Certainly.  It follows.

Thanks!

~Scott

Apptri3d.h:
-----------------------
#ifndef _APP_TRI3DTEST_H_
#define _APP_TRI3DTEST_H_

#include <iostream>
#include <string>
#include "crystalspace.h"
#include "csgeom/triangulate3d.h"

class Tri3DTest : public csApplicationFramework, public csBaseEventHandler {
    private:
        iObjectRegistry* object_reg;
        csRef<iPluginManager> plugManager;
        csRef<iEngine> engine;
        csRef<iGraphics3D> g3d;
    csRef<iView> view;
    csRef<iLoader> loader;
    iSector* room;
        //csRef<iReporter> report;
    csRef<iRenderManager> rm;

    float rotX, rotY;
       
    public:
        Tri3DTest();

        // Crystal Space Functions
        bool OnInitialize(int argc, char* argv[]);
        bool Application();
    void Frame();
    bool SetupModules();

  CS_EVENTHANDLER_NAMES("application.tri3dtest")
  CS_EVENTHANDLER_NIL_CONSTRAINTS
};

#endif


Apptri3d.cpp:
-----------------------

#include "tri3dtest.h"
#include "csgeom/plane3.h"

using namespace std;
using CS::Geom::Triangulate3D;
using CS::Geom::csContour3;

CS_IMPLEMENT_APPLICATION

Tri3DTest::Tri3DTest()
{
    SetApplicationName("crystalspace.tri3dtest");
}

bool Tri3DTest::OnInitialize(int argc, char* argv[])
{
  if (!csInitializer::RequestPlugins(GetObjectRegistry(),
    CS_REQUEST_VFS,
    CS_REQUEST_OPENGL3D,
    CS_REQUEST_ENGINE,
    CS_REQUEST_FONTSERVER,
    CS_REQUEST_IMAGELOADER,
    CS_REQUEST_LEVELLOADER,
    CS_REQUEST_REPORTER,
    CS_REQUEST_REPORTERLISTENER,
        CS_REQUEST_END))
        return ReportError("Failed to initialize plugins!");

    object_reg = GetObjectRegistry();

  csBaseEventHandler::Initialize(object_reg);
  if (!RegisterQueue(object_reg, csevAllEvents(GetObjectRegistry())))
    return ReportError("Failed to set up event handler!");

        plugManager = csQueryRegistry<iPluginManager> (object_reg);

  return true;
}

bool Tri3DTest::Application()
{
    if (!OpenApplication(GetObjectRegistry()))
        return ReportError("Error: Unable to fetch Object Registry!");

    /* csPlane3 testing code

    csVector3 norm(1, 0, 0);

    csPlane3 myPlane(norm);

    csVector3 p (3, 4, 16);
    csVector3 newVector = myPlane.ProjectOnto(p);

    ReportWarning("Projected vector: (%f, %f, %f)", newVector.x, 
newVector.y, newVector.z);
   
    End of csPlane3 testing code */

    /* Old Testing Code -- Will be reinserted later */
    csContour3 polygon;

    csVector3 point1(1, 1, 1);
    csVector3 point2(1, 2, 1);
    csVector3 point3(1, 3, 1);
    csVector3 point4 (1, 4, 1);

    polygon.Insert(0, point1);
    polygon.Insert(1, point2);
    polygon.Insert(2, point3);
    polygon.Insert(3, point4);

    /*
    csVector3 point1(0, 10.0, 10.0);
    csVector3 point2(0, -10.0, 10.0);
    csVector3 point3(0.0, -10.0, -10.0);
    csVector3 point4(20.0, 5.0, -10.0);
    csVector3 point5(10.0, 0.0, -10.0);
    csVector3 point6(0, 10.0, -10.0);

    polygon.Insert(0, point1);
    polygon.Insert(1, point2);
    polygon.Insert(2, point3);
    polygon.Insert(3, point4);
    polygon.Insert(4, point5);
    polygon.Insert(5, point6);
    */

    csContour3 result_vertices;
    csTriangleMesh result;

  // set result to be some value, so that we can draw it
  result.AddVertex(csVector3(0.0, 0.0, 0.0));
  result.AddVertex(csVector3(5.0, 0.0, 0.0));
  result.AddVertex(csVector3(0.0, 5.0, 0.0));

  result.AddTriangle(0, 1, 2);

    //Triangulate3D::Process(polygon, result);
    /* End of Old testing code */

    /* Testing Code for new addition to csTriangleMesh: AddTriangleMesh()

    csTriangleMesh mesh1, mesh2;
    csVector3 *verts1, *verts2;
    csTriangle *tris1, *tris2;

    mesh1.AddVertex(csVector3(0.0, 0.0, 0.0));
    mesh1.AddVertex(csVector3(1.0, 1.0, 1.0));
    mesh1.AddVertex(csVector3(2.0, 2.0, 2.0));
    mesh1.AddTriangle(0, 1, 2);

    verts1 = mesh1.GetVertices();
    tris1 = mesh1.GetTriangles();

    mesh2.AddVertex(csVector3(11.0, 11.0, 11.0));
    mesh2.AddVertex(csVector3(15.0, 15.0, 15.0));
    mesh2.AddVertex(csVector3(20.0, 20.0, 20.0));
    mesh2.AddTriangle(0, 1, 2);
   
    verts2 = mesh2.GetVertices();
    tris2 = mesh2.GetTriangles();

    ReportWarning("Mesh 1 contains %d vertices.  Mesh 2 contains %d 
vertices", mesh1.GetVertexCount(), mesh2.GetVertexCount());
    ReportWarning("Mesh 1 contains %d triangles.  Mesh 2 contains %d 
triangles", mesh1.GetTriangleCount(), mesh2.GetTriangleCount());

    for (int i = 0; i < (int)mesh1.GetVertexCount(); i++)
    {
        ReportWarning("Mesh 1 vertex number %d: (%f, %f, %f)", i, 
verts1[i].x, verts1[i].y, verts1[i].z);
    }
   
    for (int i = 0; i < (int)mesh2.GetVertexCount(); i++)
    {
        ReportWarning("Mesh 2 vertex number %d: (%f, %f, %f)", i, 
verts2[i].x, verts2[i].y, verts2[i].z);
    }

    for (int i = 0; i < (int)mesh1.GetTriangleCount(); i++)
    {
        ReportWarning("Mesh 1 Triangle number %d connects vertices %d, 
%d, and %d", i, tris1[i].a, tris1[i].b, tris1[i].c);
    }

    for (int i = 0; i < (int)mesh2.GetTriangleCount(); i++)
    {
        ReportWarning("Mesh 2 Triangle number %d connects vertices %d, 
%d, and %d", i, tris2[i].a, tris2[i].b, tris2[i].c);
    }

    ReportWarning("Merging mesh 1 into mesh2...");

    mesh2.AddTriangleMesh(mesh1);
   
    for (int i = 0; i < (int)mesh2.GetVertexCount(); i++)
    {
        ReportWarning("Mesh 2 vertex number %d: (%f, %f, %f)", i, 
verts2[i].x, verts2[i].y, verts2[i].z);
    }

    for (int i = 0; i < (int)mesh2.GetTriangleCount(); i++)
    {
        ReportWarning("Mesh 2 Triangle number %d connects vertices %d, 
%d, and %d", i, tris2[i].a, tris2[i].b, tris2[i].c);
    }
    */

    //csTriangle tri = result.GetTriangle(0);

    //size_t numTris = result.GetTriangleCount();

    //ReportWarning("Number of Triangles: %d", numTris);

  if (SetupModules())
  {
      Run();
  }

  return true;
}

bool Tri3DTest::SetupModules()
{
  // Now get the pointer to various modules we need. We fetch them
  // from the object registry. The RequestPlugins() call we did earlier
  // registered all loaded plugins with the object registry.
  g3d = csQueryRegistry<iGraphics3D> (GetObjectRegistry());
  if (!g3d) return ReportError("Failed to locate 3D renderer!");

  engine = csQueryRegistry<iEngine> (GetObjectRegistry());
  if (!engine) return ReportError("Failed to locate 3D engine!");

  //vc = csQueryRegistry<iVirtualClock> (GetObjectRegistry());
  //if (!vc) return ReportError("Failed to locate Virtual Clock!");

  //kbd = csQueryRegistry<iKeyboardDriver> (GetObjectRegistry());
  //if (!kbd) return ReportError("Failed to locate Keyboard Driver!");

  loader = csQueryRegistry<iLoader> (GetObjectRegistry());
  if (!loader) return ReportError("Failed to locate Loader!");

  // We need a View to the virtual world.
  view.AttachNew(new csView (engine, g3d));
  iGraphics2D* g2d = g3d->GetDriver2D ();

  // We use the full window to draw the world.
  view->SetRectangle (0, 0, g2d->GetWidth (), g2d->GetHeight ());

  // First disable the lighting cache. Our app is simple enough
  // not to need this.
  engine->SetLightingCacheMode (0);

  // Let the engine prepare all lightmaps for use and also free all images
  // that were loaded for the texture manager.
  engine->Prepare ();
 
  // these are used store the current orientation of the camera
  rotY = rotX = 0;
 
  // Now we need to position the camera in our world.
  view->GetCamera ()->GetTransform ().SetOrigin (csVector3 (0, 0, -10));
  view->GetCamera ()->GetTransform ().LookAt (csVector3(0, 0, 0), 
csVector3(0, 1, 0));
}

void Tri3DTest::Frame()
{
  // we want to draw result
  csSimpleRenderMesh rendMesh;
  rendMesh.object2world.Identity();

  csVector3 verts[2];
  verts[0].Set (0, 0, 0);
  verts[1].Set (10.0, 0, 0);
  verts[2].Set(0, 10.0, 0);

  csVector4 cols[2];
  cols[0].Set(1.0, 0.0, 0.0, 1.0);
  cols[1].Set(1.0, 0.0, 0.0, 1.0);
  cols[2].Set(1.0, 0.0, 0.0, 1.0);

  rendMesh.vertices = verts; //result.GetVertices();
  rendMesh.vertexCount = 3; //result.GetVertexCount();
  rendMesh.colors = cols;

  rendMesh.meshtype = CS_MESHTYPE_TRIANGLES;
  csAlphaMode alf;
  alf.alphaType = alf.alphaSmooth;
  alf.autoAlphaMode = false;
  rendMesh.alphaType = alf;
 
  g3d->BeginDraw(engine->GetBeginDrawFlags() | CSDRAW_3DGRAPHICS);
  view->Draw();
  g3d->DrawSimpleMesh(rendMesh, 0);
  g3d->FinishDraw();
}

int main(int argc, char** argv)
{
    return csApplicationRunner<Tri3DTest>::Run (argc, argv);
}


Jorrit Tyberghein wrote:
> On Mon, Jun 16, 2008 at 4:55 AM, Scott Johnson <[EMAIL PROTECTED]> wrote:
>   
>> Hmm.... for some odd reason, this still doesn't want to draw anything.
>> Any other suggestions?
>>     
>
> Can you give the complete source code you have so far?
>
> Greetings,
>
>   

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