gl_mesh.cpp
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00034 
00035 /* Author: Suat Gedikli */
00036 
00037 #include <moveit/mesh_filter/gl_mesh.h>
00038 #include <geometric_shapes/shapes.h>
00039 #include <stdexcept>
00040 #include <Eigen/Eigen>
00041 
00042 using namespace std;
00043 using namespace Eigen;
00044 using shapes::Mesh;
00045 
00046 mesh_filter::GLMesh::GLMesh (const Mesh& mesh, unsigned int mesh_label)
00047 {
00048   if (!mesh.vertex_normals)
00049     throw std::runtime_error("Vertex normals are not computed for input mesh. Call computeVertexNormals() before passing as input to mesh_filter.");
00050 
00051   mesh_label_ = mesh_label;
00052   list_ = glGenLists(1);
00053   glNewList (list_, GL_COMPILE );
00054     glBegin(GL_TRIANGLES);
00055     glColor4ubv ((GLubyte*)&mesh_label_);
00056       for (unsigned tIdx = 0; tIdx < mesh.triangle_count; ++tIdx)
00057       {
00058         unsigned v1 = 3 * mesh.triangles [3*tIdx];
00059         unsigned v2 = 3 * mesh.triangles [3*tIdx + 1];
00060         unsigned v3 = 3 * mesh.triangles [3*tIdx + 2];
00061 
00062         glNormal3f (mesh.vertex_normals[v1], mesh.vertex_normals[v1 + 1], mesh.vertex_normals[v1 + 2]);
00063         glVertex3f (mesh.vertices [v1], mesh.vertices[v1 + 1], mesh.vertices[v1 + 2]);
00064 
00065         glNormal3f (mesh.vertex_normals[v2], mesh.vertex_normals[v2 + 1], mesh.vertex_normals[v2 + 2]);
00066         glVertex3f (mesh.vertices[v2], mesh.vertices[v2 + 1], mesh.vertices [v2 + 2]);
00067 
00068         glNormal3f (mesh.vertex_normals[v3], mesh.vertex_normals[v3 + 1], mesh.vertex_normals[v3 + 2]);
00069         glVertex3f (mesh.vertices[v3], mesh.vertices[v3 + 1], mesh.vertices[v3 + 2]);
00070       }
00071     glEnd();
00072   glEndList();
00073 }
00074 
00075 mesh_filter::GLMesh::~GLMesh ()
00076 {
00077   glDeleteLists(list_, 1);
00078 }
00079 
00080 void mesh_filter::GLMesh::render (const Affine3d& transform) const
00081 {
00082   glMatrixMode (GL_MODELVIEW);
00083   glPushMatrix();
00084   if (!(transform.matrix ().Flags & RowMajorBit))
00085     glMultMatrixd (transform.matrix().data());
00086   else
00087     glMultTransposeMatrixd (transform.matrix().data());
00088   glCallList (list_);
00089   glPopMatrix();
00090 }


perception
Author(s): Ioan Sucan , Jon Binney , Suat Gedikli
autogenerated on Wed Aug 26 2015 12:43:21