mirror of https://github.com/vitalif/openscad
315 lines
10 KiB
C++
315 lines
10 KiB
C++
/*
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* OpenSCAD (www.openscad.org)
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* Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and
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* Marius Kintel <marius@kintel.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* As a special exception, you have permission to link this program
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* with the CGAL library and distribute executables, as long as you
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* follow the requirements of the GNU GPL in regard to all of the
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* software in the executable aside from CGAL.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "polyset.h"
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#include "linalg.h"
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#include <Eigen/LU>
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#include <boost/foreach.hpp>
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/*! /class PolySet
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The PolySet class fulfils multiple tasks, partially for historical reasons.
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FIXME: It's a bit messy and is a prime target for refactoring.
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1) Store 2D and 3D polygon meshes from all origins
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2) Store 2D outlines, used for rendering edges (2D only)
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3) Rendering of polygons and edges
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PolySet must only contain convex polygons
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*/
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PolySet::PolySet() : grid(GRID_FINE), is2d(false), convexity(1)
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{
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}
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PolySet::~PolySet()
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{
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}
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std::string PolySet::dump() const
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{
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std::stringstream out;
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out << "PolySet:"
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<< "\n dimensions:" << std::string( this->is2d ? "2" : "3" )
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<< "\n convexity:" << this->convexity
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<< "\n num polygons: " << polygons.size()
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<< "\n num borders: " << borders.size()
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<< "\n polygons data:";
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for (size_t i = 0; i < polygons.size(); i++) {
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out << "\n polygon begin:";
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const Polygon *poly = &polygons[i];
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for (size_t j = 0; j < poly->size(); j++) {
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Vector3d v = poly->at(j);
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out << "\n vertex:" << v.transpose();
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}
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}
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out << "\n borders data:";
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for (size_t i = 0; i < borders.size(); i++) {
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out << "\n border polygon begin:";
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const Polygon *poly = &borders[i];
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for (size_t j = 0; j < poly->size(); j++) {
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Vector3d v = poly->at(j);
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out << "\n vertex:" << v.transpose();
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}
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}
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out << "\nPolySet end";
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return out.str();
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}
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void PolySet::append_poly()
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{
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polygons.push_back(Polygon());
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}
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void PolySet::append_vertex(double x, double y, double z)
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{
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grid.align(x, y, z);
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polygons.back().push_back(Vector3d(x, y, z));
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}
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void PolySet::insert_vertex(double x, double y, double z)
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{
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grid.align(x, y, z);
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polygons.back().insert(polygons.back().begin(), Vector3d(x, y, z));
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}
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static void gl_draw_triangle(GLint *shaderinfo, const Vector3d &p0, const Vector3d &p1, const Vector3d &p2, bool e0, bool e1, bool e2, double z, bool mirrored)
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{
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double ax = p1[0] - p0[0], bx = p1[0] - p2[0];
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double ay = p1[1] - p0[1], by = p1[1] - p2[1];
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double az = p1[2] - p0[2], bz = p1[2] - p2[2];
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double nx = ay*bz - az*by;
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double ny = az*bx - ax*bz;
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double nz = ax*by - ay*bx;
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double nl = sqrt(nx*nx + ny*ny + nz*nz);
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glNormal3d(nx / nl, ny / nl, nz / nl);
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#ifdef ENABLE_OPENCSG
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if (shaderinfo) {
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double e0f = e0 ? 2.0 : -1.0;
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double e1f = e1 ? 2.0 : -1.0;
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double e2f = e2 ? 2.0 : -1.0;
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p1[0], p1[1], p1[2] + z);
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glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z);
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glVertexAttrib3d(shaderinfo[6], 0.0, 1.0, 0.0);
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glVertex3d(p0[0], p0[1], p0[2] + z);
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if (!mirrored) {
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z);
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glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z);
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glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0);
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glVertex3d(p1[0], p1[1], p1[2] + z);
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}
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z);
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glVertexAttrib3d(shaderinfo[5], p1[0], p1[1], p1[2] + z);
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glVertexAttrib3d(shaderinfo[6], 1.0, 0.0, 0.0);
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glVertex3d(p2[0], p2[1], p2[2] + z);
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if (mirrored) {
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glVertexAttrib3d(shaderinfo[3], e0f, e1f, e2f);
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glVertexAttrib3d(shaderinfo[4], p0[0], p0[1], p0[2] + z);
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glVertexAttrib3d(shaderinfo[5], p2[0], p2[1], p2[2] + z);
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glVertexAttrib3d(shaderinfo[6], 0.0, 0.0, 1.0);
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glVertex3d(p1[0], p1[1], p1[2] + z);
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}
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}
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else
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#endif
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{
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glVertex3d(p0[0], p0[1], p0[2] + z);
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if (!mirrored)
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glVertex3d(p1[0], p1[1], p1[2] + z);
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glVertex3d(p2[0], p2[1], p2[2] + z);
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if (mirrored)
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glVertex3d(p1[0], p1[1], p1[2] + z);
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}
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}
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void PolySet::render_surface(csgmode_e csgmode, const Transform3d &m, GLint *shaderinfo) const
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{
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bool mirrored = m.matrix().determinant() < 0;
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#ifdef ENABLE_OPENCSG
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if (shaderinfo) {
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glUniform1f(shaderinfo[7], shaderinfo[9]);
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glUniform1f(shaderinfo[8], shaderinfo[10]);
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}
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#endif /* ENABLE_OPENCSG */
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if (this->is2d) {
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// Render 2D objects 1mm thick, but differences slightly larger
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double zbase = 1 + (csgmode & CSGMODE_DIFFERENCE_FLAG) * 0.1;
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glBegin(GL_TRIANGLES);
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for (double z = -zbase/2; z < zbase; z += zbase)
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{
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon *poly = &polygons[i];
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if (poly->size() == 3) {
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if (z < 0) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(2), poly->at(1), true, true, true, z, mirrored);
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} else {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(2), true, true, true, z, mirrored);
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}
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}
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else if (poly->size() == 4) {
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if (z < 0) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(3), poly->at(1), true, false, true, z, mirrored);
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gl_draw_triangle(shaderinfo, poly->at(2), poly->at(1), poly->at(3), true, false, true, z, mirrored);
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} else {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(3), true, false, true, z, mirrored);
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gl_draw_triangle(shaderinfo, poly->at(2), poly->at(3), poly->at(1), true, false, true, z, mirrored);
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}
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}
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else {
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Vector3d center = Vector3d::Zero();
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for (size_t j = 0; j < poly->size(); j++) {
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center[0] += poly->at(j)[0];
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center[1] += poly->at(j)[1];
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}
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center[0] /= poly->size();
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center[1] /= poly->size();
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for (size_t j = 1; j <= poly->size(); j++) {
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if (z < 0) {
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gl_draw_triangle(shaderinfo, center, poly->at(j % poly->size()), poly->at(j - 1),
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false, true, false, z, mirrored);
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} else {
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gl_draw_triangle(shaderinfo, center, poly->at(j - 1), poly->at(j % poly->size()),
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false, true, false, z, mirrored);
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}
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}
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}
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}
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}
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const std::vector<Polygon> *borders_p = &borders;
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if (borders_p->size() == 0)
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borders_p = &polygons;
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for (size_t i = 0; i < borders_p->size(); i++) {
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const Polygon *poly = &borders_p->at(i);
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for (size_t j = 1; j <= poly->size(); j++) {
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Vector3d p1 = poly->at(j - 1), p2 = poly->at(j - 1);
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Vector3d p3 = poly->at(j % poly->size()), p4 = poly->at(j % poly->size());
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p1[2] -= zbase/2, p2[2] += zbase/2;
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p3[2] -= zbase/2, p4[2] += zbase/2;
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gl_draw_triangle(shaderinfo, p2, p1, p3, true, true, false, 0, mirrored);
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gl_draw_triangle(shaderinfo, p2, p3, p4, false, true, true, 0, mirrored);
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}
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}
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glEnd();
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} else {
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon *poly = &polygons[i];
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glBegin(GL_TRIANGLES);
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if (poly->size() == 3) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(2), true, true, true, 0, mirrored);
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}
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else if (poly->size() == 4) {
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gl_draw_triangle(shaderinfo, poly->at(0), poly->at(1), poly->at(3), true, false, true, 0, mirrored);
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gl_draw_triangle(shaderinfo, poly->at(2), poly->at(3), poly->at(1), true, false, true, 0, mirrored);
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}
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else {
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Vector3d center = Vector3d::Zero();
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for (size_t j = 0; j < poly->size(); j++) {
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center[0] += poly->at(j)[0];
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center[1] += poly->at(j)[1];
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center[2] += poly->at(j)[2];
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}
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center[0] /= poly->size();
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center[1] /= poly->size();
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center[2] /= poly->size();
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for (size_t j = 1; j <= poly->size(); j++) {
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gl_draw_triangle(shaderinfo, center, poly->at(j - 1), poly->at(j % poly->size()), false, true, false, 0, mirrored);
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}
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}
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glEnd();
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}
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}
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}
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void PolySet::render_edges(csgmode_e csgmode) const
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{
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glDisable(GL_LIGHTING);
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if (this->is2d) {
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// Render 2D objects 1mm thick, but differences slightly larger
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double zbase = 1 + (csgmode & CSGMODE_DIFFERENCE_FLAG) * 0.1;
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for (double z = -zbase/2; z < zbase; z += zbase)
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{
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for (size_t i = 0; i < borders.size(); i++) {
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const Polygon *poly = &borders[i];
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glBegin(GL_LINE_LOOP);
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for (size_t j = 0; j < poly->size(); j++) {
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const Vector3d &p = poly->at(j);
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glVertex3d(p[0], p[1], z);
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}
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glEnd();
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}
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}
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for (size_t i = 0; i < borders.size(); i++) {
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const Polygon *poly = &borders[i];
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glBegin(GL_LINES);
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for (size_t j = 0; j < poly->size(); j++) {
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const Vector3d &p = poly->at(j);
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glVertex3d(p[0], p[1], -zbase/2);
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glVertex3d(p[0], p[1], +zbase/2);
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}
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glEnd();
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}
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} else {
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon *poly = &polygons[i];
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glBegin(GL_LINE_LOOP);
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for (size_t j = 0; j < poly->size(); j++) {
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const Vector3d &p = poly->at(j);
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glVertex3d(p[0], p[1], p[2]);
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}
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glEnd();
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}
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}
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glEnable(GL_LIGHTING);
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}
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BoundingBox PolySet::getBoundingBox() const
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{
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BoundingBox bbox;
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for (size_t i = 0; i < polygons.size(); i++) {
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const Polygon &poly = polygons[i];
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for (size_t j = 0; j < poly.size(); j++) {
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const Vector3d &p = poly[j];
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bbox.extend(p);
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}
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}
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return bbox;
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}
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size_t PolySet::memsize() const
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{
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size_t mem = 0;
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BOOST_FOREACH(const Polygon &p, this->polygons) mem += p.size() * sizeof(Vector3d);
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BOOST_FOREACH(const Polygon &p, this->borders) mem += p.size() * sizeof(Vector3d);
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mem += this->grid.db.size() * (3 * sizeof(int64_t) + sizeof(void*)) + sizeof(Grid3d<void*>);
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mem += sizeof(PolySet);
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return mem;
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}
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