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src/UIElements/Views/Qt4/Qt3D/GLMoleculeObject_shape.cpp
r8592c9 r27888f 80 80 std::vector<Vector> points = shape.getHomogeneousPointsOnSurface(NumPointsonSurface); 81 81 82 // Fill the points into a tesselate-able container. 83 TesselPointSTLList Corners; 84 for (size_t i=0;i<points.size();++i){ 85 TesselPoint *Walker = new TesselPoint; 86 Walker->setPosition(points[i]); 87 Walker->setName(toString(i)); 88 Walker->setNr(i); 89 Corners.push_back(Walker); 90 } 91 92 // Tesselate the points. 93 Tesselation *T = new Tesselation; 94 PointCloudAdaptor<TesselPointSTLList> cloud(&Corners, "TesselPointSTLList"); 95 (*T)(cloud, minradius); 96 97 // Fill the points into a Qt geometry. 82 98 QGeometryData geo; 83 // we need at least three points for tesselation 84 if (points.size() >= 3) { 85 // Fill the points into a tesselate-able container. 86 TesselPointSTLList Corners; 87 for (size_t i=0;i<points.size();++i){ 88 TesselPoint *Walker = new TesselPoint; 89 Walker->setPosition(points[i]); 90 Walker->setName(toString(i)); 91 Walker->setNr(i); 92 Corners.push_back(Walker); 93 } 94 95 // Tesselate the points. 96 Tesselation T; 97 PointCloudAdaptor<TesselPointSTLList> cloud(&Corners, "TesselPointSTLList"); 98 T(cloud, minradius); 99 100 // Fill the points into a Qt geometry. 101 LinkedCell_deprecated LinkedList(cloud, minradius); 102 std::vector<Vector> normals; 103 normals.resize(points.size(), zeroVec); 104 for(size_t i=0;i<points.size();++i){ 105 // add data to the primitive 106 geo.appendVertex(QVector3D(points[i][0], points[i][1], points[i][2])); 107 if (ShapeFactory::getInstance().isSimpleShape(shape.getType())) 108 normals[i] = shape.getNormal(points[i]); 109 else 110 normals[i] = T.getNormal(points[i], &LinkedList); 111 geo.appendNormal(QVector3D(normals[i][0], normals[i][1], normals[i][2])); 112 geo.appendColor(QColor(1, 1, 1, 1)); 113 geo.appendTexCoord(QVector2D(0, 0)); 114 } 115 116 // Fill the tesselated triangles into the geometry. 117 for (TriangleMap::const_iterator runner = T.TrianglesOnBoundary.begin(); runner != T.TrianglesOnBoundary.end(); runner++) { 118 int v[3]; 119 for (size_t i=0; i<3; ++i) 120 v[i] = runner->second->endpoints[i]->node->getNr(); 121 122 // Sort the vertices so the triangle is clockwise (relative to the normal vector). 123 Vector cross = points[v[1]] - points[v[0]]; 124 cross.VectorProduct(points[v[2]] - points[v[0]]); 125 if (cross.ScalarProduct(normals[v[0]] + normals[v[1]] + normals[v[2]]) > 0) 126 geo.appendIndices(v[0], v[1], v[2]); 127 else 128 geo.appendIndices(v[0], v[2], v[1]); 129 } 99 LinkedCell_deprecated LinkedList(cloud, minradius); 100 std::vector<Vector> normals; 101 normals.resize(points.size(), zeroVec); 102 for(size_t i=0;i<points.size();++i){ 103 // add data to the primitive 104 geo.appendVertex(QVector3D(points[i][0], points[i][1], points[i][2])); 105 if (ShapeFactory::getInstance().isSimpleShape(shape.getType())) 106 normals[i] = shape.getNormal(points[i]); 107 else 108 normals[i] = T->getNormal(points[i], &LinkedList); 109 geo.appendNormal(QVector3D(normals[i][0], normals[i][1], normals[i][2])); 110 geo.appendColor(QColor(1, 1, 1, 1)); 111 geo.appendTexCoord(QVector2D(0, 0)); 112 } 113 114 // Fill the tesselated triangles into the geometry. 115 for (TriangleMap::const_iterator runner = T->TrianglesOnBoundary.begin(); runner != T->TrianglesOnBoundary.end(); runner++) { 116 int v[3]; 117 for (size_t i=0; i<3; ++i) 118 v[i] = runner->second->endpoints[i]->node->getNr(); 119 120 // Sort the vertices so the triangle is clockwise (relative to the normal vector). 121 Vector cross = points[v[1]] - points[v[0]]; 122 cross.VectorProduct(points[v[2]] - points[v[0]]); 123 if (cross.ScalarProduct(normals[v[0]] + normals[v[1]] + normals[v[2]]) > 0) 124 geo.appendIndices(v[0], v[1], v[2]); 125 else 126 geo.appendIndices(v[0], v[2], v[1]); 130 127 } 131 128
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