planegeom.cc
来自「机器人人3D仿真工具,可以加入到Simbad仿真环境下应用。」· CC 代码 · 共 196 行
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/* * Gazebo - Outdoor Multi-Robot Simulator * Copyright (C) 2003 * Nate Koenig & Andrew Howard * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * *//* Desc: Infinite plane geometry * Author: Nate Keonig, Andrew Howard * Date: 8 May 2003 * CVS: $Id: PlaneGeom.cc,v 1.28 2006/02/14 03:00:25 natepak Exp $ * * Notes: This is not a placeable geometry, so position and * orientation are undefined. */#include <math.h>#include <GL/glu.h>#include "Error.hh"#include "Image.hh"#include "PlaneGeom.hh"//////////////////////////////////////////////////////////////////////////////// ConstructorPlaneGeom::PlaneGeom(Body *body, dSpaceID spaceId, double altitude, GzVector normal) : Geom(spaceId){ // Note the assumption that this is a z-plane (more-or-less) this->planeAltitude = altitude; // Set the z unit vector (plane normal this->planeNz = GzVectorUnit(normal); // Compute x unit vector (orthogonal to Nz and y) this->planeNx = GzVectorCross(GzVectorSet(0, 1.0, 0), this->planeNz); this->planeNx = GzVectorUnit(this->planeNx); // Compute y unit vector (orthogonal to other two vectors) this->planeNy = GzVectorCross(this->planeNz, this->planeNx); // Size of each renderable planar patch this->patchSize = 2.0; // Create an ODE plane geom // This geom is not placable this->SetGeom(body, dCreatePlane(spaceId, normal.x, normal.y, normal.z, altitude), NULL, false); return;}//////////////////////////////////////////////////////////////////////////////// DestructorPlaneGeom::~PlaneGeom(){ return;}//////////////////////////////////////////////////////////////////////////////// Default render routinevoid PlaneGeom::Render(RenderOptions *opt){ int i, j, k; int ni, nj; double sx, sy; GzVector p, q, offset; GLuint listId; RenderOptions listOpt; // Recover stored display list for this camera this->GetList(opt->cameraIndex, &listId, &listOpt); // See if the current display list is dirty this->dirty |= (listId == 0); this->dirty |= (opt->displayMaterials != listOpt.displayMaterials); this->dirty |= (opt->displayTextures != listOpt.displayTextures); // Generate the display list if (this->dirty) { if (listId == 0) listId = glGenLists(1); glNewList(listId, GL_COMPILE); // Set material properties if (opt->displayMaterials) { glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, this->colorAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, this->colorDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, this->colorSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, this->shininess); PRINT_GL_ERR(); } if (opt->displayTextures && this->textureImage) { // Set up textures glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); PRINT_GL_ERR(); // Build the mipmaps // Assume image data is *not* aligned glPixelStorei( GL_UNPACK_ALIGNMENT, 1); gluBuild2DMipmaps(GL_TEXTURE_2D, this->textureImage->components, this->textureImage->width, this->textureImage->height, this->textureImage->format, this->textureImage->type, this->textureImage->data); PRINT_GL_ERR(); } if (opt->displayTextures && this->textureImage) glEnable(GL_TEXTURE_2D); glNormal3f(this->planeNz.x, this->planeNz.y, this->planeNz.z); // Compute number of patches ni = (int) (ceil(opt->farClip / this->patchSize)); nj = (int) (ceil(opt->farClip / this->patchSize)); // Render strips for (j = -nj; j < nj; j += 1) { glBegin(GL_TRIANGLE_STRIP); for (i = -ni; i < ni; i += 2) { double vertex[4][2] = {{-1, +1}, {-1, -1}, {+1, +1}, {+1, -1}}; offset = GzVectorSet(i * this->patchSize, j * this->patchSize, 0.0); for (k = 0; k < 4; k++) { q = GzVectorSet(vertex[k][0] * this->patchSize, vertex[k][1] * this->patchSize, 0.0); q = GzVectorMul(0.5, q); q = GzVectorAdd(q, offset); p = GzVectorMul(q.x, this->planeNx); p = GzVectorAdd(p, GzVectorMul(q.y, this->planeNy)); // Texture is scaled so that it covers the right amount of the plane glTexCoord2f(q.x / this->textureSize.x, q.y / this->textureSize.y); glVertex3f(p.x, p.y, p.z); } } glEnd(); } if (opt->displayTextures && this->textureImage) glDisable(GL_TEXTURE_2D); // Store list options this->SetList(opt->cameraIndex, listId, *opt); glEndList(); } // Call the display list if (listId) { // Compute offset based on camera pose; we only draw the plane around the camera sx = Max(this->patchSize, this->textureSize.x); sy = Max(this->patchSize, this->textureSize.y); ni = (int) floor(opt->cameraPose.pos.x / sx + 0.5); nj = (int) floor(opt->cameraPose.pos.y / sy + 0.5); offset = GzVectorSet((ni + 0.5) * sx, (nj + 0.5) * sy, 0); glTranslatef(offset.x, offset.y, offset.z); glCallList(listId); PRINT_GL_ERR(); } return;}
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