Geometry: Create a geometry model with texture

The geometry model offers optimized part drawing with different parts and effects.

This example creates a simple triangle part and use texture effect to show scalar values.

../_images/tut_geometrytexture.png
void TutorialRunnerMainWindow::createGeometryModelWithTexture()
{
    //--------------------------------------------------------------------------
    // Create a geometry model and triangle part
    //--------------------------------------------------------------------------

    cee::vis::View* gcView = getTutorialView();
    gcView->removeAllModels();

    cee::PtrRef<cee::geo::GeometryModel> model = new cee::geo::GeometryModel;
    gcView->addModel(model.get());

    // Create the geometry part
    std::vector<cee::Vec3d> vertices;
    vertices.push_back(cee::Vec3d(0,0,0));
    vertices.push_back(cee::Vec3d(2,0,0));
    vertices.push_back(cee::Vec3d(0,1,0));
    vertices.push_back(cee::Vec3d(2,1,0));
    vertices.push_back(cee::Vec3d(2,2,0));

    std::vector<unsigned int> indices;
    indices.push_back(0); indices.push_back(1); indices.push_back(3);
    indices.push_back(0); indices.push_back(3); indices.push_back(2);
    indices.push_back(2); indices.push_back(3); indices.push_back(4);

    cee::PtrRef<cee::geo::Part> part = new cee::geo::Part;
    cee::PtrRef<cee::geo::DataIndexedTriangles> triangleData = new cee::geo::DataIndexedTriangles(vertices, indices);
    part->setData(triangleData.get());


    //--------------------------------------------------------------------------
    // Create the scalar mapper and the legend
    //--------------------------------------------------------------------------

    // Create a color legend and add to view
    cee::PtrRef<cee::vis::OverlayColorLegendContinuousDomain> legend = new cee::vis::OverlayColorLegendContinuousDomain(cee::vis::Font::createNormalFont().get());
    legend->setTitle("Results Test \nGeometry Model");
    legend->setSize(100,500);
    legend->setTextColor(cee::Color3f(1,1,1));
    gcView->overlay().addItem(legend.get(), cee::vis::OverlayItem::BOTTOM_LEFT, cee::vis::OverlayItem::VERTICAL);

    // Create scalar mapper with 16 uniform levels
    cee::PtrRef<cee::vis::ScalarMapperFilledContoursUniform> mapper = new cee::vis::ScalarMapperFilledContoursUniform;
    mapper->setColors(cee::vis::ColorTableFactory::NORMAL, 16);
    mapper->setRange(0, 100);
    legend->setupFromScalarMapper(mapper.get());


    //--------------------------------------------------------------------------
    // Map texture coordinates
    //--------------------------------------------------------------------------

    // Create texture coordinates from scalar values
    std::vector<cee::Vec2f> textureCoordinates;
    textureCoordinates.push_back(mapper->mapToTextureCoordinate(2.0));
    textureCoordinates.push_back(mapper->mapToTextureCoordinate(42.0));
    textureCoordinates.push_back(mapper->mapToTextureCoordinate(93.0));
    textureCoordinates.push_back(mapper->mapToTextureCoordinate(27.0));
    textureCoordinates.push_back(mapper->mapToTextureCoordinate(68.0));
    part->setTextureCoordinates(new cee::geo::TextureCoordinates(textureCoordinates));


    //--------------------------------------------------------------------------
    // Setup and add effects
    //--------------------------------------------------------------------------

    // Create texture image from mapper
    cee::PtrRef<cee::Image> textureImage = new cee::Image;
    mapper->updateTexture(textureImage.get());

    // Add triangle and texture effects
    part->settings().addEffect(cee::geo::EffectTexture::createResultMapping(textureImage.get()).get());


    //--------------------------------------------------------------------------
    // Add all parts to model
    //--------------------------------------------------------------------------
    model->addPart(part.get());

    cee::BoundingBox bb = gcView->boundingBox();
    gcView->camera().fitView(bb, cee::Vec3d(0, 0, -1), cee::Vec3d(0, 1, 0));
    gcView->camera().inputHandler()->setRotationPoint(bb.center());

    gcView->requestRedraw();
}