EgtGraphics 1.9a1 :

- gestione Zmap con 2 colori dipendenti da Flag.
This commit is contained in:
Dario Sassi
2018-01-16 12:15:43 +00:00
parent fb44cd7e95
commit 8849099a62
3 changed files with 61 additions and 12 deletions
+60 -11
View File
@@ -179,7 +179,7 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
const IVolZmap* pZmap = GetVolZmap( pGeoObj) ;
if ( pZmap != nullptr) {
if ( ( m_nShowZmap & ZSM_SURF) != 0)
nCount += pZmap->GetBlockCount() ;
nCount += 2 * pZmap->GetBlockCount() ;
if ( ( m_nShowZmap & ZSM_LINES) != 0 || ( m_nShowZmap & ZSM_NORMALS) != 0)
nCount += 1 ;
}
@@ -350,19 +350,35 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
Material mMat ;
if ( ! iIter.GetCalcMaterial( mMat))
mMat.Set( m_colDef) ;
// secondo materiale per parti lavorate (tonalità spostata di 45 deg)
Color cCol2 = siObj.colObj ;
Material mMat2( mMat) ;
// se richiesto diverso
if (( m_nShowZmap & ZSM_COLORS) != 0) {
HSV hsv = GetHSVFromColor( siObj.colObj) ;
hsv.dHue += ANG_RIGHT / 2 ;
cCol2 = GetColorFromHSV( hsv) ;
mMat2.Set( cCol2) ;
}
// ciclo sui blocchi da aggiornare
INTVECTOR vnModif ;
TRIA3DLISTVECTOR vlTria ;
nCount = pZmap->GetBlockCount() ;
pZmap->GetTriangles( false, vnModif, vlTria) ;
//int nT = 0 ;
for ( int i = 0 ; i < nCount ; ++ i) {
// se blocco non modificato, vado oltre
if ( vnModif[i] < 0)
continue ;
//++ nT ;
// imposto indice blocco corrente
pGraphics->SetCurrent( i) ;
// conto i triangoli per tipo (Flag == 0 e altri)
int nTri0 = 0 ; int nTri1 = 0 ;
for ( const auto& Tria : vlTria[vnModif[i]]) {
if ( Tria.GetFlag() == 0)
++ nTri0 ;
else
++ nTri1 ;
}
// imposto indice blocco corrente (con Flag == 0 --> materiale principale)
pGraphics->SetCurrent( 2 * i) ;
// lo pulisco
pGraphics->Clear() ;
pGraphics->AddColor( siObj.colObj) ; // per wireframe
@@ -371,8 +387,33 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
pGraphics->AddBackMaterial( GetSurfBackColor( mMat.GetDiffuse())) ;
// recupero la geometria
// passo i triangoli alla grafica
pGraphics->StartTriangles( int( vlTria[vnModif[i]].size())) ;
pGraphics->StartTriangles( nTri0) ;
for ( const auto& Tria : vlTria[vnModif[i]]) {
if ( Tria.GetFlag() != 0)
continue ;
TriFlags3d TFlags ;
TriNormals3d TNrms ;
for ( int j = 0 ; j < 3 ; ++ j) {
TFlags.bFlag[j] = true ;
TNrms.vtN[j] = Tria.GetN() ;
}
pGraphics->AddTriangle( Tria, TFlags, TNrms) ;
}
pGraphics->EndTriangles() ;
// imposto indice blocco corrente (con Flag ! 0 --> materiale 2)
pGraphics->SetCurrent( 2 * i + 1) ;
// lo pulisco
pGraphics->Clear() ;
pGraphics->AddColor( cCol2) ; // per wireframe
pGraphics->AddMaterial( mMat2.GetAmbient(), mMat2.GetDiffuse(),
mMat2.GetSpecular(), mMat2.GetShininess()) ;
pGraphics->AddBackMaterial( GetSurfBackColor( mMat2.GetDiffuse())) ;
// recupero la geometria
// passo i triangoli alla grafica
pGraphics->StartTriangles( nTri1) ;
for ( const auto& Tria : vlTria[vnModif[i]]) {
if ( Tria.GetFlag() == 0)
continue ;
TriFlags3d TFlags ;
TriNormals3d TNrms ;
for ( int j = 0 ; j < 3 ; ++ j) {
@@ -383,13 +424,11 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
}
pGraphics->EndTriangles() ;
}
//string sLog = "Blocchi=" + ToString( nT) ;
//LOG_INFO( GetEGrLogger(), sLog.c_str())
}
// visualizzazione spilloni e normali (sempre nell'ultimo blocco)
if ( ( m_nShowZmap & ZSM_LINES) != 0 || ( m_nShowZmap & ZSM_NORMALS) != 0) {
// imposto indice blocco corrente
pGraphics->SetCurrent( nCount) ;
pGraphics->SetCurrent( 2 * nCount) ;
// lo pulisco
pGraphics->Clear() ;
// ciclo sui tre gruppi di spilloni
@@ -400,13 +439,21 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
pGraphics->AddColor( vCol[k]) ;
pGraphics->AddMaterial( vCol[k], vCol[k], vCol[k], 10) ;
pGraphics->AddBackMaterial( vCol[k]) ;
PNTVECTOR vPnt ;
for ( int i = 0 ; ; ++ i) {
bool bOutBreak = false ;
for ( int j = 0 ; ; ++ j) {
POLYLINELIST lstPL ;
if ( pZmap->GetDexelLines( k, j, i, lstPL)) {
for ( const auto& PL : lstPL)
pGraphics->AddPolyLine( PL) ;
for ( const auto& PL : lstPL) {
Point3d ptS, ptE ;
bool Found = PL.GetFirstLine( ptS, ptE) ;
while ( Found) {
vPnt.emplace_back( ptS) ;
vPnt.emplace_back( ptE) ;
Found = PL.GetNextLine( ptS, ptE) ;
}
}
}
else {
if ( j == 0)
@@ -417,6 +464,8 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
if ( bOutBreak)
break ;
}
if ( vPnt.size() > 0)
pGraphics->AddLines( vPnt) ;
}
}
}