rtcMeshSet3DNode.cpp
Go to the documentation of this file.
00001 /*
00002  * Copyright (C) 2008
00003  * Robert Bosch LLC
00004  * Research and Technology Center North America
00005  * Palo Alto, California
00006  *
00007  * All rights reserved.
00008  *
00009  *------------------------------------------------------------------------------
00010  * project ....: PUMA: Probablistic Unsupervised Model Acquisition
00011  * file .......: MeshSet3DNode.cpp
00012  * authors ....: Benjamin Pitzer
00013  * organization: Robert Bosch LLC
00014  * creation ...: 09/04/2008
00015  * modified ...: $Date: 2009-09-10 19:23:45 -0700 (Thu, 10 Sep 2009) $
00016  * changed by .: $Author: benjaminpitzer $
00017  * revision ...: $Revision: 917 $
00018  */
00019 
00020 //== INCLUDES ==================================================================
00021 #include <GL/glew.h>
00022 #include <GL/gl.h>
00023 #include <GL/glu.h>
00024 #include "rtc/rtcRenderer.h"
00025 #include "rtc/rtcBoundingBox.h"
00026 #include "rtc/rtcMesh3DNode.h"
00027 #include "rtc/rtcMeshSet3DNode.h"
00028 
00029 //== NAMESPACES ================================================================
00030 namespace rtc {
00031 
00032 //== IMPLEMENTATION ============================================================
00033 
00034 // constructor
00035 MeshSet3DNode::MeshSet3DNode(Renderer* renderer, MeshSet3D* meshset)
00036 : RenderNode(renderer)
00037 {
00038   // setup color table
00039   setupColorTable();
00040   // initialize
00041   initialize(meshset);
00042 }
00043 
00044 MeshSet3DNode::MeshSet3DNode(Renderer* renderer, const char* filename)
00045 : RenderNode(renderer)
00046 {
00047   // setup color table
00048   setupColorTable();
00049   // initialize
00050   initialize(filename);
00051 }
00052 
00053 // destructor
00054 MeshSet3DNode::~MeshSet3DNode()
00055 {
00056   clear();
00057 }
00058 
00059 void MeshSet3DNode::initialize(MeshSet3D* meshset)
00060 {
00061   RenderNode::initialize();
00062   for (unsigned int i=0;i<meshset->meshes.size();i++) {
00063     Mesh3D* mesh = meshset->meshes[i];
00064     Mesh3DNode* node = new Mesh3DNode(m_renderer,mesh);
00065     Transformf transform = meshset->meshes[i]->pose.getTransform();
00066     node->setTransform(transform);
00067     nodes.push_back(node);
00068   }
00069 }
00070 
00071 void MeshSet3DNode::initialize(const char* filename)
00072 {
00073   size_t res = 0;
00074   int flags;
00075   Point3Df topleft,bottomright;
00076   int num_meshes;
00077   RenderNode::initialize();
00078 
00079   FILE *fp=fopen(filename,"rb");
00080   if (fp==NULL) rtc_die("Cannot open file %s\n",filename);
00081 
00082   // read meshset header
00083   res+=fread(&flags,sizeof(flags),1,fp);
00084   res+=fread(&num_meshes,sizeof(num_meshes),1,fp);
00085   // load meshes
00086   for(int i=0;i<num_meshes;++i) {
00087     Mesh3D* mesh = new Mesh3D();
00088     mesh->read(fp);
00089     Mesh3DNode* node = new Mesh3DNode(m_renderer,mesh);
00090     Transformf transform = mesh->pose.getTransform();
00091     node->setTransform(transform);
00092     nodes.push_back(node);
00093     // free memory
00094     delete mesh;
00095   }
00096   // don't have to read AABB here
00097   fclose(fp);
00098 }
00099 
00100 void MeshSet3DNode::rebuild(MeshSet3D* meshset)
00101 {
00102   clear();
00103   initialize(meshset);
00104 }
00105 
00106 void MeshSet3DNode::rebuild(const char* filename)
00107 {
00108   clear();
00109   initialize(filename);
00110 }
00111 
00112 void MeshSet3DNode::setupColorTable()
00113 {
00114   // Define reference colors used for drawing meshes, etc.
00115   ref_colors.setSize(7);
00116   float a = 0.6f;
00117 //  ref_colors(0) = Vec4<float>(a,a,a,1.0);
00118 //  ref_colors(1) = Vec4<float>(0.5*a,a,a,1.0);
00119   ref_colors(0) = Vec4<float>(101.0/255.0,144.0/255.0,191.0/255.0,1.0);
00120   ref_colors(1) = Vec4<float>(211.0/255.0,228.0/255.0,191.0/255.0,1.0);
00121 //   ref_colors(0) = Vec4<float>(150.0/255.0,215.0/255.0,150.0/255.0,1.0);
00122 //   ref_colors(1) = Vec4<float>(101.0/255.0,144.0/255.0,191.0/255.0,1.0);
00123   ref_colors(2) = Vec4<float>(a,0.5*a,a,1.0);
00124   ref_colors(3) = Vec4<float>(a,a,0.5*a,1.0);
00125   ref_colors(4) = Vec4<float>(0.5*a,0.5*a,a,1.0);
00126   ref_colors(5) = Vec4<float>(0.5*a,a,0.5*a,1.0);
00127   ref_colors(6) = Vec4<float>(a,0.5*a,0.5*a,1.0);
00128 }
00129 
00130 void MeshSet3DNode::clear()
00131 {
00132   RenderNode::clear();
00133   for (unsigned int i=0;i<nodes.size();i++) delete nodes[i];
00134   nodes.clear();
00135 }
00136 
00137 void MeshSet3DNode::render()
00138 {
00139   for (unsigned int i=0;i<nodes.size();i++) {
00140     nodes[i]->preRender();
00141 
00142     if(nodes[i]->getParameters().highlite)
00143       glColor3f(1.0,1.0,0.0); // yellow
00144     else {
00145       switch(nodes[i]->getParameters().color_mode)
00146       {
00147       case RenderNode::Parameters::NO_COLOR:
00148         glColor3f(1,1,1);
00149         break;
00150       case RenderNode::Parameters::VERTEX_COLOR:
00151         glColor3f(1,1,1);
00152         break;
00153       case RenderNode::Parameters::TEXTURE_COLOR:
00154         glColor3f(1,1,1);
00155         break;
00156       default:
00157         glColor3f(1,1,1);
00158         break;
00159       }
00160     }
00161 
00162     nodes[i]->render();
00163     nodes[i]->postRender();
00164   }
00165 }
00166 
00167 void MeshSet3DNode::preRender()
00168 {
00169   RenderNode::preRender();
00170   m_renderer->switchTo3DMode();
00171 }
00172 
00173 void MeshSet3DNode::postRender()
00174 {
00175   RenderNode::postRender();
00176 }
00177 
00178 void MeshSet3DNode::displayFaces(bool b)
00179 {
00180   RenderNode::displayFaces(b);
00181   for (unsigned int i=0;i<nodes.size();i++) {
00182     nodes[i]->displayFaces(b);
00183   }
00184 }
00185 
00186 void MeshSet3DNode::displayVertices(bool b)
00187 {
00188   RenderNode::displayVertices(b);
00189   for (unsigned int i=0;i<nodes.size();i++) {
00190     nodes[i]->displayVertices(b);
00191   }
00192 }
00193 
00194 void MeshSet3DNode::displayWireframe(bool b)
00195 {
00196   RenderNode::displayWireframe(b);
00197   for (unsigned int i=0;i<nodes.size();i++) {
00198     nodes[i]->displayWireframe(b);
00199   }
00200 }
00201 
00202 void MeshSet3DNode::setColorMode(Parameters::ColorMode b)
00203 {
00204   RenderNode::setColorMode(b);
00205   for (unsigned int i=0;i<nodes.size();i++) {
00206     nodes[i]->setColorMode(b);
00207   }
00208 }
00209 
00210 // draws n-th mesh in a highlite color
00211 void MeshSet3DNode::highliteMesh(int n)
00212 {
00213   for (unsigned int i=0;i<nodes.size();i++) {
00214     nodes[i]->setHighlite(false);
00215   }
00216   if(n>=0 && n<(int)nodes.size())
00217     nodes[n]->setHighlite(true);
00218 }
00219 
00220 // get the n-th child
00221 Mesh3DNode* MeshSet3DNode::getChild(int n)
00222 {
00223   return nodes[n];
00224 }
00225 
00226 void MeshSet3DNode::unloadGPU()
00227 {
00228   for (size_t i=0;i<nodes.size();i++)
00229     nodes[i]->unloadGPU();
00230 }
00231 void MeshSet3DNode::loadToGPU()
00232 {
00233   for (size_t i=0;i<nodes.size();i++)
00234     nodes[i]->loadToGPU();
00235 }
00236 //==============================================================================
00237 } // namespace puma
00238 //==============================================================================


rtc
Author(s): Benjamin Pitzer
autogenerated on Mon Oct 6 2014 10:07:35