Material: Material appearance

Uses new material system for appearance

Each feature object now has a property called ShapeMaterial that
describes its physical properties. If it has a shape, it has a
material.

The ShapeColor attribute is replaced by a ShapeAppearance attribute.
This is a material list that describes all appearance properties, not
just diffuse color. As a list in can be used for all elements of a
shape, such as edges and faces.

A new widget is provided to allow the user to select materials in a
consistent fashion. It can also launch the material editor with its
more advanced capabilities.
This commit is contained in:
David Carter
2024-03-17 18:37:56 -04:00
committed by Chris Hennes
parent 37c38acd19
commit ba20441935
121 changed files with 4682 additions and 1685 deletions

View File

@@ -22,32 +22,32 @@
#include "PreCompiled.h"
#ifndef _PreComp_
#include <cstdlib>
#include <QAction>
#include <QMenu>
#include <cstdlib>
#include <Inventor/SbBox2s.h>
#include <Inventor/SbLine.h>
#include <Inventor/SbPlane.h>
#include <Inventor/SoPickedPoint.h>
#include <Inventor/VRMLnodes/SoVRMLGroup.h>
#include <Inventor/actions/SoToVRML2Action.h>
#include <Inventor/details/SoFaceDetail.h>
#include <Inventor/events/SoMouseButtonEvent.h>
#include <Inventor/nodes/SoBaseColor.h>
#include <Inventor/nodes/SoCoordinate3.h>
#include <Inventor/nodes/SoDrawStyle.h>
#include <Inventor/nodes/SoLightModel.h>
#include <Inventor/nodes/SoIndexedFaceSet.h>
#include <Inventor/nodes/SoIndexedLineSet.h>
#include <Inventor/nodes/SoLightModel.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoMaterialBinding.h>
#include <Inventor/nodes/SoOrthographicCamera.h>
#include <Inventor/nodes/SoPerspectiveCamera.h>
#include <Inventor/nodes/SoPolygonOffset.h>
#include <Inventor/nodes/SoShapeHints.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoShapeHints.h>
#include <Inventor/nodes/SoTransform.h>
#include <Inventor/VRMLnodes/SoVRMLGroup.h>
#endif
#include <QFuture>
@@ -267,7 +267,7 @@ ViewProviderMesh::ViewProviderMesh()
pcHighlight->addChild(pcShapeGroup);
pOpenColor = new SoBaseColor();
setOpenEdgeColorFrom(ShapeColor.getValue());
setOpenEdgeColorFrom(ShapeAppearance.getDiffuseColor());
pOpenColor->ref();
pcLineStyle = new SoDrawStyle();
@@ -297,12 +297,12 @@ ViewProviderMesh::ViewProviderMesh()
Gui::WindowParameter::getDefaultParameter()->GetGroup("Mod/Mesh");
// Mesh color
App::Color color = ShapeColor.getValue();
App::Color color = ShapeAppearance.getDiffuseColor();
unsigned long current = color.getPackedValue();
unsigned long setting = hGrp->GetUnsigned("MeshColor", current);
if (current != setting) {
color.setPackedValue((uint32_t)setting);
ShapeColor.setValue(color);
ShapeAppearance.setDiffuseColor(color);
}
Transparency.setValue(hGrp->GetInt("MeshTransparency", 0));
@@ -353,7 +353,8 @@ ViewProviderMesh::~ViewProviderMesh()
void ViewProviderMesh::onChanged(const App::Property* prop)
{
// we're going to change the number of colors to one
if (prop == &ShapeColor || prop == &ShapeMaterial) {
// if (prop == &ShapeAppearance || prop == &ShapeMaterial) {
if (prop == &ShapeAppearance) {
pcMatBinding->value = SoMaterialBinding::OVERALL;
}
if (prop == &LineTransparency) {
@@ -393,12 +394,12 @@ void ViewProviderMesh::onChanged(const App::Property* prop)
}
else {
// Set the inverse color for open edges
if (prop == &ShapeColor) {
setOpenEdgeColorFrom(ShapeColor.getValue());
}
else if (prop == &ShapeMaterial) {
setOpenEdgeColorFrom(ShapeMaterial.getValue().diffuseColor);
if (prop == &ShapeAppearance) {
setOpenEdgeColorFrom(ShapeAppearance.getDiffuseColor());
}
// else if (prop == &ShapeMaterial) {
// setOpenEdgeColorFrom(ShapeMaterial.getValue().diffuseColor);
// }
}
ViewProviderGeometryObject::onChanged(prop);
@@ -597,7 +598,7 @@ void ViewProviderMesh::tryColorPerVertexOrFace(bool on)
}
else {
pcMatBinding->value = SoMaterialBinding::OVERALL;
const App::Color& c = ShapeColor.getValue();
const App::Color& c = ShapeAppearance.getDiffuseColor();
pcShapeMaterial->diffuseColor.setValue(c.r, c.g, c.b);
pcShapeMaterial->transparency.setValue(Transparency.getValue() / 100.0f);
}
@@ -1987,7 +1988,7 @@ void ViewProviderMesh::fillHole(Mesh::FacetIndex uFacet)
void ViewProviderMesh::setFacetTransparency(const std::vector<float>& facetTransparency)
{
if (pcShapeMaterial->diffuseColor.getNum() != int(facetTransparency.size())) {
App::Color c = ShapeColor.getValue();
App::Color c = ShapeAppearance.getDiffuseColor();
pcShapeMaterial->diffuseColor.setNum(facetTransparency.size());
SbColor* cols = pcShapeMaterial->diffuseColor.startEditing();
for (std::size_t index = 0; index < facetTransparency.size(); ++index) {
@@ -2009,7 +2010,7 @@ void ViewProviderMesh::setFacetTransparency(const std::vector<float>& facetTrans
void ViewProviderMesh::resetFacetTransparency()
{
pcMatBinding->value = SoMaterialBinding::OVERALL;
App::Color c = ShapeColor.getValue();
App::Color c = ShapeAppearance.getDiffuseColor();
pcShapeMaterial->diffuseColor.setValue(c.r, c.g, c.b);
pcShapeMaterial->transparency.setValue(0);
}
@@ -2115,7 +2116,7 @@ void ViewProviderMesh::deselectFacet(Mesh::FacetIndex facet)
highlightSelection();
}
else {
App::Color c = ShapeColor.getValue();
App::Color c = ShapeAppearance.getDiffuseColor();
pcShapeMaterial->diffuseColor.set1Value(facet, c.r, c.g, c.b);
}
}
@@ -2285,7 +2286,7 @@ void ViewProviderMesh::highlightSelection()
// Colorize the selection
pcMatBinding->value = SoMaterialBinding::PER_FACE;
App::Color c = ShapeColor.getValue();
App::Color c = ShapeAppearance.getDiffuseColor();
int uCtFacets = (int)rMesh.countFacets();
pcShapeMaterial->diffuseColor.setNum(uCtFacets);
@@ -2301,7 +2302,7 @@ void ViewProviderMesh::highlightSelection()
void ViewProviderMesh::unhighlightSelection()
{
App::Color c = ShapeColor.getValue();
App::Color c = ShapeAppearance.getDiffuseColor();
pcMatBinding->value = SoMaterialBinding::OVERALL;
pcShapeMaterial->diffuseColor.setNum(1);
pcShapeMaterial->diffuseColor.setValue(c.r, c.g, c.b);
@@ -2359,7 +2360,7 @@ void ViewProviderMesh::highlightSegments()
std::vector<App::Color> colors;
const Mesh::MeshObject& rMesh = static_cast<Mesh::Feature*>(pcObject)->Mesh.getValue();
unsigned long numSegm = rMesh.countSegments();
colors.resize(numSegm, this->ShapeColor.getValue());
colors.resize(numSegm, this->ShapeAppearance.getDiffuseColor());
for (unsigned long i = 0; i < numSegm; i++) {
App::Color col;