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Commit 5ff13e12 authored by Christophe Geuzaine's avatar Christophe Geuzaine
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added drawing code for faces of 2nd order tets
parent b1dbb6e2
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// $Id: Mesh.cpp,v 1.72 2004-04-20 01:26:13 geuzaine Exp $ // $Id: Mesh.cpp,v 1.73 2004-04-20 20:55:41 geuzaine Exp $
// //
// Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle // Copyright (C) 1997-2004 C. Geuzaine, J.-F. Remacle
// //
...@@ -472,9 +472,9 @@ void Draw_Simplex_Volume(void *a, void *b) ...@@ -472,9 +472,9 @@ void Draw_Simplex_Volume(void *a, void *b)
glColor4ubv((GLubyte *) & CTX.color.mesh.tetrahedron); glColor4ubv((GLubyte *) & CTX.color.mesh.tetrahedron);
double n[3]; double n[3];
// FIXME: should subdivide if s->VSUP
if(CTX.mesh.light) glEnable(GL_LIGHTING); if(CTX.mesh.light) glEnable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_FILL);
if(!s->VSUP){
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
if(CTX.mesh.light) glNormal3verts(s->V[0], s->V[2], s->V[1], n); if(CTX.mesh.light) glNormal3verts(s->V[0], s->V[2], s->V[1], n);
glVertex3d(X[0], Y[0], Z[0]); glVertex3d(X[0], Y[0], Z[0]);
...@@ -493,6 +493,79 @@ void Draw_Simplex_Volume(void *a, void *b) ...@@ -493,6 +493,79 @@ void Draw_Simplex_Volume(void *a, void *b)
glVertex3d(X[1], Y[1], Z[1]); glVertex3d(X[1], Y[1], Z[1]);
glVertex3d(X[2], Y[2], Z[2]); glVertex3d(X[2], Y[2], Z[2]);
glEnd(); glEnd();
}
else{
glBegin(GL_TRIANGLES);
// face 1
if(CTX.mesh.light) glNormal3verts(s->V[0], s->VSUP[2], s->VSUP[0], n);
glVertex3d(X[0], Y[0], Z[0]);
glVertex3d(X2[2], Y2[2], Z2[2]);
glVertex3d(X2[0], Y2[0], Z2[0]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[0], s->VSUP[1], s->V[1], n);
glVertex3d(X2[0], Y2[0], Z2[0]);
glVertex3d(X2[1], Y2[1], Z2[1]);
glVertex3d(X[1], Y[1], Z[1]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[2], s->V[2], s->VSUP[1], n);
glVertex3d(X2[2], Y2[2], Z2[2]);
glVertex3d(X[2], Y[2], Z[2]);
glVertex3d(X2[1], Y2[1], Z2[1]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[0], s->VSUP[2], s->VSUP[1], n);
glVertex3d(X2[0], Y2[0], Z2[0]);
glVertex3d(X2[2], Y2[2], Z2[2]);
glVertex3d(X2[1], Y2[1], Z2[1]);
// face 2
if(CTX.mesh.light) glNormal3verts(s->V[0], s->VSUP[0], s->VSUP[3], n);
glVertex3d(X[0], Y[0], Z[0]);
glVertex3d(X2[0], Y2[0], Z2[0]);
glVertex3d(X2[3], Y2[3], Z2[3]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[0], s->V[1], s->VSUP[5], n);
glVertex3d(X2[0], Y2[0], Z2[0]);
glVertex3d(X[1], Y[1], Z[1]);
glVertex3d(X2[5], Y2[5], Z2[5]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[3], s->VSUP[5], s->V[3], n);
glVertex3d(X2[3], Y2[3], Z2[3]);
glVertex3d(X2[5], Y2[5], Z2[5]);
glVertex3d(X[3], Y[3], Z[3]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[0], s->VSUP[5], s->VSUP[3], n);
glVertex3d(X2[0], Y2[0], Z2[0]);
glVertex3d(X2[5], Y2[5], Z2[5]);
glVertex3d(X2[3], Y2[3], Z2[3]);
// face 3
if(CTX.mesh.light) glNormal3verts(s->V[0], s->VSUP[3], s->VSUP[2], n);
glVertex3d(X[0], Y[0], Z[0]);
glVertex3d(X2[3], Y2[3], Z2[3]);
glVertex3d(X2[2], Y2[2], Z2[2]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[3], s->V[3], s->VSUP[4], n);
glVertex3d(X2[3], Y2[3], Z2[3]);
glVertex3d(X[3], Y[3], Z[3]);
glVertex3d(X2[4], Y2[4], Z2[4]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[2], s->VSUP[4], s->V[2], n);
glVertex3d(X2[2], Y2[2], Z2[2]);
glVertex3d(X2[4], Y2[4], Z2[4]);
glVertex3d(X[2], Y[2], Z[2]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[2], s->VSUP[3], s->VSUP[4], n);
glVertex3d(X2[2], Y2[2], Z2[2]);
glVertex3d(X2[3], Y2[3], Z2[3]);
glVertex3d(X2[4], Y2[4], Z2[4]);
// face 4
if(CTX.mesh.light) glNormal3verts(s->V[3], s->VSUP[5], s->VSUP[4], n);
glVertex3d(X[3], Y[3], Z[3]);
glVertex3d(X2[5], Y2[5], Z2[5]);
glVertex3d(X2[4], Y2[4], Z2[4]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[5], s->V[1], s->VSUP[1], n);
glVertex3d(X2[5], Y2[5], Z2[5]);
glVertex3d(X[1], Y[1], Z[1]);
glVertex3d(X2[1], Y2[1], Z2[1]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[4], s->VSUP[1], s->V[2], n);
glVertex3d(X2[4], Y2[4], Z2[4]);
glVertex3d(X2[1], Y2[1], Z2[1]);
glVertex3d(X[2], Y[2], Z[2]);
if(CTX.mesh.light) glNormal3verts(s->VSUP[1], s->VSUP[4], s->VSUP[5], n);
glVertex3d(X2[1], Y2[1], Z2[1]);
glVertex3d(X2[4], Y2[4], Z2[4]);
glVertex3d(X2[5], Y2[5], Z2[5]);
glEnd();
}
glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
} }
......
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