if (z < 0) { gl_draw_triangle(shaderinfo, center, poly->at(j % poly->size()), poly->at(j - 1), false, true, false, z, mirrored); } else { gl_draw_triangle(shaderinfo, center, poly->at(j - 1), poly->at(j % poly->size()), false, true, false, z, mirrored); } } } } } const std::vector *borders_p = &borders; if (borders_p->size() == 0) borders_p = &polygons; for (int i = 0; i < borders_p->size(); i++) { const Polygon *poly = &borders_p->at(i); for (int j = 1; j <= poly->size(); j++) { Vector3d p1 = poly->at(j - 1), p2 = poly->at(j - 1); Vector3d p3 = poly->at(j % poly->size()), p4 = poly->at(j % poly->size()); p1[2] -= zbase/2, p2[2] += zbase/2; p3[2] -= zbase/2, p4[2] += zbase/2; gl_draw_triangle(shaderinfo, p2, p1, p3, true, true, false, 0, mirrored); gl_draw_triangle(shaderinfo, p2, p3, p4, false, true, true, 0, mirrored); } } glEnd(); } else { for (int i = 0; i < polygons.size(); i++) { const Polygon *poly = &polygons[i]; glBegin(GL_TRIANGLES); if (poly->size() == 3) { gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(2), true, true, true, 0, mirrored); } else if (poly->size() == 4) { gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(3), true, false, true, 0, mirrored); gl_draw_triangle(shaderinfo, poly->at(2), poly->at(3), poly->at(1), true, false, true, 0, mirrored); } else { Vector3d center = Vector3d::Zero(); for (int j = 0; j < poly->size(); j++) { center[0] += poly->at(j)[0]; center[1] += poly->at(j)[1]; center[2] += poly->at(j)[2]; } center[0] /= poly->size(); center[1] /= poly->size(); center[2] /= poly->size(); for (int j = 1; j <= poly->size(); j++) { gl_draw_triangle(shaderinfo, center, poly->at(j - 1), poly->at(j % poly->size()), false, true, false, 0, mirrored); } } glEnd(); } } } void PolySet::render_edges(colormode_e colormode, csgmode_e csgmode) const { if (colormode == COLORMODE_MATERIAL) glColor3ub(255, 236, 94); if (colormode == COLORMODE_CUTOUT) glColor3ub(171, 216, 86); if (colormode == COLORMODE_HIGHLIGHT) glColor4ub(255, 171, 86, 128); if (colormode == COLORMODE_BACKGROUND) glColor4ub(150, 150, 150, 128); if (this->is2d) { double zbase = csgmode; for (double z = -zbase/2; z < zbase; z += zbase) { for (int i = 0; i < borders.size(); i++) { const Polygon *poly = &borders[i]; glBegin(GL_LINE_LOOP); for (int j = 0; j < poly->size(); j++) { const Vector3d &p = poly->at(j); glVertex3d(p[0], p[1], z); } glEnd(); } } for (int i = 0; i < borders.size(); i++) { const Polygon *poly = &borders[i]; glBegin(GL_LINES); for (int j = 0; j < poly->size(); j++) { const Vector3d &p = poly->at(j); glVertex3d(p[0], p[1], -zbase/2); glVertex3d(p[0], p[1], +zbase/2); } glEnd(); } } else { for (int i = 0; i < polygons.size(); i++) { const Polygon *poly = &polygons[i]; glBegin(GL_LINE_LOOP); for (int j = 0; j < poly->size(); j++) { const Vector3d &p = poly->at(j); glVertex3d(p[0], p[1], p[2]); } glEnd(); } } } BoundingBox PolySet::getBoundingBox() const { BoundingBox bbox; for (int i = 0; i < polygons.size(); i++) { const Polygon &poly = polygons[i]; for (int j = 0; j < poly.size(); j++) { const Vector3d &p = poly[j]; bbox.extend(p); } } return bbox; }