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Post-processing tools 2023 R2

Test007.cpp

Last update: 17.04.2023

Instancing.

This example demonstrates a couple of different ways to do instancing. They both involve the re-using of Mesh object.

  • Create a node and add it to a parent node, then add the parent node to its parent, ...
  • Create a node and add it to a parent node, then create another node and add it to the same parent node, ...

The visibility selector in the first case will be multiple levels deep, and only a single level deep in the second case.

In either case the matrix associated with each node must be different so that the nodes do not draw in the same location as an other node.

/*
* Copyright 2018-2021 ANSYS, Inc. Unauthorized use, distribution, or duplication is prohibited.
*
* Restricted Rights Legend
*
* Use, duplication, or disclosure of this
* software and its documentation by the
* Government is subject to restrictions as
* set forth in subdivision [(b)(3)(ii)] of
* the Rights in Technical Data and Computer
* Software clause at 52.227-7013.
*/
#include <vector>
#include <sstream>
#include "GLTFWriter.h"
#include "test.h"
using namespace ANSYS::Nexus;
// Replicated nodes
TESTFUNC(Instancing)
{
GLTFWriter::GLTF *gltf = GLTFWriter::GLTF::Create("MyApp", "1.0", functionName.c_str(), type);
if (!gltf)
throw std::runtime_error("Can't create GLTF");
// SCENE
GLTFWriter::Scene *scene = GLTFWriter::Scene::Create(gltf, "TestScene", "m", 1.0, GLTFWriter::Scene::BT_SOLID, 0.5, 0.5, 0.5);
if (!scene) {
throw std::runtime_error("Can't create scene");
}
// LIGHTS
{
// LIGHT NODE
GLTFWriter::Node *lightNode = GLTFWriter::Node::CreateLight(gltf);
if (!lightNode || !scene->SetLight(lightNode)) {
throw std::runtime_error("Can't create light");
}
// LIGHTS
GLTFWriter::Light *light1 = GLTFWriter::Light::CreateAmbient(gltf);
lightNode->AppendLight(light1);
GLTFWriter::Light *light2 = GLTFWriter::Light::CreateDirectional(gltf, 1, 1, 1, 0, 0, -1);
lightNode->AppendLight(light2);
}
// CAMERA
{
// CAMERA
GLTFWriter::Camera *camera = GLTFWriter::Camera::CreatePerspective(gltf);
// CAMERA NODE
std::vector<double> mat(16);
mat[0] = 3;
mat[1] = 0;
mat[2] = 0;
mat[3] = 0;
mat[4] = 0;
mat[5] = 3;
mat[6] = 0;
mat[7] = 0;
mat[8] = 0;
mat[9] = 0;
mat[10] = 3;
mat[11] = 0;
mat[12] = 0;
mat[13] = 0;
mat[14] = 0;
mat[15] = 1;
GLTFWriter::Node *cameraNode = GLTFWriter::Node::CreateCamera(gltf, camera, "TestCamera", &mat[0]);
scene->SetCamera(cameraNode);
}
// CENTER
{
// NODE
GLTFWriter::Node *node = GLTFWriter::Node::CreateMesh(gltf, "Center");
if (!node || !scene->AppendMesh(node)) {
throw std::runtime_error("Can't create mesh node");
}
// MESH
GLTFWriter::Mesh *mesh = GLTFWriter::Mesh::Create(gltf);
if (!mesh || !node->AppendMesh(mesh)) {
throw std::runtime_error("Can't create mesh");
}
// PRIMITIVE
std::pair<GLTFWriter::Primitive *, GLTFWriter::Material *> pm = GLTFWriter::Test::CreateSolidColoredSpherePrimitive(gltf, 0, 0, 0, 0.05F, 16, 1, 1, 1, 1);
mesh->AppendPrimitive(pm.first);
}
const unsigned int numInstances = 6;
// ONE WAY TO DO INSTANCING
{
// MESH
GLTFWriter::Mesh *mesh = GLTFWriter::Mesh::Create(gltf);
{
// PRIMITIVE
std::pair<GLTFWriter::Primitive *, GLTFWriter::Material *> pm = GLTFWriter::Test::CreateColoredSpherePrimitive(gltf, 1, 0, 0, 0.5, 6);
if (!pm.first || !pm.second || !mesh->AppendPrimitive(pm.first)) {
throw std::runtime_error("Can't CreateColoredSpherePrimitive");
}
// this is a solid object, that we want to have an interior color so when it is clipped we see the solid interior color
pm.second->AppendValue(GLTFWriter::Value::Create(gltf, "solidColor", 0.4, 0.2, 0.4, 1.0));
}
GLTFWriter::Node *lastNode = 0;
for (unsigned int i = numInstances; i > 0; --i) {
GLTFWriter::Test::Matrix4 mat; // identity
GLTFWriter::Test::Matrix4 rot;
if (i > 1) {
rot.LoadRotation(GLTFWriter::Test::Vector3(0, 0, 0), GLTFWriter::Test::Vector3(0, 0, 1), DegreesToRadians(360.0 / numInstances));
mat *= rot;
}
std::ostringstream oss;
oss << "Node " << i << " + ";
const std::string name = oss.str();
GLTFWriter::Node *node = GLTFWriter::Node::CreateMesh(gltf, name.c_str(), true, &(mat.Get())[0]);
if (!node || !node->AppendMesh(mesh)) {
throw std::runtime_error("Can't create mesh node");
}
if (i != numInstances)
node->AppendChild(lastNode);
lastNode = node;
}
// NODE
GLTFWriter::Node *node = GLTFWriter::Node::CreateMesh(gltf, "INSTANCING 1");
if (!node || !scene->AppendMesh(node)) {
throw std::runtime_error("Can't create mesh node");
}
node->AppendChild(lastNode);
}
// ANOTHER WAY TO DO INSTANCING
{
// NODE
GLTFWriter::Node *node = GLTFWriter::Node::CreateMesh(gltf, "INSTANCING 2");
if (!node || !scene->AppendMesh(node)) {
throw std::runtime_error("Can't create mesh node");
}
GLTFWriter::Mesh *mesh = GLTFWriter::Mesh::Create(gltf);
if (!mesh) {
throw std::runtime_error("Can't create mesh");
}
{
// PRIMITIVE
std::pair<GLTFWriter::Primitive *, GLTFWriter::Material *> pm = GLTFWriter::Test::CreateColoredSpherePrimitive(gltf, 2, 0, 0, 0.5, 6);
if (!pm.first || !pm.second || !mesh->AppendPrimitive(pm.first)) {
throw std::runtime_error("Can't CreateColoredSpherePrimitive");
}
// this is a solid object, that we want to have an interior color so when it is clipped we see the solid interior color
pm.second->AppendValue(GLTFWriter::Value::Create(gltf, "solidColor", 0.5, 0.5, 0.5, 1.0));
}
GLTFWriter::Test::Matrix4 mat; // identity
GLTFWriter::Test::Matrix4 rot;
rot.LoadRotation(GLTFWriter::Test::Vector3(0, 0, 0), GLTFWriter::Test::Vector3(0, 0, 1), DegreesToRadians(360.0 / numInstances));
for (unsigned int i = 0; i < numInstances; ++i) {
if (i > 0)
mat *= rot;
std::ostringstream oss;
oss << "Node " << i + 1;
const std::string name = oss.str();
GLTFWriter::Node *lastNode = GLTFWriter::Node::CreateMesh(gltf, name.c_str(), true, &(mat.Get())[0]);
if (!lastNode || !node->AppendChild(lastNode) || !lastNode->AppendMesh(mesh)) {
throw std::runtime_error("Can't create mesh");
}
}
}
if (!gltf->Write()) {
throw std::runtime_error("Error creating file");
}
GLTFWriter::GLTF::GLTFError error = gltf->GetError();
throw std::runtime_error("Error creating file");
}
static Camera * CreatePerspective(GLTF *gltf, const char *name=0, float yfov=22.619864948, float aspectRatio=1, float zfar=100000, float znear=0.1)
static void Destroy(GLTF *gltf)
static GLTF * Create(const char *application, const char *applicationVersion, const char *filePath, OutputType fileType=OT_AVZ)
static Light * CreateAmbient(GLTF *gltf, float colR=0.3, float colG=0.3, float colB=0.3)
static Light * CreateDirectional(GLTF *gltf, float colR=1, float colG=1, float colB=1, float dirX=0, float dirY=0, float dirZ=-1, float specColR=1, float specColG=1, float specColB=1, float shininess=100)
static Mesh * Create(GLTF *gltf)
static Node * CreateMesh(GLTF *gltf, const char *name=0, bool visible=true, const double *matrix=0)
static Node * CreateLight(GLTF *gltf)
static Node * CreateCamera(GLTF *gltf, Camera *camera, const char *name=0, const double *matrix=0)
static Scene * Create(GLTF *gltf, const char *name=0, const char *units=0, float scale=1, Scene::BackgroundType backgroundType=Scene::BT_NONE, float r1=0, float g1=0, float b1=0, float r2=0, float g2=0, float b2=0)
@ BT_SOLID
Make solid color from color 1.
Definition: GLTFScene.h:35
static Value * Create(GLTF *gltf, const char *name, const Value *value=0)