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Achieving PostScript and Wmf outputs for OpenGL

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9 Jun 2003 399.4K   10.7K   137  
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
//********************************************
// Face3d.cpp
//********************************************
// class CFace3d
//********************************************
// alliez@usc.edu
// Created : 10/12/97
// Modified : 09/02/98
//********************************************

#include "stdafx.h"

#include "Base3d.h"
#include "Face3d.h"

//////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////

//********************************************
// Constructor
//********************************************
CFace3d::CFace3d()
{
	for(int i=0;i<3;i++)
	  m_pFace[i] = NULL;
	for(i=0;i<6;i++)
	  m_pVertex[i] = NULL;
	m_Flag = 0;
}

//********************************************
// Constructor
//********************************************
CFace3d::CFace3d(CVertex3d *pVertex1,
								 CVertex3d *pVertex2,
								 CVertex3d *pVertex3)
{
	// Face
	for(int i=0;i<3;i++)
	  m_pFace[i] = NULL;
	// Vertices
	Set(pVertex1,pVertex2,pVertex3);
	for(i=3;i<6;i++)
	  m_pVertex[i] = NULL;

	// Normal
	m_Normal.Set(0.0f,0.0f,0.0f);

	m_Flag = 0;
}


//********************************************
// Constructor
//********************************************
CFace3d::CFace3d(CFace3d *pFace)
{
	Set(pFace);
	m_Flag = 0;
}


//////////////////////////////////////////////
// DATAS
//////////////////////////////////////////////

//********************************************
// Set
//********************************************
inline void CFace3d::Clear()
{
	for(int i=0;i<3;i++)
	  m_pFace[i] = NULL;
	for(i=0;i<6;i++)
	  m_pVertex[i] = NULL;
	m_Flag = 0;
}

//********************************************
// Equal
//********************************************
int CFace3d::Equal(CFace3d *pFace)
{
	return (HasVertex(pFace->v1()) && 
		      HasVertex(pFace->v2()) &&
					HasVertex(pFace->v3()));
}

//********************************************
// IsValid
//********************************************
int CFace3d::IsValid()
{
	int success = 1;

	success &= (m_pFace[0] != this);
	success &= (m_pFace[1] != this);
	success &= (m_pFace[2] != this);

	// Different neighbors, if there are
	success &= ((m_pFace[0] != m_pFace[1]) || (m_pFace[0] == NULL));
	success &= ((m_pFace[0] != m_pFace[2]) || (m_pFace[0] == NULL));
	success &= ((m_pFace[1] != m_pFace[2]) || (m_pFace[1] == NULL));

#ifdef _DEBUG
	if(!success)
		{
		TRACE("Face [%x] has the same neighbors\n",this);
		}
#endif

	// Different vertices
	success &= (m_pVertex[0] != m_pVertex[1]);
	success &= (m_pVertex[1] != m_pVertex[2]);
	success &= (m_pVertex[0] != m_pVertex[2]);

/*
#ifdef _DEBUG
	if(NbFaceNeighbor() != 3)
		{
		TRACE("Face [%x] has %d neighbors\n",NbFaceNeighbor());
		}
#endif
*/

#ifdef _DEBUG
	if(!success)
		{
		TRACE("Face [%x] has the same vertices \n",this);
		}
#endif

	// Reciproc. neighboring
	for(int i=0;i<3;i++)
	{
		CFace3d *pFace = f(i);
		if(pFace != NULL)
		{
			if(!pFace->HasNeighbor(this))
			{
			TRACE("Face [%x] has invalid reciproc. neighboring \n",this);
			success = 0;
			}
		}
	}

	return success;
}

//********************************************
// Set
//********************************************
inline void CFace3d::Set(CVertex3d *pVertex1,
												 CVertex3d *pVertex2,
												 CVertex3d *pVertex3)
{
	m_pVertex[0] = pVertex1;
	m_pVertex[1] = pVertex2;
	m_pVertex[2] = pVertex3;
}

//********************************************
// Set
//********************************************
inline void CFace3d::Set(CFace3d *pFace1,
												 CFace3d *pFace2,
												 CFace3d *pFace3)
{
	m_pFace[0] = pFace1;
	m_pFace[1] = pFace2;
	m_pFace[2] = pFace3;
}

//********************************************
// Set
//********************************************
inline void CFace3d::Set(CVertex3d *pVertex1,
												 CVertex3d *pVertex2,
												 CVertex3d *pVertex3,
												 CFace3d *pFace1,
												 CFace3d *pFace2,
												 CFace3d *pFace3)
{
	m_pVertex[0] = pVertex1;
	m_pVertex[1] = pVertex2;
	m_pVertex[2] = pVertex3;
	m_pFace[0] = pFace1;
	m_pFace[1] = pFace2;
	m_pFace[2] = pFace3;
}

//********************************************
// Set
//********************************************
inline void CFace3d::Set(CFace3d *pFace)
{
	Set(pFace->v1(),pFace->v2(),pFace->v3());
	Set(pFace->f1(),pFace->f2(),pFace->f3());
}

//********************************************
// SetFlagOnVerticesIfDiff
//********************************************
void CFace3d::SetFlagOnVerticesIfDiff(int FlagDiff,
																			int flag)
{
	for(int i=0;i<3;i++)
	{
		CVertex3d *pVertex = v(i);
		if(pVertex->GetFlag() != FlagDiff)
			pVertex->SetFlag((char)flag);
	}
}


//********************************************
// IndexFrom
//********************************************
int CFace3d::IndexFrom(CVertex3d *pVertex)
{
	ASSERT(HasVertex(pVertex));
	for(int i=0;i<3;i++)
		if(m_pVertex[i]==pVertex)
			return i;
	return 0;
}


//********************************************
// GetCenter
// Allocate on the heap
//********************************************
CVertex3d* CFace3d::GetCenter(void)
{
	CVertex3d* pVertex = new CVertex3d;
	pVertex->x((m_pVertex[0]->x()+m_pVertex[1]->x()+m_pVertex[2]->x())/3.0f);
	pVertex->y((m_pVertex[0]->y()+m_pVertex[1]->y()+m_pVertex[2]->y())/3.0f);
	pVertex->z((m_pVertex[0]->z()+m_pVertex[1]->z()+m_pVertex[2]->z())/3.0f);
	return pVertex;
}

//********************************************
// FindNearestVertex
//********************************************
CVertex3d *CFace3d::FindNearestVertex(CVertex3d *pVertex)
{
	CVertex3d *pV = v(0);
	double MinDistance = DistanceSquare(pVertex,v(0));
	for(int i=1;i<3;i++)
	{
		double tmp = DistanceSquare(pVertex,v(i));
		if(tmp < MinDistance)
		{
			MinDistance = tmp;
			pV = v(i);
		}
	}
	return pV;
}


//********************************************
// ColorSharpEdge
//********************************************
void CFace3d::ColorSharpEdge(double threshold,
														 CColor &color)
{
	for(int i=0;i<3;i++)
		if(SinAngle(this,f(i)) >= threshold)
		{
			v(i)->SetColor(color);
			v((i+1)%3)->SetColor(color);
		}
}

//********************************************
// ColorSharpEdge
//********************************************
int CFace3d::GetSharpEdge(double threshold,
													int *SharpEdge)
{
	int success = 0;
	for(int i=0;i<3;i++)
		if(f(i) != NULL)
			if(SinAngle(this,f(i)) >= threshold)
			{
				SharpEdge[i]=1;			
				success = 1;
			}
	return success;
}

//********************************************
// HasSharpEdge
//********************************************
int CFace3d::HasSharpEdge(double threshold)
{
	for(int i=0;i<3;i++)
	{
		double sinus = SinAngle(this,f(i));
		//TRACE("SinAngle : %g\n",sinus);
		if(sinus >= threshold)
			return 1;
	}
	return 0;
}


//////////////////////////////////////////////
// DATA ACCESS
//////////////////////////////////////////////

//********************************************
// GetType
//********************************************
int CFace3d::GetType()
{
	return TYPE_FACE3D;
}

//********************************************
// NbVertex
//********************************************
int CFace3d::NbVertex()
{
	int NbVertex = 0;
	for(int i=0;i<6;i++)
	  NbVertex += (m_pVertex[i] != NULL);
	return NbVertex;
}

//********************************************
// NbFaceNeighbor
//********************************************
int CFace3d::NbFaceNeighbor()
{
	int NbFace = 0;
	NbFace += (m_pFace[0] != NULL);
	NbFace += (m_pFace[1] != NULL);
	NbFace += (m_pFace[2] != NULL);
	return NbFace;
}


//////////////////////////////////////////////
// PROCESSING
//////////////////////////////////////////////


//********************************************
// CalculateNormal
//********************************************
void CFace3d::CalculateNormal()
{
	CVector3d u(m_pVertex[0],m_pVertex[1]);
	CVector3d v(m_pVertex[0],m_pVertex[2]);
	u.Inner(v);
	m_Normal.Set(u);
	m_Normal.NormalizeL2();
}





//////////////////////////////////////////////
// MISC
//////////////////////////////////////////////

//********************************************
// HasVertex
//********************************************
int CFace3d::HasVertex(CVertex3d *pVertex)
{
	return (m_pVertex[0] == pVertex ||
		      m_pVertex[1] == pVertex ||
		      m_pVertex[2] == pVertex);
}

//********************************************
// HasVertexWithFlag
//********************************************
int CFace3d::HasVertexWithFlag(int flag)
{
	return (m_pVertex[0]->GetFlag() == flag ||
		      m_pVertex[1]->GetFlag() == flag ||
		      m_pVertex[2]->GetFlag() == flag);
}

//********************************************
// HasVertex
//********************************************
int CFace3d::HasVertex(CVertex3d *pVertex,
											 int *index)
{
	for(int i=0;i<3;i++)
		if(m_pVertex[i] == pVertex)
			{
			*index = i;
			return 1;
			}
	return 0;
}

//********************************************
// HasVertex
//********************************************
int CFace3d::HasNeighbor(CFace3d *pFace)
{
	return (m_pFace[0] == pFace ||
		      m_pFace[1] == pFace ||
		      m_pFace[2] == pFace);
}


//********************************************
// HasVertex
//********************************************
int CFace3d::HasNeighbor(CFace3d *pFace,
												 int *index)
{
	for(int i=0;i<3;i++)
		if(m_pFace[i] == pFace)
			{
			*index = i;
			return 1;
			}
	return 0;
}


//********************************************
// GetNeighborExclusive
// Get neighboring face wich has pVertexHas
// and has not pVertexHasNot
//********************************************
CFace3d *CFace3d::GetNeighborExclusive(CVertex3d *pVertexHas,
																			 CVertex3d *pVertexHasNot)
{
	for(int i=0;i<3;i++)
	{
		CFace3d *pFace = f(i);
		if(pFace != NULL)
				if(pFace->HasVertex(pVertexHas) && 
					!pFace->HasVertex(pVertexHasNot))
					return pFace;
	}	
	return NULL;
}

//********************************************
// GetVertexExclusive
//********************************************
CVertex3d *CFace3d::GetVertexExclusive(CVertex3d *pV0,
																			 CVertex3d *pV1)
{
	for(int i=0;i<3;i++)
		if(v(i) != pV0 && v(i) != pV1)
			return v(i);
	return NULL;
}


//********************************************
// GetVertexExclusive
// Return vertex common to this and pFace,
// but pV
//********************************************
CVertex3d *CFace3d::GetVertexExclusive(CVertex3d *pV,
																			 CFace3d *pFace)
{
	for(int i=0;i<3;i++)
		if(v(i) != pV && pFace->HasVertex(v(i)))
			return v(i);
	return NULL;
}


//********************************************
// GetFaceNeighborExclusive
//********************************************
CFace3d *CFace3d::GetFaceNeighborExclusive(CFace3d *pF0,
																					 CFace3d *pF1)
{
	for(int i=0;i<3;i++)
		if(f(i) != pF0 && f(i) != pF1)
			return f(i);
	return NULL;
}


//********************************************
// GetVertexFaceNeighborExclusive
// Get vertex on neighboring face, which is not 
// on "this".
// index : neighboring face
//********************************************
CVertex3d *CFace3d::GetVertexFaceNeighborExclusive(unsigned int index)
{
	CFace3d *pFace = m_pFace[index%3];
	for(int i=0;i<3;i++)
		if(!this->HasVertex(pFace->v(i)))
			return pFace->v(i);
	return NULL;
}


//********************************************
// JointNeighbor
//********************************************
int CFace3d::JointNeighbor(CFace3d **pFace0,
													 CFace3d **pFace1)
{
	ASSERT(NbFaceNeighbor()==2);

	if(NbFaceNeighbor()!=2)
		return 0;

	// Find 2 neighbors
	CFace3d *pFaceNeighbor[2];
	int k=0;
	for(int i=0;i<3;i++)
	{
		if(m_pFace[i] != NULL)
			pFaceNeighbor[k++] = m_pFace[i];
	}
	ASSERT(k==2);
	if(k!=2)
		return 0;

	ASSERT(pFaceNeighbor[0]->HasNeighbor(this));
	ASSERT(pFaceNeighbor[1]->HasNeighbor(this));
	ASSERT(pFaceNeighbor[0] != this);
	ASSERT(pFaceNeighbor[1] != this);

	*pFace0 = pFaceNeighbor[0];
	*pFace1 = pFaceNeighbor[1];

	pFaceNeighbor[0]->UpdateNeighbor(this,pFaceNeighbor[1]);
	pFaceNeighbor[1]->UpdateNeighbor(this,pFaceNeighbor[0]);
	
	return 1;
}



//********************************************
// UpdateVertex
//********************************************
int CFace3d::UpdateVertex(CVertex3d *pOld,
													CVertex3d *pNew)
{
	int index;
	if(HasVertex(pOld,&index))
		{
		v(index,pNew);
		CalculateNormal(); // Update normal
		return 1;
		}
	return 0;
}

//********************************************
// UpdateNeighbor
//********************************************
int CFace3d::UpdateNeighbor(CFace3d *pOld,
													  CFace3d *pNew)
{
	int index;
	if(HasNeighbor(pOld,&index))
	{
		f(index,pNew);
		return 1;
	}
	return 0;
}

//********************************************
// Share2Vertex (exactly)
//********************************************
int CFace3d::Share2Vertex(CFace3d *pFace)
{
	if(pFace == NULL)
		return 0;
	int NbSharedVertex = 0;
	for(int i=0;i<3;i++)
		for(int j=0;j<3;j++)
			NbSharedVertex += (pFace->v(i) == m_pVertex[j]);
	return (NbSharedVertex == 2);
}

//********************************************
// Share2Vertex (exactly)
// Get sharing edge index info
//********************************************
int CFace3d::Share2Vertex(CFace3d *pFace,
													 int *IndexEdgeThis,
													 int *IndexEdgeOther)
{
	if(!Share2Vertex(pFace))
		return 0;

	int IndexThis[3] = {0,0,0};
	int IndexOther[3] = {0,0,0};

	for(int i=0;i<3;i++)
		for(int j=0;j<3;j++)
			if(pFace->v(i) == m_pVertex[j]) 
			{ 
				IndexThis[j] = 1;
				IndexOther[i] = 1; 
			}

	// Set IndexEdges
	*IndexEdgeThis = (IndexThis[0] && IndexThis[1]) ? 0 : (IndexThis[1] && IndexThis[2]) ? 1 : 2;
	*IndexEdgeOther = (IndexOther[0] && IndexOther[1]) ? 0 : (IndexOther[1] && IndexOther[2]) ? 1 : 2;

	// ** DEBUG **
	if(*IndexEdgeThis == 2)
		{
		ASSERT(IndexThis[0] && IndexThis[2]);
		}
	if(*IndexEdgeOther == 2)
		{
		ASSERT(IndexOther[0] && IndexOther[2]);
		}

	return 1;
}

//********************************************
// Share2Vertex (exactly)
// Get sharing edge index info
//********************************************
int CFace3d::Share2Vertex(CFace3d *pFace,
													 CVertex3d **pSharedV1,
													 CVertex3d **pSharedV2)
{
	int EdgeThis;
	int EdgeOther;
	if(!Share2Vertex(pFace))
		{
		*pSharedV1 = NULL;
		*pSharedV2 = NULL;
		return 0;
		}
	Share2Vertex(pFace,&EdgeThis,&EdgeOther);
	*pSharedV1 = v(EdgeThis);
	*pSharedV2 = v((EdgeThis+1)%3);
	return 1;
}

//********************************************
// Share1Vertex (exactly)
//********************************************
int CFace3d::Share1Vertex(CFace3d *pFace)
{
	int NbSharedVertex = 0;
	for(int i=0;i<3;i++)
		for(int j=0;j<3;j++)
			NbSharedVertex += (pFace->v(i) == m_pVertex[j]);
	return (NbSharedVertex == 1);
}


//********************************************
// UpdateVertexRecursive
//********************************************
int CFace3d::UpdateVertexRecursive(CVertex3d *pVertexOld,
																	 CVertex3d *pVertexNew)
{
	if(pVertexOld == pVertexNew)
		return 0;
	//TRACE("Update vertex %x in face %x\n",pVertexOld,this);
	this->UpdateVertex(pVertexOld,pVertexNew);
	for(int i=0;i<3;i++)
	{
		CFace3d *pFace = f(i);
		if(pFace != NULL)
			if(pFace->HasVertex(pVertexOld))
				pFace->UpdateVertexRecursive(pVertexOld,pVertexNew);
	}
	return 1;
}



//////////////////////////////////////////////
// DEBUG
//////////////////////////////////////////////

//********************************************
// Trace
//********************************************
void CFace3d::Trace()
{
	TRACE("\n");
	TRACE("Face %x\n",this);
	TRACE("Vertex   : %d\n",NbVertex());
	TRACE("Face (n) : %d\n",NbFaceNeighbor());
	TRACE("Normal   : %s\n",(m_Normal.GetNormL2Square()==0) ? "no" : "yes");
	TRACE("Vertices : (%g,%g,%g) (%g,%g,%g) (%g,%g,%g) \n",
		m_pVertex[0]->x(),m_pVertex[0]->y(),m_pVertex[0]->z(),
		m_pVertex[1]->x(),m_pVertex[1]->y(),m_pVertex[1]->z(),
		m_pVertex[2]->x(),m_pVertex[2]->y(),m_pVertex[2]->z());
	TRACE("Normal   : (%g,%g,%g)\n",m_Normal.x(),m_Normal.y(),m_Normal.z());

	// ** DEBUG **
	/*
	for(int i=0;i<3;i++)
		m_pVertex[i]->Trace();
		*/
}


//////////////////////////////////////////////
// OPENGL
//////////////////////////////////////////////

//********************************************
// glDraw
// Highlights face and its neighbors
//********************************************
void CFace3d::glDraw(unsigned char *ColorFace,
										 CMesh3d *pMesh /* = NULL */,
										 unsigned char *ColorNeightbor /* = NULL */)
{
	// Transform
	if(pMesh != NULL)
		{
			CTransform *pTransform = pMesh->GetTransform();
		::glPushMatrix();

			// Position / translation / scaling
			glTranslatef(pTransform->GetTranslation()->x(),
									 pTransform->GetTranslation()->y(),
									 pTransform->GetTranslation()->z());

			glScalef(pTransform->GetScale()->x(),
							 pTransform->GetScale()->y(),
							 pTransform->GetScale()->z());

			glRotatef(pTransform->GetValueRotation(),
								pTransform->GetRotation()->x(),
								pTransform->GetRotation()->y(),
								pTransform->GetRotation()->z());
		}

	// Neighbor
	if(ColorNeightbor != NULL)
	{
		glColor3ub(ColorNeightbor[0],ColorNeightbor[1],ColorNeightbor[2]);
		for(int k=0;k<3;k++)
		{
			CFace3d *pFace = f(k);
			if(pFace != NULL)
				{
				::glBegin(GL_POLYGON);
					::glVertex3f(pFace->v1()->x(),pFace->v1()->y(),pFace->v1()->z());
					::glVertex3f(pFace->v2()->x(),pFace->v2()->y(),pFace->v2()->z());
					::glVertex3f(pFace->v3()->x(),pFace->v3()->y(),pFace->v3()->z());
				::glEnd();
				}
		}
	}

	// Main face
	glColor3ub(ColorFace[0],ColorFace[1],ColorFace[2]);

	::glBegin(GL_POLYGON);
		for(int i=0;i<3;i++)
			::glVertex3f(m_pVertex[i]->x(),m_pVertex[i]->y(),m_pVertex[i]->z());
	::glEnd();

	if(pMesh != NULL)
	{
		::glPopMatrix();
	}
}


//********************************************
// Area
//********************************************
double CFace3d::Area()
{
	return ::Area(m_pVertex[0],m_pVertex[1],m_pVertex[2]);
}

//********************************************
// Perimeter
//********************************************
double CFace3d::Perimeter()
{
	return (::Distance(m_pVertex[0],m_pVertex[1]) + 
		      ::Distance(m_pVertex[1],m_pVertex[2]) +
					::Distance(m_pVertex[2],m_pVertex[0]));
}

//********************************************
// Compacity
//********************************************
double CFace3d::Compacity()
{
	double perimeter = Perimeter();
	if(perimeter == 0.0f)
	{
		TRACE("CFace3d::Compacity : null triangle\n");
		return 0.0;
	}
	return (4.0*PI*Area()/(perimeter*perimeter));
}


// ** EOF **





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