tilings.cpp 7.02 KB
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/*******************************************************************************
* CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps  *
* version 0.1                                                                  *
* Copyright (C) 2009-2012, IGG Team, LSIIT, University of Strasbourg           *
*                                                                              *
* This library is free software; you can redistribute it and/or modify it      *
* under the terms of the GNU Lesser General Public License as published by the *
* Free Software Foundation; either version 2.1 of the License, or (at your     *
* option) any later version.                                                   *
*                                                                              *
* This library 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 Lesser General Public License  *
* for more details.                                                            *
*                                                                              *
* You should have received a copy of the GNU Lesser General Public License     *
* along with this library; if not, write to the Free Software Foundation,      *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301 USA.           *
*                                                                              *
* Web site: http://cgogn.unistra.fr/                                           *
* Contact information: cgogn@unistra.fr                                        *
*                                                                              *
*******************************************************************************/

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#include "tilings.h"
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#include "Geometry/vector_gen.h"

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#include "Algo/Import/import.h"
#include "Algo/Geometry/boundingbox.h"
#include "Utils/GLSLShader.h"
//#include "Algo/Geometry/area.h"
#include "Algo/Geometry/normal.h"
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#include "Utils/cgognStream.h"
#include "Utils/chrono.h"
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using namespace CGoGN ;

/**
 * Struct that contains some informations about the types of the manipulated objects
 * Mainly here to be used by the algorithms that are parameterized by it
 */
struct PFP: public PFP_STANDARD
{
    // definition of the map
    typedef EmbeddedMap2 MAP;
};

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PFP::MAP myMap;
VertexAttribute<PFP::VEC3> position;
VertexAttribute<PFP::VEC3> position2;
VertexAttribute<PFP::VEC3> normal;

void MyQT::cb_initGL()
{
    Utils::GLSLShader::setCurrentOGLVersion(2);

    // create the render
    m_render = new Algo::Render::GL2::MapRender();

    // create VBO for position
    m_positionVBO = new Utils::VBO();
    m_positionVBO->updateData(position);

    m_normalVBO =  new Utils::VBO();

    m_shader = new Utils::ShaderSimpleColor();
    m_shader->setAttributePosition(m_positionVBO);
    m_shader->setColor(Geom::Vec4f(1.,1.,0.,0.));


    m_lines = new Utils::ShaderVectorPerVertex();
    m_lines->setAttributePosition(m_positionVBO);
    m_lines->setAttributeVector(m_normalVBO);
    m_lines->setScale(0.2f);
    m_lines->setColor(Geom::Vec4f(0.0f, 1.0f, 0.2f, 0.0f));

    Algo::Surface::Geometry::computeNormalVertices<PFP>(myMap, position, normal) ;

    m_render->initPrimitives<PFP>(myMap, Algo::Render::GL2::LINES);
    m_render->initPrimitives<PFP>(myMap, Algo::Render::GL2::POINTS);

    registerShader(m_shader);
    registerShader(m_lines);

    m_normalVBO->updateData(normal);

}

void MyQT::cb_redraw()
{
    m_render->draw(m_shader, Algo::Render::GL2::LINES);
    m_render->draw(m_lines, Algo::Render::GL2::POINTS);
}

// mouse picking
void MyQT::tiling(int code)
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{
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    //myMap.clear(false);

    switch(code)
    {
    case 1:
    {
        std::cout << "square grid tiling" << std::endl;
        Algo::Surface::Tilings::Square::Grid<PFP> g(myMap,10,10,true);
        g.embedIntoGrid(position,50,50);

        break;
    }
    case 2:
    {
        std::cout << "square grid twisted strip tiling" << std::endl;
        Algo::Surface::Tilings::Square::Grid<PFP> g(myMap,10,10,true);
        g.embedIntoTwistedStrip(position, 0.3, 0.8, 5);

        break;
    }
    case 3:
    {
        std::cout << "square grid helocoid tiling" << std::endl;
        Algo::Surface::Tilings::Square::Grid<PFP> g(myMap,20,20,true);
        g.embedIntoHelicoid(position, 0.3,  0.8, 5.0, 2.0);

        break;
    }
    case 4:
    {
        std::cout << "square cylinder tiling" << std::endl;
        Algo::Surface::Tilings::Square::Cylinder<PFP> c(myMap,20,20);
        c.embedIntoCylinder(position,0.5,0.7,5.0);

        break;
    }
    case 5:
    {
        std::cout << "square cylinder tiling" << std::endl;
        Algo::Surface::Tilings::Square::Cylinder<PFP> c(myMap,20,20);
        c.triangleBottom();
        c.triangleTop();
        c.embedIntoCylinder(position,0.5,0.7,5.0);

        break;
    }
    case 6:
    {
        std::cout << "square cylinder sphere tiling" << std::endl;
        Algo::Surface::Tilings::Square::Cylinder<PFP> c(myMap,20,20);
        c.triangleTop();
        c.triangleBottom();
        c.embedIntoSphere(position,0.5);

        break;
    }
    case 7:
    {
        std::cout << "square cylinder cone tiling" << std::endl;
        Algo::Surface::Tilings::Square::Cylinder<PFP> c(myMap,20,20);
        c.triangleTop();
        c.triangleBottom();
        c.embedIntoCone(position,0.5, 5.0);

        break;
    }
    case 8:
    {
        std::cout << "square cylinder cone tiling" << std::endl;
        Algo::Surface::Tilings::Square::Cube<PFP> c(myMap,20,20,20);
        c.embedIntoCube(position,5.0,5.0, 5.0);

        break;
    }
    case 9:
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    {
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        std::cout << "square cylinder cone tiling" << std::endl;
        Algo::Surface::Tilings::Square::Tore<PFP> c(myMap,20,10);
        c.embedIntoTore(position,5.0,2.0);

        break;
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    }

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    default:
    {
        break;
    }
    }
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    //    m_positionVBO->updateData(position);
    //    m_lines->setAttributePosition(m_positionVBO);
    //    updateGL();
}
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int main(int argc, char **argv)
{
    // interface:
    QApplication app(argc, argv);
    MyQT sqt;

    sqt.statusMsg("Neww to create a sphere or Load for a mesh file");
    CGoGNStream::allToConsole(&sqt);
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    if (!position.isValid())
        position = myMap.addAttribute<PFP::VEC3, VERTEX>("position");
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    if (!normal.isValid())
        normal = myMap.addAttribute<PFP::VEC3, VERTEX>("normal");

    if(argc == 2)
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    {
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        sqt.tiling(atoi(argv[1]));
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    }


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    //  bounding box
    Geom::BoundingBox<PFP::VEC3> bb = Algo::Geometry::computeBoundingBox<PFP>(myMap, position);
    float lWidthObj = std::max<PFP::REAL>(std::max<PFP::REAL>(bb.size(0), bb.size(1)), bb.size(2));
    Geom::Vec3f lPosObj = (bb.min() +  bb.max()) / PFP::REAL(2);
    CGoGNout << "lPosObj=" << lPosObj << CGoGNendl;
    CGoGNout << "lWidthObj=" << lWidthObj << CGoGNendl;
    sqt.setParamObject(lWidthObj,lPosObj.data());

    //	myMap.enableQuickTraversal<EDGE>() ;
    //	myMap.enableQuickTraversal<VERTEX>() ;

    sqt.show();


    return app.exec();
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}