ThreeDHacksImpl.mesa
James Rauen, August 21, 1986 9:28:24 pm PDT
DIRECTORY
CADTypes USING [VertexSequence, TriangleSequence],
FS USING [StreamOpen],
Imager USING [black, Context, MaskFill, MaskStroke, PathProc, SetColor, SetStrokeEnd, SetStrokeJoint, SetStrokeWidth, StrokeEnd, StrokeJoint],
ImagerColor USING [RGB],
IO USING [Close, int, PutF, real, STREAM, RopeFromROS, ROS],
RealFns USING [SqRt],
Rope USING [ROPE],
SceneUtilities USING [NewShape, ReadShape],
ThreeDBasics USING [Context, GetSurfaceType, ImagerProcRec, NatSequence, PatchProc, PtrPatch, PtrPatchSequence, PutShading, RegisterSurfaceType, ShadingValue, ShadingSequence, ShapeClass, ShapeInstance, Vertex, VertexSequence],
ThreeDHacks USING [],
ThreeDViewer USING [DrawInViewer],
Geometry3dVector USING [Triple, TripleSequence];
ThreeDHacksImpl: CEDAR PROGRAM
IMPORTS FS, Imager, IO, RealFns, SceneUtilities, ThreeDBasics, ThreeDViewer
EXPORTS ThreeDHacks
~ BEGIN
RegisterNewClasses: PUBLIC PROC [context3d: REF ThreeDBasics.Context] ~ BEGIN
Note: This is modeled after InitClasses in ThreeDWorld's StandardPatchProcs
I'm not sure yet what the validate proc is for, so it probably does the wrong thing now.
standardClass: ThreeDBasics.ShapeClass ← ThreeDBasics.GetSurfaceType[$Bezier];
standardClass.type ← $FatPoint;
standardClass.validate ← StandardPatchProcs.ValidatePatchShape;
standardClass.displayPatch ← FatPointDisplayProc;
ThreeDBasics.RegisterSurfaceType[standardClass, $FatPoint];
standardClass.type ← $FatSeg;
standardClass.validate ← StandardPatchProcs.ValidatePatchShape;
standardClass.displayPatch ← FatSegDisplayProc;
ThreeDBasics.RegisterSurfaceType[standardClass, $FatSeg];
END;
FatPointDisplayProc: ThreeDBasics.PatchProc ~ BEGIN
This procedure is called when ThreeDWorld wants to render the polygon comprising the FatPoint.
This procedure was inspired, in part, by Tilers.ConstantTiler
Parameters
patch: REF Patch is the lone triangular patch of the FatPoint.
PROC[ context: REF Context, patch: REF Patch, limitType: ATOM, limit: REAL, action: PROC[context: REF Context, patch: REF Patch] ];
Define the outline of the FatPoint.
Path: Imager.PathProc ~ BEGIN
moveTo[[screenX+10, screenY]];
arcTo[[screenX-10, screenY], [screenX+10, screenY]];
END;
DrawFatPoint: PROCEDURE [imagerCtx: Imager.Context] ~ {
Fill in the outline, colored black.
Imager.SetColor[imagerCtx, Imager.black];
Imager.MaskFill[imagerCtx, Path];
};
Get the screen coordinates of the first vertex in the patch, which will be the center of the FatPoint circle.
screenX: REAL ← patch.vtx[0].coord.sx;
screenY: REAL ← patch.vtx[0].coord.sy;
Get the imager context to draw in.
imagerContext: Imager.Context ← NARROW [Atom.GetPropFromList [context.display.props, $ImagerContext], Imager.Context];
This is BOGUS. Fix it.
ThreeDViewer.DrawInViewer[context, NIL];
RETURN[NIL];
END;
FatSegDisplayProc: ThreeDBasics.PatchProc ~ BEGIN
Get the screen coordinates of the first two vertices in the patch, which will be the endpoints of the section of the FatSeg being drawn.
Define the path the stroke will take.
Path: Imager.PathProc ~ BEGIN
moveTo[[firstScreenX, firstScreenY]];
lineTo[[secondScreenX, secondScreenY]];
END;
DrawFatSeg: PROCEDURE [imagerCtx: Imager.Context] ~ {
Set the stroke parameters and draw it.
Imager.SetColor[imagerCtx, Imager.black];
Imager.SetStrokeWidth[imagerCtx, 5];
Imager.SetStrokeEnd[imagerCtx, round];
Imager.SetStrokeJoint[imagerCtx, round];
Imager.MaskStroke[imagerCtx, Path];
};
firstScreenX: REAL ← patch.vtx[0].coord.sx;
firstScreenY: REAL ← patch.vtx[0].coord.sy;
secondScreenX: REAL ← patch.vtx[1].coord.sx;
secondScreenY: REAL ← patch.vtx[1].coord.sy;
Get the imager context to draw in.
imagerContext: Imager.Context ← NARROW [Atom.GetPropFromList [context.display.props, $ImagerContext], Imager.Context];
Bail out if the patch is clipped.
IF patch.clipState = clipped THEN RETURN[NIL];
This is BOGUS. Fix it.
ThreeDViewer.DrawInViewer[context, NIL];
RETURN[NIL];
END;
MakeFatPoint: PUBLIC PROC [name: Rope.ROPE, position: Geometry3dVector.Triple] RETURNS [newFatPoint: REF ThreeDBasics.ShapeInstance] ~ BEGIN
A FatPoint is, ideally, a single point located at position. To force ThreeDWorld to call the drawing procedure, it is necessary to have FatPoints contain a polygonal patch. So a FatPoint is composed of three vertices, the first one located at position and the others nearby, and one triangular patch defined by the three vertices.
Scratch variables.
nullVertex: ThreeDBasics.Vertex;
nullShade: ThreeDBasics.ShadingValue;
surface: REF ThreeDBasics.PtrPatchSequence;
Begin creating the newFatPoint.
newFatPoint ← SceneUtilities.NewShape[name];
newFatPoint.fileName ← "";
newFatPoint.numSurfaces ← 1;
newFatPoint.type ← $FatPoint;
What about its class?
newFatPoint.insideVisible ← TRUE;
Initialize the vertex and shade sequences.
newFatPoint.vertex ← NEW[ThreeDBasics.VertexSequence[3]];
newFatPoint.shade ← NEW[ThreeDBasics.ShadingSequence[3]];
FOR i: NAT IN [0..3) DO
newFatPoint.vertex[i] ← NEW[ThreeDBasics.Vertex ← nullVertex];
newFatPoint.shade[i] ← NEW[ThreeDBasics.ShadingValue ← nullShade];
ENDLOOP;
ThreeDBasics.PutShading[newFatPoint, $Color, NEW[ImagerColor.RGB ← [0.7, 0.7, 0.7]]];
Put in the coordinates of the vertices.
newFatPoint.vertex[0].x ← position.x;
newFatPoint.vertex[0].y ← position.y;
newFatPoint.vertex[0].z ← position.z;
newFatPoint.vertex[1].x ← position.x + 0.10;
newFatPoint.vertex[1].y ← position.y;
newFatPoint.vertex[1].z ← position.z;
newFatPoint.vertex[2].x ← position.x;
newFatPoint.vertex[2].y ← position.y + 0.01;
newFatPoint.vertex[2].z ← position.z;
Build the patch.
newFatPoint.surface ← NEW[ThreeDBasics.PtrPatchSequence[1]];
surface ← NARROW[newFatPoint.surface, REF ThreeDBasics.PtrPatchSequence];
surface[0] ← NEW[ThreeDBasics.PtrPatch];
surface[0].vtxPtr ← NEW[ThreeDBasics.NatSequence[3]];
surface[0].vtxPtr.length ← 3;
surface[0].nVtces ← 3;
surface[0].type ← $FatPoint;
surface[0].oneSided ← FALSE;
surface[0].vtxPtr[0] ← 0;
surface[0].vtxPtr[1] ← 1;
surface[0].vtxPtr[2] ← 2;
Do the centroid and bounding radius.
newFatPoint.centroid.x ← position.x;
newFatPoint.centroid.y ← position.y;
newFatPoint.centroid.z ← position.z;
newFatPoint.boundingRadius ← 0.1;
END;
MakeFatSeg: PUBLIC PROC [name: Rope.ROPE, points: Geometry3dVector.TripleSequence] RETURNS [newFatSeg: REF ThreeDBasics.ShapeInstance] ~ BEGIN
Scratch variables.
nullVertex: ThreeDBasics.Vertex;
nullShade: ThreeDBasics.ShadingValue;
surface: REF ThreeDBasics.PtrPatchSequence;
radius: REAL;
Begin creating the newFatSeg. -- new version 9/22/86, for empty objects
newFatSeg ← SceneUtilities.NewShape[name];
There must be at least two points to make the FatSeg.
IF points.length < 2 THEN RETURN;
There must be at least two points to make the FatSeg. -- old version
Error: SIGNAL = CODE;
IF points.length < 2 THEN SIGNAL Error;
Begin creating the newFatSeg.
newFatSeg ← ThreeDScenes.NewShape[name];
newFatSeg.fileName ← "";
newFatSeg.numSurfaces ← points.length - 1;
newFatSeg.type ← $FatSeg;
What about its class?
newFatSeg.insideVisible ← TRUE;
Initialize the vertex and shade sequences.
newFatSeg.vertex ← NEW[ThreeDBasics.VertexSequence[points.length]];
newFatSeg.shade ← NEW[ThreeDBasics.ShadingSequence[points.length]];
FOR i: NAT IN [0..points.length) DO
newFatSeg.vertex[i] ← NEW[ThreeDBasics.Vertex ← nullVertex];
newFatSeg.shade[i] ← NEW[ ThreeDBasics.ShadingValue ← nullShade];
ENDLOOP;
ThreeDBasics.PutShading[newFatSeg, $Color, NEW[ImagerColor.RGB ← [0.7, 0.7, 0.7]]];
Put in the coordinates of the vertices.
FOR i: NAT IN [0..points.length) DO
newFatSeg.vertex[i].x ← points[i].x;
newFatSeg.vertex[i].y ← points[i].y;
newFatSeg.vertex[i].z ← points[i].z;
ENDLOOP;
Build the patches.
newFatSeg.surface ← NEW[ThreeDBasics.PtrPatchSequence[points.length - 1]];
surface ← NARROW[newFatSeg.surface, REF ThreeDBasics.PtrPatchSequence];
FOR i: NAT IN [0..points.length - 1) DO
surface[i] ← NEW[ThreeDBasics.PtrPatch];
surface[i].vtxPtr ← NEW[ThreeDBasics.NatSequence[3]];
surface[i].vtxPtr.length ← 3;
surface[i].nVtces ← 3;
surface[i].type ← $FatSeg;
surface[i].oneSided ← FALSE;
surface[i].vtxPtr[0] ← i;
surface[i].vtxPtr[1] ← i + 1;
surface[i].vtxPtr[2] ← i;
ENDLOOP;
Do the centroid and bounding radius.
newFatSeg.centroid.x ← newFatSeg.vertex[0].x;
newFatSeg.centroid.y ← newFatSeg.vertex[0].y;
newFatSeg.centroid.z ← newFatSeg.vertex[0].z;
newFatSeg.boundingRadius ← 0;
FOR i: NAT IN [0..points.length) DO
radius ← RealFns.SqRt[
  Sqr[newFatSeg.vertex[i].x - newFatSeg.centroid.x]
+ Sqr[newFatSeg.vertex[i].y - newFatSeg.centroid.y]
+ Sqr[newFatSeg.vertex[i].z - newFatSeg.centroid.z]];
IF radius > newFatSeg.boundingRadius
THEN newFatSeg.boundingRadius ← radius;
ENDLOOP;
END;
MakeTwoCell: PUBLIC PROC [name: Rope.ROPE, vertices: REF CADTypes.VertexSequence, triangles: REF CADTypes.TriangleSequence] RETURNS [newTwoCell: REF ThreeDBasics.ShapeInstance] ~ BEGIN
Streams and other variables
shapeOutStream: IO.STREAM;
shapeFileRope: Rope.ROPE;
tempFileName: Rope.ROPE ~ "[]<>Foo>TemporaryTwoCellFile";
tempFileOutStream: IO.STREAM;
Open a rope output stream to write the shape file to.
shapeOutStream ← IO.ROS[];
Write some keylines.
IO.PutF[shapeOutStream, "TemporaryTwoCellFile\n"];
IO.PutF[shapeOutStream, "\nSurfaceType ~ ConvexPolygon, InsideVisible, CountFromOne\n"];
IO.PutF[shapeOutStream, "\nVertices ~ xyz: triple\n"];
Write the vertices, ignoring the first one (it's garbage).
FOR i: NAT IN [0..vertices.nVertices) DO
IO.PutF[
shapeOutStream,
"\t%g\t%g\t%g\n",
IO.real[vertices[i].x],
IO.real[vertices[i].y],
IO.real[vertices[i].z]];
ENDLOOP;
Write the polygons.
IO.PutF[shapeOutStream, "\nPolygons ~ index: integer vertices: nats\n"];
FOR i: NAT IN [0..triangles.nTriangles) DO
IO.PutF[
shapeOutStream,
"\t%g\t%g\t%g\t%g\n",
IO.int[3],
IO.int[triangles[i].firstVertex],
IO.int[triangles[i].secondVertex],
IO.int[triangles[i].thirdVertex]];
ENDLOOP;
Close up the stream, get it as a rope, and write it to a temporary file.
shapeFileRope ← IO.RopeFromROS[shapeOutStream];
tempFileOutStream ← FS.StreamOpen[tempFileName, $create];
IO.PutF[tempFileOutStream, shapeFileRope];
IO.Close[tempFileOutStream];
Feed the file to ThreeDWorld constructors.
newTwoCell ← SceneUtilities.NewShape[name];
ThreeDSurfaces.ReadShape[newTwoCell, tempFileName]; -- old version
IF triangles.nTriangles > 0 THEN
SceneUtilities.ReadShape[newTwoCell, tempFileName]; -- 9/22/86 - test put in for empty shapes
END;
AnotherMakeTwoCell: PROC [name: Rope.ROPE, vertices: REF CADTypes.VertexSequence, triangles: REF CADTypes.TriangleSequence] RETURNS [newTwoCell: REF ThreeDBasics.ShapeInstance] ~ BEGIN
Scratch variables.
min, max: Geometry3dVector.Triple;
nullVertex: ThreeDBasics.Vertex;
nullShade: ThreeDBasics.ShadingValue;
surface: REF ThreeDBasics.PtrPatchSequence;
Begin creating the newTwoCell.
newTwoCell ← SceneUtilities.NewShape[name];
newTwoCell.fileName ← "";
newTwoCell.numSurfaces ← triangles.nTriangles;
newTwoCell.type ← $ConvexPolygon;
What about its class?
newTwoCell.insideVisible ← TRUE;
Initialize the vertex and shade sequences.
newTwoCell.vertex ← NEW[ThreeDBasics.VertexSequence[vertices.nVertices]];
newTwoCell.shade ← NEW[ThreeDBasics.ShadingSequence[vertices.nVertices]];
FOR i: NAT IN [0..vertices.nVertices) DO
newTwoCell.vertex[i] ← NEW[ThreeDBasics.Vertex ← nullVertex];
newTwoCell.shade[i] ← NEW[ ThreeDBasics.ShadingValue ← nullShade];
ENDLOOP;
ThreeDBasics.PutShading[newTwoCell, $Color, NEW[ImagerColor.RGB ← [0.2, 0.8, 0.8]]];
Put in the coordinates of the vertices.
FOR i: NAT IN [0..vertices.nVertices) DO
newTwoCell.vertex[i].x ← vertices[i].x;
newTwoCell.vertex[i].y ← vertices[i].y;
newTwoCell.vertex[i].z ← vertices[i].z;
ENDLOOP;
Build the patches.
newTwoCell.surface ← NEW[ThreeDBasics.PtrPatchSequence[triangles.nTriangles]];
surface ← NARROW[newTwoCell.surface, REF ThreeDBasics.PtrPatchSequence];
FOR i: NAT IN [0..triangles.nTriangles) DO
surface[i] ← NEW[ThreeDBasics.PtrPatch];
surface[i].vtxPtr ← NEW[ThreeDBasics.NatSequence[3]];
surface[i].vtxPtr.length ← 3;
surface[i].nVtces ← 3;
surface[i].type ← $ConvexPolygon;
surface[i].oneSided ← FALSE;
surface[i].vtxPtr[0] ← triangles[i].firstVertex;
surface[i].vtxPtr[1] ← triangles[i].secondVertex;
surface[i].vtxPtr[2] ← triangles[i].thirdVertex;
ENDLOOP;
Find approximation to the bounding sphere. (Shamelessly stolen from ThreeDSurfacesImpl)
min ← max ← [newTwoCell.vertex[0].x, newTwoCell.vertex[0].y, newTwoCell.vertex[0].z];
FOR i: NAT IN (0..newTwoCell.vertex.length) DO
IF newTwoCell.vertex[i] # NIL THEN BEGIN
IF newTwoCell.vertex[i].x < min.x
THEN min.x ← newTwoCell.vertex[i].x
ELSE IF newTwoCell.vertex[i].x > max.x THEN max.x ← newTwoCell.vertex[i].x;
IF newTwoCell.vertex[i].y < min.y
THEN min.y ← newTwoCell.vertex[i].y
ELSE IF newTwoCell.vertex[i].y > max.y THEN max.y ← newTwoCell.vertex[i].y;
IF newTwoCell.vertex[i].z < min.z
THEN min.z ← newTwoCell.vertex[i].z
ELSE IF newTwoCell.vertex[i].x > max.z THEN max.z ← newTwoCell.vertex[i].z;
END;
ENDLOOP;
newTwoCell.centroid.x ← (min.x + max.x) / 2;
newTwoCell.centroid.y ← (min.y + max.y) / 2;
newTwoCell.centroid.z ← (min.z + max.z) / 2;
newTwoCell.boundingRadius ← 0.;
FOR i: NAT IN [0..newTwoCell.vertex.length) DO
radius: REAL ← RealFns.SqRt[
  Sqr[newTwoCell.vertex[i].x - newTwoCell.centroid.x]
+ Sqr[newTwoCell.vertex[i].y - newTwoCell.centroid.y]
+ Sqr[newTwoCell.vertex[i].z - newTwoCell.centroid.z] ];
IF radius > newTwoCell.boundingRadius
THEN newTwoCell.boundingRadius ← radius;
ENDLOOP;
newTwoCell ← SceneUtilities.NewShape[name];
SceneUtilities.ReadShape[newTwoCell, "[]<>Users>Rauen.pa>AlgebraicSurfaces>ChampagneGlass.shape"];
END;
Sqr: PROC [number: REAL] RETURNS [result: REAL] ~ BEGIN
result ← number * number;
END;
END.