| [afd3d2] | 1 | /* | 
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|  | 2 | * Project: MoleCuilder | 
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|  | 3 | * Description: creates and alters molecular systems | 
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|  | 4 | * Copyright (C)  2010-2012 University of Bonn. All rights reserved. | 
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| [5aaa43] | 5 | * Copyright (C)  2013 Frederik Heber. All rights reserved. | 
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| [afd3d2] | 6 | * | 
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|  | 7 | * | 
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|  | 8 | *   This file is part of MoleCuilder. | 
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|  | 9 | * | 
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|  | 10 | *    MoleCuilder is free software: you can redistribute it and/or modify | 
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|  | 11 | *    it under the terms of the GNU General Public License as published by | 
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|  | 12 | *    the Free Software Foundation, either version 2 of the License, or | 
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|  | 13 | *    (at your option) any later version. | 
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|  | 14 | * | 
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|  | 15 | *    MoleCuilder is distributed in the hope that it will be useful, | 
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|  | 16 | *    but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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|  | 17 | *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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|  | 18 | *    GNU General Public License for more details. | 
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|  | 19 | * | 
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|  | 20 | *    You should have received a copy of the GNU General Public License | 
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|  | 21 | *    along with MoleCuilder.  If not, see <http://www.gnu.org/licenses/>. | 
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|  | 22 | */ | 
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|  | 23 |  | 
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|  | 24 | /* | 
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|  | 25 | * GLMoleculeObject_shape.cpp | 
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|  | 26 | * | 
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|  | 27 | *  Created on: Aug 3, 2012 | 
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|  | 28 | *      Author: ankele | 
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|  | 29 | */ | 
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|  | 30 |  | 
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|  | 31 |  | 
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|  | 32 |  | 
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|  | 33 | // include config.h | 
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|  | 34 | #ifdef HAVE_CONFIG_H | 
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|  | 35 | #include <config.h> | 
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|  | 36 | #endif | 
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|  | 37 |  | 
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|  | 38 | #include "GLMoleculeObject_shape.hpp" | 
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|  | 39 |  | 
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|  | 40 | #include <Qt3D/qglview.h> | 
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|  | 41 | #include <Qt3D/qglscenenode.h> | 
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|  | 42 | #include <Qt3D/qglpainter.h> | 
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|  | 43 | #include <Qt3D/qglmaterial.h> | 
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|  | 44 | #include <Qt3D/qglbuilder.h> | 
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|  | 45 | #include <Qt3D/qglsphere.h> | 
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|  | 46 |  | 
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|  | 47 | #include "CodePatterns/MemDebug.hpp" | 
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|  | 48 |  | 
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|  | 49 | #include "CodePatterns/Assert.hpp" | 
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|  | 50 | #include "CodePatterns/Log.hpp" | 
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|  | 51 |  | 
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|  | 52 | #include "Shapes/Shape.hpp" | 
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| [27888f] | 53 | #include "Shapes/ShapeFactory.hpp" | 
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| [afd3d2] | 54 | #include "LinearAlgebra/Vector.hpp" | 
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|  | 55 | #include "LinkedCell/PointCloudAdaptor.hpp" | 
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|  | 56 | #include "LinkedCell/linkedcell.hpp" | 
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|  | 57 | #include "Tesselation/tesselation.hpp" | 
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|  | 58 | #include "Tesselation/BoundaryLineSet.hpp" | 
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|  | 59 | #include "Tesselation/BoundaryTriangleSet.hpp" | 
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|  | 60 | #include "Tesselation/CandidateForTesselation.hpp" | 
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|  | 61 | #include "Atom/TesselPoint.hpp" | 
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|  | 62 |  | 
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|  | 63 | typedef QGLSceneNode *MeshList[GLMoleculeObject::DETAILTYPES_MAX]; | 
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|  | 64 |  | 
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| [34e7fdb] | 65 | static QGLSceneNode *createShapeMesh(Shape &shape, QObject *parent) | 
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| [afd3d2] | 66 | { | 
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| [691318] | 67 | size_t NumPointsonSurface = 200; | 
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|  | 68 | // guess the surface area which divided by 200 determines rolling sphere's size | 
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|  | 69 | const double surfacearea = shape.getSurfaceArea(); | 
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|  | 70 | const size_t EstimatedNumberTriangles = NumPointsonSurface*1; | 
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|  | 71 | const double MeanAreaPerTriangle = surfacearea/((double)EstimatedNumberTriangles); | 
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|  | 72 | // assume two triangles to form a square and take its diameter as the radius | 
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|  | 73 | double minradius = sqrt(2. * 2.*MeanAreaPerTriangle); | 
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|  | 74 | LOG(3, "DEBUG: Surface area is " << surfacearea << ", minradius is " << minradius << "."); | 
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|  | 75 | if (minradius < 1.) | 
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|  | 76 | minradius = 1.; | 
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|  | 77 | LOG(2, "DEBUG: Tesselating shape " << shape.getName() << " with sphere of radius " << minradius << "."); | 
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|  | 78 |  | 
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| [afd3d2] | 79 | // Create some points on our shape. | 
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| [691318] | 80 | std::vector<Vector> points = shape.getHomogeneousPointsOnSurface(NumPointsonSurface); | 
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| [afd3d2] | 81 |  | 
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|  | 82 | QGeometryData geo; | 
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| [8592c9] | 83 | // we need at least three points for tesselation | 
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|  | 84 | if (points.size() >= 3) { | 
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|  | 85 | // Fill the points into a tesselate-able container. | 
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|  | 86 | TesselPointSTLList Corners; | 
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|  | 87 | for (size_t i=0;i<points.size();++i){ | 
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|  | 88 | TesselPoint *Walker = new TesselPoint; | 
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|  | 89 | Walker->setPosition(points[i]); | 
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|  | 90 | Walker->setName(toString(i)); | 
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|  | 91 | Walker->setNr(i); | 
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|  | 92 | Corners.push_back(Walker); | 
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|  | 93 | } | 
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|  | 94 |  | 
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|  | 95 | // Tesselate the points. | 
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|  | 96 | Tesselation T; | 
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|  | 97 | PointCloudAdaptor<TesselPointSTLList> cloud(&Corners, "TesselPointSTLList"); | 
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|  | 98 | T(cloud, minradius); | 
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|  | 99 |  | 
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|  | 100 | // Fill the points into a Qt geometry. | 
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|  | 101 | LinkedCell_deprecated LinkedList(cloud, minradius); | 
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|  | 102 | std::vector<Vector> normals; | 
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|  | 103 | normals.resize(points.size(), zeroVec); | 
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|  | 104 | for(size_t i=0;i<points.size();++i){ | 
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|  | 105 | // add data to the primitive | 
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|  | 106 | geo.appendVertex(QVector3D(points[i][0], points[i][1], points[i][2])); | 
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|  | 107 | if (ShapeFactory::getInstance().isSimpleShape(shape.getType())) | 
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|  | 108 | normals[i] = shape.getNormal(points[i]); | 
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|  | 109 | else | 
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|  | 110 | normals[i] = T.getNormal(points[i], &LinkedList); | 
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|  | 111 | geo.appendNormal(QVector3D(normals[i][0], normals[i][1], normals[i][2])); | 
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|  | 112 | geo.appendColor(QColor(1, 1, 1, 1)); | 
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|  | 113 | geo.appendTexCoord(QVector2D(0, 0)); | 
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|  | 114 | } | 
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|  | 115 |  | 
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|  | 116 | // Fill the tesselated triangles into the geometry. | 
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|  | 117 | for (TriangleMap::const_iterator runner = T.TrianglesOnBoundary.begin(); runner != T.TrianglesOnBoundary.end(); runner++) { | 
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|  | 118 | int v[3]; | 
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|  | 119 | for (size_t i=0; i<3; ++i) | 
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|  | 120 | v[i] = runner->second->endpoints[i]->node->getNr(); | 
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|  | 121 |  | 
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|  | 122 | // Sort the vertices so the triangle is clockwise (relative to the normal vector). | 
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|  | 123 | Vector cross = points[v[1]] - points[v[0]]; | 
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|  | 124 | cross.VectorProduct(points[v[2]] - points[v[0]]); | 
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|  | 125 | if (cross.ScalarProduct(normals[v[0]] + normals[v[1]] + normals[v[2]]) > 0) | 
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|  | 126 | geo.appendIndices(v[0], v[1], v[2]); | 
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|  | 127 | else | 
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|  | 128 | geo.appendIndices(v[0], v[2], v[1]); | 
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|  | 129 | } | 
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| [afd3d2] | 130 | } | 
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|  | 131 |  | 
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|  | 132 | // Build a mesh from the geometry. | 
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|  | 133 | QGLBuilder builder; | 
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|  | 134 | builder.addTriangles(geo); | 
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|  | 135 | QGLSceneNode *mesh = builder.finalizedSceneNode(); | 
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|  | 136 | return mesh; | 
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|  | 137 | } | 
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|  | 138 |  | 
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| [85c36d] | 139 | GLMoleculeObject_shape::GLMoleculeObject_shape(Shape &shape, QObject *parent) : | 
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| [afd3d2] | 140 | GLMoleculeObject(createShapeMesh(shape, parent), parent), | 
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|  | 141 | m_shape(shape) | 
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|  | 142 | { | 
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|  | 143 | // Create the material. | 
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|  | 144 | QGLMaterial *material = new QGLMaterial(NULL); | 
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|  | 145 | material->setAmbientColor( QColor(50, 60, 100, 255) ); | 
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|  | 146 | material->setDiffuseColor( QColor(150, 160, 200, 180) ); | 
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|  | 147 | material->setSpecularColor( QColor(60, 60, 60) ); | 
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|  | 148 | material->setShininess( 128 ); | 
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|  | 149 | setMaterial(material); | 
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| [85c36d] | 150 |  | 
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|  | 151 | m_enabled = false; | 
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| [afd3d2] | 152 | } | 
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|  | 153 |  | 
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|  | 154 | GLMoleculeObject_shape::~GLMoleculeObject_shape() | 
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|  | 155 | { | 
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|  | 156 | } | 
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|  | 157 |  | 
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| [85c36d] | 158 | void GLMoleculeObject_shape::enable(bool enabled) | 
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|  | 159 | { | 
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|  | 160 | m_enabled = enabled; | 
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|  | 161 | } | 
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|  | 162 |  | 
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| [afd3d2] | 163 |  | 
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|  | 164 | void GLMoleculeObject_shape::draw(QGLPainter *painter, const QVector4D &cameraPlane) | 
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|  | 165 | { | 
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| [85c36d] | 166 | if (!m_enabled) | 
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|  | 167 | return; | 
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| [afd3d2] | 168 | painter->modelViewMatrix().push(); | 
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|  | 169 |  | 
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|  | 170 | painter->setColor(m_material->diffuseColor()); | 
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|  | 171 | painter->setFaceMaterial(QGL::AllFaces, m_material); | 
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|  | 172 |  | 
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|  | 173 | // Draw the transparent cube. | 
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| [b3b228] | 174 | painter->setStandardEffect(QGL::LitMaterial); | 
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| [afd3d2] | 175 | glCullFace(GL_BACK); | 
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| [b3b228] | 176 | glEnable(GL_CULL_FACE); | 
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| [afd3d2] | 177 | glEnable(GL_BLEND); | 
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|  | 178 | glDepthMask(0); | 
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| [b3b228] | 179 | glDisable(GL_DEPTH_TEST); | 
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| [afd3d2] | 180 | m_mesh[0]->draw(painter); | 
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| [b3b228] | 181 | glEnable(GL_DEPTH_TEST); | 
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| [afd3d2] | 182 | glDepthMask(1); | 
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|  | 183 | glDisable(GL_BLEND); | 
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| [b3b228] | 184 | glDisable(GL_CULL_FACE); | 
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| [afd3d2] | 185 |  | 
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|  | 186 |  | 
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|  | 187 | painter->modelViewMatrix().pop(); | 
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|  | 188 | } | 
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