[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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[27888f] | 52 | #include "Shapes/ShapeFactory.hpp"
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[afd3d2] | 53 | #include "LinearAlgebra/Vector.hpp"
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| 54 | #include "LinkedCell/PointCloudAdaptor.hpp"
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| 55 | #include "LinkedCell/linkedcell.hpp"
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| 56 | #include "Tesselation/tesselation.hpp"
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| 57 | #include "Tesselation/BoundaryLineSet.hpp"
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| 58 | #include "Tesselation/BoundaryTriangleSet.hpp"
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| 59 | #include "Tesselation/CandidateForTesselation.hpp"
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| 60 | #include "Atom/TesselPoint.hpp"
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| 61 |
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| 62 | typedef QGLSceneNode *MeshList[GLMoleculeObject::DETAILTYPES_MAX];
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| 63 |
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[34e7fdb] | 64 | static QGLSceneNode *createShapeMesh(Shape &shape, QObject *parent)
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[afd3d2] | 65 | {
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[691318] | 66 | size_t NumPointsonSurface = 200;
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| 67 | // guess the surface area which divided by 200 determines rolling sphere's size
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| 68 | const double surfacearea = shape.getSurfaceArea();
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| 69 | const size_t EstimatedNumberTriangles = NumPointsonSurface*1;
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| 70 | const double MeanAreaPerTriangle = surfacearea/((double)EstimatedNumberTriangles);
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| 71 | // assume two triangles to form a square and take its diameter as the radius
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| 72 | double minradius = sqrt(2. * 2.*MeanAreaPerTriangle);
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| 73 | LOG(3, "DEBUG: Surface area is " << surfacearea << ", minradius is " << minradius << ".");
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| 74 | if (minradius < 1.)
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| 75 | minradius = 1.;
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| 76 | LOG(2, "DEBUG: Tesselating shape " << shape.getName() << " with sphere of radius " << minradius << ".");
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| 77 |
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[afd3d2] | 78 | // Create some points on our shape.
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[691318] | 79 | std::vector<Vector> points = shape.getHomogeneousPointsOnSurface(NumPointsonSurface);
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[afd3d2] | 80 |
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| 81 | QGeometryData geo;
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[8592c9] | 82 | // we need at least three points for tesselation
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| 83 | if (points.size() >= 3) {
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| 84 | // Fill the points into a tesselate-able container.
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| 85 | TesselPointSTLList Corners;
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| 86 | for (size_t i=0;i<points.size();++i){
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| 87 | TesselPoint *Walker = new TesselPoint;
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| 88 | Walker->setPosition(points[i]);
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| 89 | Walker->setName(toString(i));
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| 90 | Walker->setNr(i);
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| 91 | Corners.push_back(Walker);
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| 92 | }
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| 93 |
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| 94 | // Tesselate the points.
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| 95 | Tesselation T;
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| 96 | PointCloudAdaptor<TesselPointSTLList> cloud(&Corners, "TesselPointSTLList");
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| 97 | T(cloud, minradius);
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| 98 |
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| 99 | // Fill the points into a Qt geometry.
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| 100 | LinkedCell_deprecated LinkedList(cloud, minradius);
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| 101 | std::vector<Vector> normals;
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| 102 | normals.resize(points.size(), zeroVec);
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| 103 | for(size_t i=0;i<points.size();++i){
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| 104 | // add data to the primitive
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| 105 | geo.appendVertex(QVector3D(points[i][0], points[i][1], points[i][2]));
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| 106 | if (ShapeFactory::getInstance().isSimpleShape(shape.getType()))
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| 107 | normals[i] = shape.getNormal(points[i]);
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| 108 | else
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| 109 | normals[i] = T.getNormal(points[i], &LinkedList);
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| 110 | geo.appendNormal(QVector3D(normals[i][0], normals[i][1], normals[i][2]));
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| 111 | geo.appendColor(QColor(1, 1, 1, 1));
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| 112 | geo.appendTexCoord(QVector2D(0, 0));
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| 113 | }
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| 114 |
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| 115 | // Fill the tesselated triangles into the geometry.
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| 116 | for (TriangleMap::const_iterator runner = T.TrianglesOnBoundary.begin(); runner != T.TrianglesOnBoundary.end(); runner++) {
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| 117 | int v[3];
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| 118 | for (size_t i=0; i<3; ++i)
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| 119 | v[i] = runner->second->endpoints[i]->node->getNr();
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| 120 |
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| 121 | // Sort the vertices so the triangle is clockwise (relative to the normal vector).
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| 122 | Vector cross = points[v[1]] - points[v[0]];
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| 123 | cross.VectorProduct(points[v[2]] - points[v[0]]);
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| 124 | if (cross.ScalarProduct(normals[v[0]] + normals[v[1]] + normals[v[2]]) > 0)
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| 125 | geo.appendIndices(v[0], v[1], v[2]);
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| 126 | else
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| 127 | geo.appendIndices(v[0], v[2], v[1]);
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| 128 | }
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[afd3d2] | 129 | }
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| 130 |
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| 131 | // Build a mesh from the geometry.
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| 132 | QGLBuilder builder;
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| 133 | builder.addTriangles(geo);
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| 134 | QGLSceneNode *mesh = builder.finalizedSceneNode();
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| 135 | return mesh;
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| 136 | }
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| 137 |
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[85c36d] | 138 | GLMoleculeObject_shape::GLMoleculeObject_shape(Shape &shape, QObject *parent) :
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[afd3d2] | 139 | GLMoleculeObject(createShapeMesh(shape, parent), parent),
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| 140 | m_shape(shape)
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| 141 | {
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| 142 | // Create the material.
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| 143 | QGLMaterial *material = new QGLMaterial(NULL);
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| 144 | material->setAmbientColor( QColor(50, 60, 100, 255) );
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| 145 | material->setDiffuseColor( QColor(150, 160, 200, 180) );
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| 146 | material->setSpecularColor( QColor(60, 60, 60) );
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| 147 | material->setShininess( 128 );
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| 148 | setMaterial(material);
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[85c36d] | 149 |
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| 150 | m_enabled = false;
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[afd3d2] | 151 | }
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| 152 |
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| 153 | GLMoleculeObject_shape::~GLMoleculeObject_shape()
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| 154 | {
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| 155 | }
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| 156 |
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[85c36d] | 157 | void GLMoleculeObject_shape::enable(bool enabled)
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| 158 | {
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| 159 | m_enabled = enabled;
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| 160 | }
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| 161 |
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[afd3d2] | 162 |
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| 163 | void GLMoleculeObject_shape::draw(QGLPainter *painter, const QVector4D &cameraPlane)
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| 164 | {
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[85c36d] | 165 | if (!m_enabled)
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| 166 | return;
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[afd3d2] | 167 | painter->modelViewMatrix().push();
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| 168 |
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| 169 | painter->setColor(m_material->diffuseColor());
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| 170 | painter->setFaceMaterial(QGL::AllFaces, m_material);
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| 171 |
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| 172 | // Draw the transparent cube.
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[b3b228] | 173 | painter->setStandardEffect(QGL::LitMaterial);
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[afd3d2] | 174 | glCullFace(GL_BACK);
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[b3b228] | 175 | glEnable(GL_CULL_FACE);
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[afd3d2] | 176 | glEnable(GL_BLEND);
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| 177 | glDepthMask(0);
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[b3b228] | 178 | glDisable(GL_DEPTH_TEST);
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[afd3d2] | 179 | m_mesh[0]->draw(painter);
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[b3b228] | 180 | glEnable(GL_DEPTH_TEST);
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[afd3d2] | 181 | glDepthMask(1);
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| 182 | glDisable(GL_BLEND);
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[b3b228] | 183 | glDisable(GL_CULL_FACE);
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[afd3d2] | 184 |
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| 185 |
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| 186 | painter->modelViewMatrix().pop();
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| 187 | }
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