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Commit bc3a6098 authored by Christophe Geuzaine's avatar Christophe Geuzaine
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Better colors for tets

parent cf235df8
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// $Id: Mesh.cpp,v 1.35 2001-07-31 11:48:27 geuzaine Exp $
// $Id: Mesh.cpp,v 1.36 2001-08-03 10:02:32 geuzaine Exp $
#include "Gmsh.h"
#include "GmshUI.h"
......@@ -261,10 +261,12 @@ void Draw_Simplex_Volume (void *a, void *b){
fulldraw = 1;
}
if(CTX.mesh.color_carousel)
if(CTX.mesh.color_carousel && !fulldraw)
ColorSwitch((*s)->iEnt);
else if(fulldraw)
glColor4ubv((GLubyte*)&CTX.color.mesh.line);
else
glColor4ubv((GLubyte*)&CTX.color.mesh.tetrahedron);
glColor4ubv((GLubyte*)&CTX.color.mesh.tetrahedron);
for (int i=0 ; i<4 ; i++) {
X[i] = Xc + CTX.mesh.explode * ((*s)->V[i]->Pos.X - Xc);
......@@ -272,7 +274,7 @@ void Draw_Simplex_Volume (void *a, void *b){
Z[i] = Zc + CTX.mesh.explode * ((*s)->V[i]->Pos.Z - Zc);
}
if(CTX.mesh.volumes){
if(CTX.mesh.volumes && !(fulldraw && CTX.mesh.shade)){
glBegin(GL_LINES);
glVertex3d(X[1], Y[1], Z[1]);
glVertex3d(X[0], Y[0], Z[0]);
......@@ -334,13 +336,15 @@ void Draw_Simplex_Volume (void *a, void *b){
if (CTX.mesh.hidden) {
x1x0 = X[2]-X[0]; y1y0 = Y[2]-Y[0];
z1z0 = Z[2]-Z[0]; x2x0 = X[1]-X[0];
y2y0 = Y[1]-Y[0]; z2z0 = Z[1]-Z[0];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
if(CTX.mesh.shade){
x1x0 = X[2]-X[0]; y1y0 = Y[2]-Y[0];
z1z0 = Z[2]-Z[0]; x2x0 = X[1]-X[0];
y2y0 = Y[1]-Y[0]; z2z0 = Z[1]-Z[0];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
}
glBegin(GL_TRIANGLES);
glVertex3d(X[0], Y[0], Z[0]);
......@@ -348,13 +352,15 @@ void Draw_Simplex_Volume (void *a, void *b){
glVertex3d(X[1], Y[1], Z[1]);
glEnd();
x1x0 = X[1]-X[0]; y1y0 = Y[1]-Y[0];
z1z0 = Z[1]-Z[0]; x2x0 = X[3]-X[0];
y2y0 = Y[3]-Y[0]; z2z0 = Z[3]-Z[0];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
if(CTX.mesh.shade){
x1x0 = X[1]-X[0]; y1y0 = Y[1]-Y[0];
z1z0 = Z[1]-Z[0]; x2x0 = X[3]-X[0];
y2y0 = Y[3]-Y[0]; z2z0 = Z[3]-Z[0];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
}
glBegin(GL_TRIANGLES);
glVertex3d(X[0], Y[0], Z[0]);
......@@ -362,14 +368,15 @@ void Draw_Simplex_Volume (void *a, void *b){
glVertex3d(X[3], Y[3], Z[3]);
glEnd();
x1x0 = X[3]-X[0]; y1y0 = Y[3]-Y[0];
z1z0 = Z[3]-Z[0]; x2x0 = X[2]-X[0];
y2y0 = Y[2]-Y[0]; z2z0 = Z[2]-Z[0];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
if(CTX.mesh.shade){
x1x0 = X[3]-X[0]; y1y0 = Y[3]-Y[0];
z1z0 = Z[3]-Z[0]; x2x0 = X[2]-X[0];
y2y0 = Y[2]-Y[0]; z2z0 = Z[2]-Z[0];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
}
glBegin(GL_TRIANGLES);
glVertex3d(X[0], Y[0], Z[0]);
......@@ -377,13 +384,15 @@ void Draw_Simplex_Volume (void *a, void *b){
glVertex3d(X[2], Y[2], Z[2]);
glEnd();
x1x0 = X[3]-X[1]; y1y0 = Y[3]-Y[1];
z1z0 = Z[3]-Z[1]; x2x0 = X[2]-X[1];
y2y0 = Y[2]-Y[1]; z2z0 = Z[2]-Z[1];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
if(CTX.mesh.shade){
x1x0 = X[3]-X[1]; y1y0 = Y[3]-Y[1];
z1z0 = Z[3]-Z[1]; x2x0 = X[2]-X[1];
y2y0 = Y[2]-Y[1]; z2z0 = Z[2]-Z[1];
n[0] = y1y0 * z2z0 - z1z0 * y2y0 ;
n[1] = z1z0 * x2x0 - x1x0 * z2z0 ;
n[2] = x1x0 * y2y0 - y1y0 * x2x0;
glNormal3dv(n);
}
glBegin(GL_TRIANGLES);
glVertex3d(X[3], Y[3], Z[3]);
......
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