+ unify DLL export defines to namespace names
git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
This commit is contained in:
833
src/Mod/Part/Gui/ViewProviderExt.cpp
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833
src/Mod/Part/Gui/ViewProviderExt.cpp
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/***************************************************************************
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* Copyright (c) 2011 Juergen Riegel <juergen.riegel@web.de> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#ifndef _PreComp_
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# include <sstream>
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# include <Poly_Polygon3D.hxx>
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# include <BRepBndLib.hxx>
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# include <BRepMesh.hxx>
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# include <BRepMesh_IncrementalMesh.hxx>
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# include <BRep_Tool.hxx>
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# include <BRepTools.hxx>
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# include <BRepAdaptor_Curve.hxx>
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# include <BRepAdaptor_Surface.hxx>
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# include <GeomAbs_CurveType.hxx>
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# include <GeomAbs_SurfaceType.hxx>
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# include <Geom_BezierCurve.hxx>
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# include <Geom_BSplineCurve.hxx>
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# include <Geom_BezierSurface.hxx>
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# include <Geom_BSplineSurface.hxx>
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# include <GeomAPI_ProjectPointOnSurf.hxx>
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# include <GeomLProp_SLProps.hxx>
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# include <gp_Trsf.hxx>
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# include <Handle_Poly_Triangulation.hxx>
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# include <Poly_Array1OfTriangle.hxx>
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# include <Poly_Triangulation.hxx>
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# include <TColgp_Array1OfPnt.hxx>
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# include <TopoDS.hxx>
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# include <TopoDS_Edge.hxx>
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# include <TopoDS_Wire.hxx>
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# include <TopoDS_Face.hxx>
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# include <TopoDS_Shape.hxx>
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# include <TopoDS_Iterator.hxx>
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# include <TopExp_Explorer.hxx>
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# include <TopExp.hxx>
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# include <TopTools_IndexedMapOfShape.hxx>
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# include <Poly_PolygonOnTriangulation.hxx>
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# include <TColStd_Array1OfInteger.hxx>
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# include <TopTools_ListOfShape.hxx>
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# include <Inventor/SoPickedPoint.h>
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# include <Inventor/details/SoFaceDetail.h>
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# include <Inventor/details/SoLineDetail.h>
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# include <Inventor/details/SoPointDetail.h>
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# include <Inventor/events/SoMouseButtonEvent.h>
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# include <Inventor/nodes/SoBaseColor.h>
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# include <Inventor/nodes/SoCoordinate3.h>
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# include <Inventor/nodes/SoDrawStyle.h>
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# include <Inventor/nodes/SoIndexedFaceSet.h>
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# include <Inventor/nodes/SoIndexedLineSet.h>
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# include <Inventor/nodes/SoLocateHighlight.h>
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# include <Inventor/nodes/SoMaterial.h>
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# include <Inventor/nodes/SoMaterialBinding.h>
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# include <Inventor/nodes/SoNormal.h>
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# include <Inventor/nodes/SoNormalBinding.h>
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# include <Inventor/nodes/SoPointSet.h>
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# include <Inventor/nodes/SoPolygonOffset.h>
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# include <Inventor/nodes/SoShapeHints.h>
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# include <Inventor/nodes/SoSwitch.h>
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# include <Inventor/nodes/SoGroup.h>
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# include <Inventor/nodes/SoSphere.h>
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# include <Inventor/nodes/SoScale.h>
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# include <Inventor/nodes/SoLightModel.h>
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# include <QAction>
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# include <QMenu>
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#endif
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/// Here the FreeCAD includes sorted by Base,App,Gui......
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#include <Base/Console.h>
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#include <Base/Parameter.h>
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#include <Base/Exception.h>
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#include <Base/TimeInfo.h>
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#include <App/Application.h>
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#include <App/Document.h>
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#include <Gui/SoFCSelection.h>
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#include <Gui/Selection.h>
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#include <Gui/View3DInventorViewer.h>
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#include <Gui/Utilities.h>
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#include <Gui/Control.h>
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#include "ViewProviderExt.h"
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#include "SoBrepShape.h"
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#include "TaskFaceColors.h"
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#include <Mod/Part/App/PartFeature.h>
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#include <Mod/Part/App/PrimitiveFeature.h>
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using namespace PartGui;
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PROPERTY_SOURCE(PartGui::ViewProviderPartExt, Gui::ViewProviderGeometryObject)
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//**************************************************************************
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// Construction/Destruction
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App::PropertyFloatConstraint::Constraints ViewProviderPartExt::floatRange = {1.0f,64.0f,1.0f};
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const char* ViewProviderPartExt::LightingEnums[]= {"One side","Two side",NULL};
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ViewProviderPartExt::ViewProviderPartExt()
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{
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VisualTouched = true;
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App::Material mat;
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mat.ambientColor.set(0.2f,0.2f,0.2f);
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mat.diffuseColor.set(0.1f,0.1f,0.1f);
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mat.specularColor.set(0.0f,0.0f,0.0f);
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mat.emissiveColor.set(0.0f,0.0f,0.0f);
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mat.shininess = 1.0f;
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mat.transparency = 0.0f;
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ADD_PROPERTY(LineMaterial,(mat));
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ADD_PROPERTY(PointMaterial,(mat));
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ADD_PROPERTY(LineColor,(mat.diffuseColor));
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ADD_PROPERTY(PointColor,(mat.diffuseColor));
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ADD_PROPERTY(DiffuseColor,(ShapeColor.getValue()));
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ADD_PROPERTY(LineWidth,(2.0f));
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LineWidth.setConstraints(&floatRange);
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PointSize.setConstraints(&floatRange);
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ADD_PROPERTY(PointSize,(2.0f));
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ADD_PROPERTY(ControlPoints,(false));
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ADD_PROPERTY(Lighting,(1));
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Lighting.setEnums(LightingEnums);
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coords = new SoCoordinate3();
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coords->ref();
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faceset = new SoBrepFaceSet();
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faceset->ref();
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norm = new SoNormal;
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norm->ref();
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normb = new SoNormalBinding;
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normb->value = SoNormalBinding::PER_VERTEX_INDEXED;
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normb->ref();
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lineset = new SoBrepEdgeSet();
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lineset->ref();
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nodeset = new SoBrepPointSet();
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nodeset->ref();
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pcShapeBind = new SoMaterialBinding();
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pcShapeBind->ref();
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pcLineMaterial = new SoMaterial;
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pcLineMaterial->ref();
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LineMaterial.touch();
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pcPointMaterial = new SoMaterial;
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pcPointMaterial->ref();
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PointMaterial.touch();
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pcLineStyle = new SoDrawStyle();
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pcLineStyle->ref();
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pcLineStyle->style = SoDrawStyle::LINES;
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pcLineStyle->lineWidth = LineWidth.getValue();
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pcPointStyle = new SoDrawStyle();
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pcPointStyle->ref();
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pcPointStyle->style = SoDrawStyle::POINTS;
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pcPointStyle->pointSize = PointSize.getValue();
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pShapeHints = new SoShapeHints;
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pShapeHints->shapeType = SoShapeHints::UNKNOWN_SHAPE_TYPE;
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pShapeHints->ref();
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Lighting.touch();
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sPixmap = "Tree_Part";
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loadParameter();
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}
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ViewProviderPartExt::~ViewProviderPartExt()
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{
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pcShapeBind->unref();
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pcLineMaterial->unref();
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pcPointMaterial->unref();
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pcLineStyle->unref();
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pcPointStyle->unref();
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pShapeHints->unref();
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coords->unref();
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faceset->unref();
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norm->unref();
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lineset->unref();
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nodeset->unref();
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}
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void ViewProviderPartExt::onChanged(const App::Property* prop)
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{
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if (prop == &LineWidth) {
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pcLineStyle->lineWidth = LineWidth.getValue();
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}
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else if (prop == &PointSize) {
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pcPointStyle->pointSize = PointSize.getValue();
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}
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else if (prop == &LineColor) {
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const App::Color& c = LineColor.getValue();
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pcLineMaterial->diffuseColor.setValue(c.r,c.g,c.b);
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if (c != LineMaterial.getValue().diffuseColor)
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LineMaterial.setDiffuseColor(c);
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}
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else if (prop == &PointColor) {
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const App::Color& c = PointColor.getValue();
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pcPointMaterial->diffuseColor.setValue(c.r,c.g,c.b);
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if (c != PointMaterial.getValue().diffuseColor)
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PointMaterial.setDiffuseColor(c);
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}
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else if (prop == &LineMaterial) {
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const App::Material& Mat = LineMaterial.getValue();
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if (LineColor.getValue() != Mat.diffuseColor)
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LineColor.setValue(Mat.diffuseColor);
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pcLineMaterial->ambientColor.setValue(Mat.ambientColor.r,Mat.ambientColor.g,Mat.ambientColor.b);
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pcLineMaterial->diffuseColor.setValue(Mat.diffuseColor.r,Mat.diffuseColor.g,Mat.diffuseColor.b);
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pcLineMaterial->specularColor.setValue(Mat.specularColor.r,Mat.specularColor.g,Mat.specularColor.b);
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pcLineMaterial->emissiveColor.setValue(Mat.emissiveColor.r,Mat.emissiveColor.g,Mat.emissiveColor.b);
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pcLineMaterial->shininess.setValue(Mat.shininess);
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pcLineMaterial->transparency.setValue(Mat.transparency);
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}
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else if (prop == &PointMaterial) {
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const App::Material& Mat = PointMaterial.getValue();
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if (PointColor.getValue() != Mat.diffuseColor)
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PointColor.setValue(Mat.diffuseColor);
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pcPointMaterial->ambientColor.setValue(Mat.ambientColor.r,Mat.ambientColor.g,Mat.ambientColor.b);
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pcPointMaterial->diffuseColor.setValue(Mat.diffuseColor.r,Mat.diffuseColor.g,Mat.diffuseColor.b);
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pcPointMaterial->specularColor.setValue(Mat.specularColor.r,Mat.specularColor.g,Mat.specularColor.b);
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pcPointMaterial->emissiveColor.setValue(Mat.emissiveColor.r,Mat.emissiveColor.g,Mat.emissiveColor.b);
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pcPointMaterial->shininess.setValue(Mat.shininess);
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pcPointMaterial->transparency.setValue(Mat.transparency);
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}
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// For testing
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else if (prop == &DiffuseColor) {
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const std::vector<App::Color>& c = DiffuseColor.getValues();
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int size = (int)c.size();
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if (size > 1 && size == this->faceset->partIndex.getNum()) {
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pcShapeBind->value = SoMaterialBinding::PER_PART;
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pcShapeMaterial->diffuseColor.setNum(c.size());
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SbColor* ca = pcShapeMaterial->diffuseColor.startEditing();
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for (unsigned int i=0; i < c.size(); i++)
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ca[i].setValue(c[i].r,c[i].g,c[i].b);
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pcShapeMaterial->diffuseColor.finishEditing();
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}
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else if ((int)c.size() == 1) {
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pcShapeBind->value = SoMaterialBinding::OVERALL;
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pcShapeMaterial->diffuseColor.setValue(c[0].r,c[0].g,c[0].b);
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}
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}
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else if (prop == &ShapeMaterial || prop == &ShapeColor) {
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pcShapeBind->value = SoMaterialBinding::OVERALL;
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ViewProviderGeometryObject::onChanged(prop);
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DiffuseColor.setValue(ShapeColor.getValue());
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}
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else if (prop == &Lighting) {
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if (Lighting.getValue() == 0)
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pShapeHints->vertexOrdering = SoShapeHints::UNKNOWN_ORDERING;
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else
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pShapeHints->vertexOrdering = SoShapeHints::COUNTERCLOCKWISE;
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}
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else {
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// if the object was invisible and has been changed, recreate the visual
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if (prop == &Visibility && Visibility.getValue() && VisualTouched)
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updateVisual(dynamic_cast<Part::Feature*>(pcObject)->Shape.getValue());
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ViewProviderGeometryObject::onChanged(prop);
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}
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}
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void ViewProviderPartExt::attach(App::DocumentObject *pcFeat)
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{
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// call parent attach method
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ViewProviderGeometryObject::attach(pcFeat);
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// Workaround for #0000433, i.e. use SoSeparator instead of SoGroup
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SoGroup* pcNormalRoot = new SoSeparator();
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SoGroup* pcFlatRoot = new SoSeparator();
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SoGroup* pcWireframeRoot = new SoSeparator();
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SoGroup* pcPointsRoot = new SoSeparator();
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// enable two-side rendering
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pShapeHints->vertexOrdering = SoShapeHints::COUNTERCLOCKWISE;
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pShapeHints->shapeType = SoShapeHints::UNKNOWN_SHAPE_TYPE;
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// Avoid any Z-buffer artefacts, so that the lines always appear on top of the faces
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// The correct order is Edges, Polygon offset, Faces.
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SoPolygonOffset* offset = new SoPolygonOffset();
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// normal viewing with edges and points
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pcNormalRoot->addChild(pcWireframeRoot);
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pcNormalRoot->addChild(offset);
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pcNormalRoot->addChild(pcFlatRoot);
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pcNormalRoot->addChild(pcPointsRoot);
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// just faces with no edges or points
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pcFlatRoot->addChild(pShapeHints);
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pcFlatRoot->addChild(pcShapeBind);
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pcFlatRoot->addChild(pcShapeMaterial);
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SoDrawStyle* pcFaceStyle = new SoDrawStyle();
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pcFaceStyle->style = SoDrawStyle::FILLED;
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pcFlatRoot->addChild(pcFaceStyle);
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pcFlatRoot->addChild(norm);
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pcFlatRoot->addChild(normb);
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pcFlatRoot->addChild(faceset);
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// only edges
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pcWireframeRoot->addChild(pcLineMaterial);
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pcWireframeRoot->addChild(pcLineStyle);
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pcWireframeRoot->addChild(lineset);
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// normal viewing with edges and points
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pcPointsRoot->addChild(pcPointMaterial);
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pcPointsRoot->addChild(pcPointStyle);
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pcPointsRoot->addChild(nodeset);
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// Move 'coords' before the switch
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pcRoot->insertChild(coords,pcRoot->findChild(pcModeSwitch));
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// putting all together with the switch
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addDisplayMaskMode(pcNormalRoot, "Flat Lines");
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addDisplayMaskMode(pcFlatRoot, "Shaded");
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addDisplayMaskMode(pcWireframeRoot, "Wireframe");
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addDisplayMaskMode(pcPointsRoot, "Point");
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}
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void ViewProviderPartExt::setDisplayMode(const char* ModeName)
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{
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if ( strcmp("Flat Lines",ModeName)==0 )
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setDisplayMaskMode("Flat Lines");
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else if ( strcmp("Shaded",ModeName)==0 )
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setDisplayMaskMode("Shaded");
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else if ( strcmp("Wireframe",ModeName)==0 )
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setDisplayMaskMode("Wireframe");
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else if ( strcmp("Points",ModeName)==0 )
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setDisplayMaskMode("Point");
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ViewProviderGeometryObject::setDisplayMode( ModeName );
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}
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std::vector<std::string> ViewProviderPartExt::getDisplayModes(void) const
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{
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// get the modes of the father
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std::vector<std::string> StrList = ViewProviderGeometryObject::getDisplayModes();
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// add your own modes
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StrList.push_back("Flat Lines");
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StrList.push_back("Shaded");
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StrList.push_back("Wireframe");
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StrList.push_back("Points");
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return StrList;
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}
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std::string ViewProviderPartExt::getElement(const SoPickedPoint* pp) const
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{
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std::stringstream str;
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const SoDetail* detail = pp->getDetail();
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if (detail) {
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if (detail->getTypeId() == SoFaceDetail::getClassTypeId()) {
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const SoFaceDetail* face_detail = static_cast<const SoFaceDetail*>(detail);
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int face = face_detail->getPartIndex() + 1;
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str << "Face" << face;
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}
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else if (detail->getTypeId() == SoLineDetail::getClassTypeId()) {
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const SoLineDetail* line_detail = static_cast<const SoLineDetail*>(detail);
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int edge = line_detail->getPartIndex() + 1;
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str << "Edge" << edge;
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}
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else if (detail->getTypeId() == SoPointDetail::getClassTypeId()) {
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const SoPointDetail* point_detail = static_cast<const SoPointDetail*>(detail);
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int vertex = point_detail->getCoordinateIndex() - nodeset->startIndex.getValue() + 1;
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str << "Vertex" << vertex;
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}
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}
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return str.str();
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}
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std::vector<Base::Vector3d> ViewProviderPartExt::getSelectionShape(const char* Element) const
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{
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return std::vector<Base::Vector3d>();
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}
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void ViewProviderPartExt::shapeInfoCallback(void * ud, SoEventCallback * n)
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{
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const SoMouseButtonEvent * mbe = (SoMouseButtonEvent *)n->getEvent();
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Gui::View3DInventorViewer* view = reinterpret_cast<Gui::View3DInventorViewer*>(n->getUserData());
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// Mark all incoming mouse button events as handled, especially, to deactivate the selection node
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n->getAction()->setHandled();
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if (mbe->getButton() == SoMouseButtonEvent::BUTTON2 && mbe->getState() == SoButtonEvent::UP) {
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n->setHandled();
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view->setEditing(false);
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view->getWidget()->setCursor(QCursor(Qt::ArrowCursor));
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view->removeEventCallback(SoMouseButtonEvent::getClassTypeId(), shapeInfoCallback);
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}
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else if (mbe->getButton() == SoMouseButtonEvent::BUTTON1 && mbe->getState() == SoButtonEvent::DOWN) {
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const SoPickedPoint * point = n->getPickedPoint();
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if (point == NULL) {
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Base::Console().Message("No point picked.\n");
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return;
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||||
}
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||||
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||||
n->setHandled();
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||||
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||||
// By specifying the indexed mesh node 'pcFaceSet' we make sure that the picked point is
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||||
// really from the mesh we render and not from any other geometry
|
||||
Gui::ViewProvider* vp = static_cast<Gui::ViewProvider*>(view->getViewProviderByPath(point->getPath()));
|
||||
if (!vp || !vp->getTypeId().isDerivedFrom(ViewProviderPartExt::getClassTypeId()))
|
||||
return;
|
||||
ViewProviderPartExt* that = static_cast<ViewProviderPartExt*>(vp);
|
||||
TopoDS_Shape sh = that->getShape(point);
|
||||
if (!sh.IsNull()) {
|
||||
SbVec3f pt = point->getPoint();
|
||||
Base::Console().Message("(%.6f, %.6f, %.6f, %d)\n", pt[0], pt[1], pt[2], sh.HashCode(IntegerLast()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TopoDS_Shape ViewProviderPartExt::getShape(const SoPickedPoint* point) const
|
||||
{
|
||||
if (point && point->getPath()->getTail()->getTypeId().isDerivedFrom(SoVertexShape::getClassTypeId())) {
|
||||
SoVertexShape* vs = static_cast<SoVertexShape*>(point->getPath()->getTail());
|
||||
std::map<SoVertexShape*, TopoDS_Shape>::const_iterator it = vertexShapeMap.find(vs);
|
||||
if (it != vertexShapeMap.end())
|
||||
return it->second;
|
||||
}
|
||||
|
||||
return TopoDS_Shape();
|
||||
}
|
||||
|
||||
bool ViewProviderPartExt::loadParameter()
|
||||
{
|
||||
bool changed = false;
|
||||
ParameterGrp::handle hGrp = App::GetApplication().GetParameterGroupByPath
|
||||
("User parameter:BaseApp/Preferences/Mod/Part");
|
||||
float deviation = hGrp->GetFloat("MeshDeviation",0.2);
|
||||
bool novertexnormals = hGrp->GetBool("NoPerVertexNormals",false);
|
||||
bool qualitynormals = hGrp->GetBool("QualityNormals",false);
|
||||
|
||||
if (this->meshDeviation != deviation) {
|
||||
this->meshDeviation = deviation;
|
||||
changed = true;
|
||||
}
|
||||
if (this->noPerVertexNormals != novertexnormals) {
|
||||
this->noPerVertexNormals = novertexnormals;
|
||||
changed = true;
|
||||
}
|
||||
if (this->qualityNormals != qualitynormals) {
|
||||
this->qualityNormals = qualitynormals;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
void ViewProviderPartExt::reload()
|
||||
{
|
||||
if (loadParameter()) {
|
||||
App::Property* shape = pcObject->getPropertyByName("Shape");
|
||||
if (shape) update(shape);
|
||||
}
|
||||
}
|
||||
|
||||
void ViewProviderPartExt::updateData(const App::Property* prop)
|
||||
{
|
||||
if (prop->getTypeId() == Part::PropertyPartShape::getClassTypeId()) {
|
||||
// get the shape to show
|
||||
const TopoDS_Shape &cShape = static_cast<const Part::PropertyPartShape*>(prop)->getValue();
|
||||
|
||||
// calculate the visual only if visible
|
||||
if (Visibility.getValue())
|
||||
updateVisual(cShape);
|
||||
else
|
||||
VisualTouched = true;
|
||||
|
||||
if (!VisualTouched) {
|
||||
if (this->faceset->partIndex.getNum() >
|
||||
this->pcShapeMaterial->diffuseColor.getNum()) {
|
||||
this->pcShapeBind->value = SoMaterialBinding::OVERALL;
|
||||
}
|
||||
}
|
||||
}
|
||||
Gui::ViewProviderGeometryObject::updateData(prop);
|
||||
}
|
||||
|
||||
void ViewProviderPartExt::setupContextMenu(QMenu* menu, QObject* receiver, const char* member)
|
||||
{
|
||||
Gui::ViewProviderGeometryObject::setupContextMenu(menu, receiver, member);
|
||||
QAction* act = menu->addAction(QObject::tr("Set colors..."), receiver, member);
|
||||
act->setData(QVariant(getClassTypeId().getKey()));
|
||||
}
|
||||
|
||||
bool ViewProviderPartExt::setEdit(int ModNum)
|
||||
{
|
||||
if (ModNum == (int)getClassTypeId().getKey()) {
|
||||
// When double-clicking on the item for this pad the
|
||||
// object unsets and sets its edit mode without closing
|
||||
// the task panel
|
||||
Gui::TaskView::TaskDialog *dlg = Gui::Control().activeDialog();
|
||||
if (dlg) {
|
||||
Gui::Control().showDialog(dlg);
|
||||
return false;
|
||||
}
|
||||
|
||||
Gui::Selection().clearSelection();
|
||||
Gui::Control().showDialog(new TaskFaceColors(this));
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
return Gui::ViewProviderGeometryObject::setEdit(ModNum);
|
||||
}
|
||||
}
|
||||
|
||||
void ViewProviderPartExt::unsetEdit(int ModNum)
|
||||
{
|
||||
if (ModNum == (int)getClassTypeId().getKey()) {
|
||||
}
|
||||
else {
|
||||
Gui::ViewProviderGeometryObject::unsetEdit(ModNum);
|
||||
}
|
||||
}
|
||||
|
||||
void ViewProviderPartExt::updateVisual(const TopoDS_Shape& inputShape)
|
||||
{
|
||||
TopoDS_Shape cShape(inputShape);
|
||||
if (cShape.IsNull()) {
|
||||
coords ->point .setNum(0);
|
||||
norm ->vector .setNum(0);
|
||||
faceset ->coordIndex .setNum(0);
|
||||
faceset ->partIndex .setNum(0);
|
||||
lineset ->coordIndex .setNum(0);
|
||||
VisualTouched = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// time measurement and book keeping
|
||||
Base::TimeInfo start_time;
|
||||
int nbrTriangles=0,nbrNodes=0,nbrNorms=0,nbrFaces=0,nbrEdges=0,nbrLines=0;
|
||||
std::set<int> faceEdges;
|
||||
|
||||
try {
|
||||
// calculating the deflection value
|
||||
Bnd_Box bounds;
|
||||
BRepBndLib::Add(cShape, bounds);
|
||||
bounds.SetGap(0.0);
|
||||
Standard_Real xMin, yMin, zMin, xMax, yMax, zMax;
|
||||
bounds.Get(xMin, yMin, zMin, xMax, yMax, zMax);
|
||||
Standard_Real deflection = ((xMax-xMin)+(yMax-yMin)+(zMax-zMin))/300.0 *
|
||||
this->meshDeviation;
|
||||
|
||||
// create or use the mesh on the data structure
|
||||
BRepMesh_IncrementalMesh myMesh(cShape,deflection);
|
||||
// We must reset the location here because the transformation data
|
||||
// are set in the placement property
|
||||
TopLoc_Location aLoc;
|
||||
cShape.Location(aLoc);
|
||||
|
||||
// count triangles and nodes in the mesh
|
||||
TopExp_Explorer Ex;
|
||||
for (Ex.Init(cShape,TopAbs_FACE);Ex.More();Ex.Next()) {
|
||||
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(TopoDS::Face(Ex.Current()), aLoc);
|
||||
// Note: we must also count empty faces
|
||||
if (!mesh.IsNull()) {
|
||||
nbrTriangles += mesh->NbTriangles();
|
||||
nbrNodes += mesh->NbNodes();
|
||||
nbrNorms += mesh->NbNodes();
|
||||
}
|
||||
|
||||
TopExp_Explorer xp;
|
||||
for (xp.Init(Ex.Current(),TopAbs_EDGE);xp.More();xp.Next())
|
||||
faceEdges.insert(xp.Current().HashCode(INT_MAX));
|
||||
nbrFaces++;
|
||||
}
|
||||
|
||||
// get an indexed map of edges
|
||||
TopTools_IndexedMapOfShape M;
|
||||
TopExp::MapShapes(cShape, TopAbs_EDGE, M);
|
||||
|
||||
std::set<int> edgeIdxSet;
|
||||
std::vector<int32_t> indxVector;
|
||||
std::vector<int32_t> edgeVector;
|
||||
|
||||
// count and index the edges
|
||||
for (int i=1; i <= M.Extent(); i++) {
|
||||
edgeIdxSet.insert(i);
|
||||
nbrEdges++;
|
||||
|
||||
const TopoDS_Edge& aEdge = TopoDS::Edge(M(i));
|
||||
TopLoc_Location aLoc;
|
||||
|
||||
// handling of the free edge that are not associated to a face
|
||||
// Note: The assumption that if for an edge BRep_Tool::Polygon3D
|
||||
// returns a valid object is wrong. This e.g. happens for ruled
|
||||
// surfaces which gets created by two edges or wires.
|
||||
// So, we have to store the hashes of the edges associated to a face.
|
||||
// If the hash of a given edge is not in this list we know it's really
|
||||
// a free edge.
|
||||
int hash = aEdge.HashCode(INT_MAX);
|
||||
if (faceEdges.find(hash) == faceEdges.end()) {
|
||||
Handle(Poly_Polygon3D) aPoly = BRep_Tool::Polygon3D(aEdge, aLoc);
|
||||
if (!aPoly.IsNull()) {
|
||||
int nbNodesInEdge = aPoly->NbNodes();
|
||||
nbrNodes += nbNodesInEdge;
|
||||
}
|
||||
}
|
||||
}
|
||||
// reserve some memory
|
||||
indxVector.reserve(nbrEdges*8);
|
||||
|
||||
// handling of the vertices
|
||||
TopTools_IndexedMapOfShape V;
|
||||
TopExp::MapShapes(cShape, TopAbs_VERTEX, V);
|
||||
nbrNodes += V.Extent();
|
||||
|
||||
// create memory for the nodes and indexes
|
||||
coords ->point .setNum(nbrNodes);
|
||||
norm ->vector .setNum(nbrNorms);
|
||||
faceset ->coordIndex .setNum(nbrTriangles*4);
|
||||
faceset ->partIndex .setNum(nbrFaces);
|
||||
// get the raw memory for fast fill up
|
||||
SbVec3f* verts = coords ->point .startEditing();
|
||||
SbVec3f* norms = norm ->vector .startEditing();
|
||||
int32_t* index = faceset ->coordIndex .startEditing();
|
||||
int32_t* parts = faceset ->partIndex .startEditing();
|
||||
|
||||
// preset the normal vector with null vector
|
||||
for (int i=0;i < nbrNorms;i++)
|
||||
norms[i]= SbVec3f(0.0,0.0,0.0);
|
||||
|
||||
int ii = 0,FaceNodeOffset=0,FaceTriaOffset=0;
|
||||
for (Ex.Init(cShape, TopAbs_FACE); Ex.More(); Ex.Next(),ii++) {
|
||||
TopLoc_Location aLoc;
|
||||
const TopoDS_Face &actFace = TopoDS::Face(Ex.Current());
|
||||
// get the mesh of the shape
|
||||
Handle (Poly_Triangulation) mesh = BRep_Tool::Triangulation(actFace,aLoc);
|
||||
if (mesh.IsNull()) continue;
|
||||
|
||||
// getting the transformation of the shape/face
|
||||
gp_Trsf myTransf;
|
||||
Standard_Boolean identity = true;
|
||||
if (!aLoc.IsIdentity()) {
|
||||
identity = false;
|
||||
myTransf = aLoc.Transformation();
|
||||
}
|
||||
|
||||
// getting size of node and triangle array of this face
|
||||
int nbNodesInFace = mesh->NbNodes();
|
||||
int nbTriInFace = mesh->NbTriangles();
|
||||
// check orientation
|
||||
TopAbs_Orientation orient = actFace.Orientation();
|
||||
|
||||
|
||||
// cycling through the poly mesh
|
||||
const Poly_Array1OfTriangle& Triangles = mesh->Triangles();
|
||||
const TColgp_Array1OfPnt& Nodes = mesh->Nodes();
|
||||
for (int g=1;g<=nbTriInFace;g++) {
|
||||
// Get the triangle
|
||||
Standard_Integer N1,N2,N3;
|
||||
Triangles(g).Get(N1,N2,N3);
|
||||
|
||||
// change orientation of the triangle if the face is reversed
|
||||
if ( orient != TopAbs_FORWARD ) {
|
||||
Standard_Integer tmp = N1;
|
||||
N1 = N2;
|
||||
N2 = tmp;
|
||||
}
|
||||
|
||||
// get the 3 points of this triangle
|
||||
gp_Pnt V1(Nodes(N1)), V2(Nodes(N2)), V3(Nodes(N3));
|
||||
|
||||
// transform the vertices to the place of the face
|
||||
if (!identity) {
|
||||
V1.Transform(myTransf);
|
||||
V2.Transform(myTransf);
|
||||
V3.Transform(myTransf);
|
||||
}
|
||||
|
||||
// calculating per vertex normals
|
||||
// Calculate triangle normal
|
||||
gp_Vec v1(V1.X(),V1.Y(),V1.Z()),v2(V2.X(),V2.Y(),V2.Z()),v3(V3.X(),V3.Y(),V3.Z());
|
||||
gp_Vec Normal = (v2-v1)^(v3-v1);
|
||||
|
||||
// add the triangle normal to the vertex normal for all points of this triangle
|
||||
norms[FaceNodeOffset+N1-1] += SbVec3f(Normal.X(),Normal.Y(),Normal.Z());
|
||||
norms[FaceNodeOffset+N2-1] += SbVec3f(Normal.X(),Normal.Y(),Normal.Z());
|
||||
norms[FaceNodeOffset+N3-1] += SbVec3f(Normal.X(),Normal.Y(),Normal.Z());
|
||||
|
||||
// set the vertices
|
||||
verts[FaceNodeOffset+N1-1].setValue((float)(V1.X()),(float)(V1.Y()),(float)(V1.Z()));
|
||||
verts[FaceNodeOffset+N2-1].setValue((float)(V2.X()),(float)(V2.Y()),(float)(V2.Z()));
|
||||
verts[FaceNodeOffset+N3-1].setValue((float)(V3.X()),(float)(V3.Y()),(float)(V3.Z()));
|
||||
|
||||
// set the index vector with the 3 point indexes and the end delimiter
|
||||
index[FaceTriaOffset*4+4*(g-1)] = FaceNodeOffset+N1-1;
|
||||
index[FaceTriaOffset*4+4*(g-1)+1] = FaceNodeOffset+N2-1;
|
||||
index[FaceTriaOffset*4+4*(g-1)+2] = FaceNodeOffset+N3-1;
|
||||
index[FaceTriaOffset*4+4*(g-1)+3] = SO_END_FACE_INDEX;
|
||||
}
|
||||
|
||||
parts[ii] = nbTriInFace; // new part
|
||||
|
||||
// handling the edges lying on this face
|
||||
TopExp_Explorer Exp;
|
||||
for(Exp.Init(actFace,TopAbs_EDGE);Exp.More();Exp.Next()) {
|
||||
const TopoDS_Edge &actEdge = TopoDS::Edge(Exp.Current());
|
||||
// get the overall index of this edge
|
||||
int idx = M.FindIndex(actEdge);
|
||||
edgeVector.push_back((int32_t)idx-1);
|
||||
// already processed this index ?
|
||||
if (edgeIdxSet.find(idx)!=edgeIdxSet.end()) {
|
||||
|
||||
// this holds the indices of the edge's triangulation to the current polygon
|
||||
Handle(Poly_PolygonOnTriangulation) aPoly = BRep_Tool::PolygonOnTriangulation(actEdge, mesh, aLoc);
|
||||
if (aPoly.IsNull())
|
||||
continue; // polygon does not exist
|
||||
|
||||
// getting the indexes of the edge polygon
|
||||
const TColStd_Array1OfInteger& indices = aPoly->Nodes();
|
||||
for (Standard_Integer i=indices.Lower();i <= indices.Upper();i++) {
|
||||
int inx = indices(i);
|
||||
indxVector.push_back(FaceNodeOffset+inx-1);
|
||||
|
||||
// usually the coordinates for this edge are already set by the
|
||||
// triangles of the face this edge belongs to. However, there are
|
||||
// rare cases where some points are only referenced by the polygon
|
||||
// but not by any triangle. Thus, we must apply the coordinates to
|
||||
// make sure that everything is properly set.
|
||||
gp_Pnt p(Nodes(inx));
|
||||
if (!identity)
|
||||
p.Transform(myTransf);
|
||||
verts[FaceNodeOffset+inx-1].setValue((float)(p.X()),(float)(p.Y()),(float)(p.Z()));
|
||||
}
|
||||
indxVector.push_back(-1);
|
||||
|
||||
// remove the handled edge index from the set
|
||||
edgeIdxSet.erase(idx);
|
||||
}
|
||||
}
|
||||
|
||||
edgeVector.push_back(-1);
|
||||
|
||||
// counting up the per Face offsets
|
||||
FaceNodeOffset += nbNodesInFace;
|
||||
FaceTriaOffset += nbTriInFace;
|
||||
}
|
||||
|
||||
// handling of the free edges
|
||||
for (int i=1; i <= M.Extent(); i++) {
|
||||
const TopoDS_Edge& aEdge = TopoDS::Edge(M(i));
|
||||
Standard_Boolean identity = true;
|
||||
gp_Trsf myTransf;
|
||||
TopLoc_Location aLoc;
|
||||
|
||||
// handling of the free edge that are not associated to a face
|
||||
int hash = aEdge.HashCode(INT_MAX);
|
||||
if (faceEdges.find(hash) == faceEdges.end()) {
|
||||
Handle(Poly_Polygon3D) aPoly = BRep_Tool::Polygon3D(aEdge, aLoc);
|
||||
if (!aPoly.IsNull()) {
|
||||
if (!aLoc.IsIdentity()) {
|
||||
identity = false;
|
||||
myTransf = aLoc.Transformation();
|
||||
}
|
||||
|
||||
const TColgp_Array1OfPnt& aNodes = aPoly->Nodes();
|
||||
int nbNodesInEdge = aPoly->NbNodes();
|
||||
|
||||
gp_Pnt pnt;
|
||||
for (Standard_Integer j=1;j <= nbNodesInEdge;j++) {
|
||||
pnt = aNodes(j);
|
||||
if (!identity)
|
||||
pnt.Transform(myTransf);
|
||||
verts[FaceNodeOffset+j-1].setValue((float)(pnt.X()),(float)(pnt.Y()),(float)(pnt.Z()));
|
||||
indxVector.push_back(FaceNodeOffset+j-1);
|
||||
}
|
||||
|
||||
indxVector.push_back(-1);
|
||||
FaceNodeOffset += nbNodesInEdge;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
nodeset->startIndex.setValue(FaceNodeOffset);
|
||||
for (int i=0; i<V.Extent(); i++) {
|
||||
const TopoDS_Vertex& aVertex = TopoDS::Vertex(V(i+1));
|
||||
gp_Pnt pnt = BRep_Tool::Pnt(aVertex);
|
||||
verts[FaceNodeOffset+i].setValue((float)(pnt.X()),(float)(pnt.Y()),(float)(pnt.Z()));
|
||||
}
|
||||
|
||||
// normalize all normals
|
||||
for (int i = 0; i< nbrNorms ;i++)
|
||||
norms[i].normalize();
|
||||
|
||||
// preset the index vector size
|
||||
nbrLines = indxVector.size();
|
||||
lineset ->coordIndex .setNum(nbrLines);
|
||||
int32_t* lines = lineset ->coordIndex .startEditing();
|
||||
|
||||
int l=0;
|
||||
for (std::vector<int32_t>::const_iterator it=indxVector.begin();it!=indxVector.end();++it,l++)
|
||||
lines[l] = *it;
|
||||
|
||||
// end the editing of the nodes
|
||||
coords ->point .finishEditing();
|
||||
norm ->vector .finishEditing();
|
||||
faceset ->coordIndex .finishEditing();
|
||||
faceset ->partIndex .finishEditing();
|
||||
lineset ->coordIndex .finishEditing();
|
||||
}
|
||||
catch (...) {
|
||||
Base::Console().Error("Cannot compute Inventor representation for the shape of %s.\n",pcObject->getNameInDocument());
|
||||
}
|
||||
|
||||
// printing some informations
|
||||
Base::Console().Log("ViewProvider update time: %f s\n",Base::TimeInfo::diffTimeF(start_time,Base::TimeInfo()));
|
||||
Base::Console().Log("Shape tria info: Faces:%d Edges:%d Nodes:%d Triangles:%d IdxVec:%d\n",nbrFaces,nbrEdges,nbrNodes,nbrTriangles,nbrLines);
|
||||
|
||||
VisualTouched = false;
|
||||
}
|
||||
Reference in New Issue
Block a user