/*************************************************************************** * Copyright (c) 2006 Werner Mayer * * * * This file is part of the FreeCAD CAx development system. * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of the GNU Library General Public * * License as published by the Free Software Foundation; either * * version 2 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Library General Public License for more details. * * * * You should have received a copy of the GNU Library General Public * * License along with this library; see the file COPYING.LIB. If not, * * write to the Free Software Foundation, Inc., 59 Temple Place, * * Suite 330, Boston, MA 02111-1307, USA * * * ***************************************************************************/ #include "PreCompiled.h" #ifndef _PreComp_ # include # ifdef FC_OS_WIN32 # include # endif # ifdef FC_OS_MACOSX # include # include # else # include # include # endif # include # include # include # include # include # include # include # include # include #endif #include "SoFCMeshObject.h" #include #include #include #include #include #include #include #include #include using namespace MeshGui; class SoOutputStreambuf : public std::streambuf { public: SoOutputStreambuf(SoOutput* o) : out(o) { } protected: int overflow(int c = EOF) { if (c != EOF) { char z = static_cast(c); out->write(z); } return c; } std::streamsize xsputn (const char* s, std::streamsize num) { out->write(s); return num; } private: SoOutput* out; }; class SoOutputStream : public std::ostream { public: SoOutputStream(SoOutput* o) : std::ostream(0), buf(o) { this->rdbuf(&buf); } private: SoOutputStreambuf buf; }; class SoInputStreambuf : public std::streambuf { public: SoInputStreambuf(SoInput* o) : inp(o) { setg (buffer+pbSize, buffer+pbSize, buffer+pbSize); } protected: int underflow() { if (gptr() < egptr()) { return *gptr(); } int numPutback; numPutback = gptr() - eback(); if (numPutback > pbSize) { numPutback = pbSize; } memcpy (buffer+(pbSize-numPutback), gptr()-numPutback, numPutback); int num=0; for (int i=0; iget(c); if (ok) { num++; buffer[pbSize+i] = c; if (c == '\n') break; } else if (num==0) { return EOF; } } setg (buffer+(pbSize-numPutback), buffer+pbSize, buffer+pbSize+num); return *gptr(); } private: static const int pbSize = 4; static const int bufSize = 1024; char buffer[bufSize+pbSize]; SoInput* inp; }; class SoInputStream : public std::istream { public: SoInputStream(SoInput* o) : std::istream(0), buf(o) { this->rdbuf(&buf); } ~SoInputStream() { } private: SoInputStreambuf buf; }; // Defines all required member variables and functions for a // single-value field SO_SFIELD_SOURCE(SoSFMeshObject, const Mesh::MeshObject*, const Mesh::MeshObject*); void SoSFMeshObject::initClass() { // This macro takes the name of the class and the name of the // parent class SO_SFIELD_INIT_CLASS(SoSFMeshObject, SoSField); } // This reads the value of a field from a file. It returns FALSE if the value could not be read // successfully. SbBool SoSFMeshObject::readValue(SoInput *in) { if (!in->isBinary()) { SoInputStream str(in); MeshCore::MeshKernel kernel; MeshCore::MeshInput(kernel).LoadMeshNode(str); value = new Mesh::MeshObject(kernel); // We need to trigger the notification chain here, as this function // can be used on a node in a scene graph in any state -- not only // during initial scene graph import. this->valueChanged(); return TRUE; } int32_t countPt; in->read(countPt); std::vector verts(countPt); in->readBinaryArray(&(verts[0]),countPt); MeshCore::MeshPointArray rPoints; rPoints.reserve(countPt/3); for (std::vector::iterator it = verts.begin(); it != verts.end();) { Base::Vector3f p; p.x = *it; it++; p.y = *it; it++; p.z = *it; it++; rPoints.push_back(p); } int32_t countFt; in->read(countFt); std::vector faces(countFt); in->readBinaryArray(&(faces[0]),countFt); MeshCore::MeshFacetArray rFacets; rFacets.reserve(countFt/3); for (std::vector::iterator it = faces.begin(); it != faces.end();) { MeshCore::MeshFacet f; f._aulPoints[0] = *it; it++; f._aulPoints[1] = *it; it++; f._aulPoints[2] = *it; it++; rFacets.push_back(f); } MeshCore::MeshKernel kernel; kernel.Adopt(rPoints, rFacets, true); value = new Mesh::MeshObject(kernel); // We need to trigger the notification chain here, as this function // can be used on a node in a scene graph in any state -- not only // during initial scene graph import. this->valueChanged(); return TRUE; } // This writes the value of a field to a file. void SoSFMeshObject::writeValue(SoOutput *out) const { if (!out->isBinary()) { SoOutputStream str(out); MeshCore::MeshOutput(value->getKernel()).SaveMeshNode(str); return; } if (!value) { int32_t count = 0; out->write(count); out->write(count); return; } const MeshCore::MeshPointArray& rPoints = value->getKernel().GetPoints(); std::vector verts; verts.reserve(3*rPoints.size()); for (MeshCore::MeshPointArray::_TConstIterator it = rPoints.begin(); it != rPoints.end(); ++it) { verts.push_back(it->x); verts.push_back(it->y); verts.push_back(it->z); } int32_t countPt = (int32_t)verts.size(); out->write(countPt); out->writeBinaryArray(&(verts[0]),countPt); const MeshCore::MeshFacetArray& rFacets = value->getKernel().GetFacets(); std::vector faces; faces.reserve(3*rFacets.size()); for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { faces.push_back((int32_t)it->_aulPoints[0]); faces.push_back((int32_t)it->_aulPoints[1]); faces.push_back((int32_t)it->_aulPoints[2]); } int32_t countFt = (int32_t)faces.size(); out->write(countFt); out->writeBinaryArray((const int32_t*)&(faces[0]),countFt); } // ------------------------------------------------------- SO_ELEMENT_SOURCE(SoFCMeshObjectElement); void SoFCMeshObjectElement::initClass() { SO_ELEMENT_INIT_CLASS(SoFCMeshObjectElement, inherited); } void SoFCMeshObjectElement::init(SoState * state) { inherited::init(state); this->mesh = 0; } SoFCMeshObjectElement::~SoFCMeshObjectElement() { } void SoFCMeshObjectElement::set(SoState * const state, SoNode * const node, const Mesh::MeshObject * const mesh) { SoFCMeshObjectElement * elem = (SoFCMeshObjectElement *) SoReplacedElement::getElement(state, classStackIndex, node); if (elem) { elem->mesh = mesh; elem->nodeId = node->getNodeId(); } } const Mesh::MeshObject * SoFCMeshObjectElement::get(SoState * const state) { return SoFCMeshObjectElement::getInstance(state)->mesh; } const SoFCMeshObjectElement * SoFCMeshObjectElement::getInstance(SoState * state) { return (const SoFCMeshObjectElement *) SoElement::getConstElement(state, classStackIndex); } void SoFCMeshObjectElement::print(FILE * /* file */) const { } // ------------------------------------------------------- SO_NODE_SOURCE(SoFCMeshPickNode); /*! Constructor. */ SoFCMeshPickNode::SoFCMeshPickNode(void) : meshGrid(0) { SO_NODE_CONSTRUCTOR(SoFCMeshPickNode); SO_NODE_ADD_FIELD(mesh, (0)); } /*! Destructor. */ SoFCMeshPickNode::~SoFCMeshPickNode() { delete meshGrid; } // Doc from superclass. void SoFCMeshPickNode::initClass(void) { SO_NODE_INIT_CLASS(SoFCMeshPickNode, SoNode, "Node"); } void SoFCMeshPickNode::notify(SoNotList *list) { SoField *f = list->getLastField(); if (f == &mesh) { const Mesh::MeshObject* meshObject = mesh.getValue(); if (meshObject) { MeshCore::MeshAlgorithm alg(meshObject->getKernel()); float fAvgLen = alg.GetAverageEdgeLength(); delete meshGrid; meshGrid = new MeshCore::MeshFacetGrid(meshObject->getKernel(), 5.0f * fAvgLen); } } } // Doc from superclass. void SoFCMeshPickNode::rayPick(SoRayPickAction * action) { } // Doc from superclass. void SoFCMeshPickNode::pick(SoPickAction * action) { SoRayPickAction* raypick = static_cast(action); raypick->setObjectSpace(); const Mesh::MeshObject* meshObject = mesh.getValue(); MeshCore::MeshAlgorithm alg(meshObject->getKernel()); const SbLine& line = raypick->getLine(); const SbVec3f& pos = line.getPosition(); const SbVec3f& dir = line.getDirection(); Base::Vector3f pt(pos[0],pos[1],pos[2]); Base::Vector3f dr(dir[0],dir[1],dir[2]); unsigned long index; if (alg.NearestFacetOnRay(pt, dr, *meshGrid, pt, index)) { SoPickedPoint* pp = raypick->addIntersection(SbVec3f(pt.x,pt.y,pt.z)); if (pp) { SoFaceDetail* det = new SoFaceDetail(); det->setFaceIndex(index); pp->setDetail(det, this); } } } // ------------------------------------------------------- SO_NODE_SOURCE(SoFCMeshGridNode); /*! Constructor. */ SoFCMeshGridNode::SoFCMeshGridNode(void) { SO_NODE_CONSTRUCTOR(SoFCMeshGridNode); SO_NODE_ADD_FIELD(minGrid, (SbVec3f(0,0,0))); SO_NODE_ADD_FIELD(maxGrid, (SbVec3f(0,0,0))); SO_NODE_ADD_FIELD(lenGrid, (SbVec3s(0,0,0))); } /*! Destructor. */ SoFCMeshGridNode::~SoFCMeshGridNode() { } // Doc from superclass. void SoFCMeshGridNode::initClass(void) { SO_NODE_INIT_CLASS(SoFCMeshGridNode, SoNode, "Node"); } void SoFCMeshGridNode::GLRender(SoGLRenderAction * action) { const SbVec3f& min = minGrid.getValue(); const SbVec3f& max = maxGrid.getValue(); const SbVec3s& len = lenGrid.getValue(); short u,v,w; len.getValue(u,v,w); float minX, minY, minZ; min.getValue(minX, minY, minZ); float maxX, maxY, maxZ; max.getValue(maxX, maxY, maxZ); float dx = (maxX-minX)/(float)u; float dy = (maxY-minY)/(float)v; float dz = (maxZ-minZ)/(float)w; glColor3f(0.0f,1.0f,0.0); glBegin(GL_LINES); for (short i=0; igetState(), this, mesh.getValue()); } // Doc from superclass. void SoFCMeshObjectNode::GLRender(SoGLRenderAction * action) { SoFCMeshObjectNode::doAction(action); } // Doc from superclass. void SoFCMeshObjectNode::callback(SoCallbackAction * action) { SoFCMeshObjectNode::doAction(action); } // Doc from superclass. void SoFCMeshObjectNode::pick(SoPickAction * action) { SoFCMeshObjectNode::doAction(action); } // Doc from superclass. void SoFCMeshObjectNode::getBoundingBox(SoGetBoundingBoxAction * action) { SoFCMeshObjectNode::doAction(action); } // Doc from superclass. void SoFCMeshObjectNode::getPrimitiveCount(SoGetPrimitiveCountAction * action) { SoFCMeshObjectNode::doAction(action); } // Helper functions: draw vertices inline void glVertex(const MeshCore::MeshPoint& _v) { float v[3]; v[0]=_v.x; v[1]=_v.y;v[2]=_v.z; glVertex3fv(v); } // Helper functions: draw normal inline void glNormal(const Base::Vector3f& _n) { float n[3]; n[0]=_n.x; n[1]=_n.y;n[2]=_n.z; glNormal3fv(n); } // Helper functions: draw normal inline void glNormal(float* n) { glNormal3fv(n); } // Helper function: convert Vec to SbVec3f inline SbVec3f sbvec3f(const Base::Vector3f& _v) { return SbVec3f(_v.x, _v.y, _v.z); } SO_NODE_SOURCE(SoFCMeshObjectShape); void SoFCMeshObjectShape::initClass() { SO_NODE_INIT_CLASS(SoFCMeshObjectShape, SoShape, "Shape"); } SoFCMeshObjectShape::SoFCMeshObjectShape() : renderTriangleLimit(100000), meshChanged(true) { SO_NODE_CONSTRUCTOR(SoFCMeshObjectShape); setName(SoFCMeshObjectShape::getClassTypeId().getName()); } void SoFCMeshObjectShape::notify(SoNotList * node) { inherited::notify(node); meshChanged = true; } /** * Either renders the complete mesh or only a subset of the points. */ void SoFCMeshObjectShape::GLRender(SoGLRenderAction *action) { if (shouldGLRender(action)) { SoState* state = action->getState(); // Here we must save the model and projection matrices because // we need them later for picking glGetFloatv(GL_MODELVIEW_MATRIX, this->modelview); glGetFloatv(GL_PROJECTION_MATRIX, this->projection); SbBool mode = Gui::SoFCInteractiveElement::get(state); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (!mesh || mesh->countPoints() == 0) return; Binding mbind = this->findMaterialBinding(state); SoMaterialBundle mb(action); //SoTextureCoordinateBundle tb(action, true, false); SbBool needNormals = !mb.isColorOnly()/* || tb.isFunction()*/; mb.sendFirst(); // make sure we have the correct material SbBool ccw = TRUE; if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE) ccw = FALSE; if (mode == false || mesh->countFacets() <= this->renderTriangleLimit) { if (mbind != OVERALL) drawFaces(mesh, &mb, mbind, needNormals, ccw); else drawFaces(mesh, 0, mbind, needNormals, ccw); } else { drawPoints(mesh, needNormals, ccw); } // Disable caching for this node //SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE); } } /** * Translates current material binding into the internal Binding enum. */ SoFCMeshObjectShape::Binding SoFCMeshObjectShape::findMaterialBinding(SoState * const state) const { Binding binding = OVERALL; SoMaterialBindingElement::Binding matbind = SoMaterialBindingElement::get(state); switch (matbind) { case SoMaterialBindingElement::OVERALL: binding = OVERALL; break; case SoMaterialBindingElement::PER_VERTEX: binding = PER_VERTEX_INDEXED; break; case SoMaterialBindingElement::PER_VERTEX_INDEXED: binding = PER_VERTEX_INDEXED; break; case SoMaterialBindingElement::PER_PART: case SoMaterialBindingElement::PER_FACE: binding = PER_FACE_INDEXED; break; case SoMaterialBindingElement::PER_PART_INDEXED: case SoMaterialBindingElement::PER_FACE_INDEXED: binding = PER_FACE_INDEXED; break; default: break; } return binding; } /** * Renders the triangles of the complete mesh. * FIXME: Do it the same way as Coin did to have only one implementation which is controled by defines * FIXME: Implement using different values of transparency for each vertex or face */ void SoFCMeshObjectShape::drawFaces(const Mesh::MeshObject * mesh, SoMaterialBundle* mb, Binding bind, SbBool needNormals, SbBool ccw) const { const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); bool perVertex = (mb && bind == PER_VERTEX_INDEXED); bool perFace = (mb && bind == PER_FACE_INDEXED); if (needNormals) { glBegin(GL_TRIANGLES); if (ccw) { // counterclockwise ordering for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; // Calculate the normal n = (v1-v0)x(v2-v0) float n[3]; n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y); n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z); n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x); if(perFace) mb->send(it-rFacets.begin(), TRUE); glNormal(n); if(perVertex) mb->send(it->_aulPoints[0], TRUE); glVertex(v0); if(perVertex) mb->send(it->_aulPoints[1], TRUE); glVertex(v1); if(perVertex) mb->send(it->_aulPoints[2], TRUE); glVertex(v2); } } else { // clockwise ordering for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; // Calculate the normal n = -(v1-v0)x(v2-v0) float n[3]; n[0] = -((v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y)); n[1] = -((v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z)); n[2] = -((v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x)); glNormal(n); glVertex(v0); glVertex(v1); glVertex(v2); } } glEnd(); } else { glBegin(GL_TRIANGLES); for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { glVertex(rPoints[it->_aulPoints[0]]); glVertex(rPoints[it->_aulPoints[1]]); glVertex(rPoints[it->_aulPoints[2]]); } glEnd(); } } /** * Renders the gravity points of a subset of triangles. */ void SoFCMeshObjectShape::drawPoints(const Mesh::MeshObject * mesh, SbBool needNormals, SbBool ccw) const { const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); int mod = rFacets.size()/renderTriangleLimit+1; float size = std::min((float)mod,3.0f); glPointSize(size); if (needNormals) { glBegin(GL_POINTS); int ct=0; if (ccw) { for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it, ct++) { if (ct%mod==0) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; // Calculate the normal n = (v1-v0)x(v2-v0) float n[3]; n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y); n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z); n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x); // Calculate the center point p=(v0+v1+v2)/3 float p[3]; p[0] = (v0.x+v1.x+v2.x)/3.0f; p[1] = (v0.y+v1.y+v2.y)/3.0f; p[2] = (v0.z+v1.z+v2.z)/3.0f; glNormal3fv(n); glVertex3fv(p); } } } else { for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it, ct++) { if (ct%mod==0) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; // Calculate the normal n = -(v1-v0)x(v2-v0) float n[3]; n[0] = -((v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y)); n[1] = -((v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z)); n[2] = -((v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x)); // Calculate the center point p=(v0+v1+v2)/3 float p[3]; p[0] = (v0.x+v1.x+v2.x)/3.0f; p[1] = (v0.y+v1.y+v2.y)/3.0f; p[2] = (v0.z+v1.z+v2.z)/3.0f; glNormal3fv(n); glVertex3fv(p); } } } glEnd(); } else { glBegin(GL_POINTS); int ct=0; for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it, ct++) { if (ct%mod==0) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; // Calculate the center point p=(v0+v1+v2)/3 float p[3]; p[0] = (v0.x+v1.x+v2.x)/3.0f; p[1] = (v0.y+v1.y+v2.y)/3.0f; p[2] = (v0.z+v1.z+v2.z)/3.0f; glVertex3fv(p); } } glEnd(); } } void SoFCMeshObjectShape::doAction(SoAction * action) { if (action->getTypeId() == Gui::SoGLSelectAction::getClassTypeId()) { SoNode* node = action->getNodeAppliedTo(); if (!node) return; // on no node applied // The node we have is the parent of this node and the coordinate node // thus we search there for it. SoSearchAction sa; sa.setInterest(SoSearchAction::FIRST); sa.setSearchingAll(FALSE); sa.setType(SoFCMeshObjectNode::getClassTypeId(), 1); sa.apply(node); SoPath * path = sa.getPath(); if (!path) return; // make sure we got the node we wanted SoNode* coords = path->getNodeFromTail(0); if (!(coords && coords->getTypeId().isDerivedFrom(SoFCMeshObjectNode::getClassTypeId()))) return; const Mesh::MeshObject* mesh = static_cast(coords)->mesh.getValue(); startSelection(action, mesh); renderSelectionGeometry(mesh); stopSelection(action, mesh); } inherited::doAction(action); } void SoFCMeshObjectShape::startSelection(SoAction * action, const Mesh::MeshObject* mesh) { Gui::SoGLSelectAction *doaction = static_cast(action); const SbViewportRegion& vp = doaction->getViewportRegion(); int x = vp.getViewportOriginPixels()[0]; int y = vp.getViewportOriginPixels()[1]; int w = vp.getViewportSizePixels()[0]; int h = vp.getViewportSizePixels()[1]; unsigned int bufSize = 5*mesh->countFacets(); // make the buffer big enough this->selectBuf = new GLuint[bufSize]; glSelectBuffer(bufSize, selectBuf); glRenderMode(GL_SELECT); glInitNames(); glPushName(-1); //double mp[16]; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); glMatrixMode(GL_PROJECTION); //glGetDoublev(GL_PROJECTION_MATRIX ,mp); glPushMatrix(); glLoadIdentity(); gluPickMatrix(x, y, w, h, viewport); glMultMatrixf(/*mp*/this->projection); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(this->modelview); } void SoFCMeshObjectShape::stopSelection(SoAction * action, const Mesh::MeshObject* mesh) { // restoring the original projection matrix glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glFlush(); // returning to normal rendering mode GLint hits = glRenderMode(GL_RENDER); unsigned int bufSize = 5*mesh->countFacets(); std::vector< std::pair > hit; GLuint index=0; for (GLint ii=0;ii (selectBuf[index+1]/4294967295.0,selectBuf[index+3])); index = index+ct+3; } delete [] selectBuf; selectBuf = 0; bool sorted = true; if(sorted) std::sort(hit.begin(),hit.end()); Gui::SoGLSelectAction *doaction = static_cast(action); doaction->indices.reserve(hit.size()); for (GLint ii=0;iiindices.push_back(hit[ii].second); } } void SoFCMeshObjectShape::renderSelectionGeometry(const Mesh::MeshObject* mesh) { int fcnt=0; const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); MeshCore::MeshFacetArray::_TConstIterator it_end = rFacets.end(); for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != it_end; ++it) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; glLoadName(fcnt); glBegin(GL_TRIANGLES); glVertex(v0); glVertex(v1); glVertex(v2); glEnd(); fcnt++; } } // test bbox intersection //static SbBool //SoFCMeshObjectShape_ray_intersect(SoRayPickAction * action, const SbBox3f & box) //{ // if (box.isEmpty()) return FALSE; // return action->intersect(box, TRUE); //} /** * Calculates picked point based on primitives generated by subclasses. */ void SoFCMeshObjectShape::rayPick(SoRayPickAction * action) { //if (this->shouldRayPick(action)) { // this->computeObjectSpaceRay(action); // const SoBoundingBoxCache* bboxcache = getBoundingBoxCache(); // if (!bboxcache || !bboxcache->isValid(action->getState()) || // SoFCMeshObjectShape_ray_intersect(action, bboxcache->getProjectedBox())) { // this->generatePrimitives(action); // } //} inherited::rayPick(action); } /** Sets the point indices, the geometric points and the normal for each triangle. * If the number of triangles exceeds \a renderTriangleLimit then only a triangulation of * a rough model is filled in instead. This is due to performance issues. * \see createTriangleDetail(). */ void SoFCMeshObjectShape::generatePrimitives(SoAction* action) { SoState* state = action->getState(); const Mesh::MeshObject* mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); if (rPoints.size() < 3) return; if (rFacets.size() < 1) return; // get material binding Binding mbind = this->findMaterialBinding(state); // Create the information when moving over or picking into the scene SoPrimitiveVertex vertex; SoPointDetail pointDetail; SoFaceDetail faceDetail; vertex.setDetail(&pointDetail); beginShape(action, TRIANGLES, &faceDetail); try { for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]]; // Calculate the normal n = (v1-v0)x(v2-v0) SbVec3f n; n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y); n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z); n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x); // Set the normal vertex.setNormal(n); // Vertex 0 if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) { pointDetail.setMaterialIndex(it->_aulPoints[0]); vertex.setMaterialIndex(it->_aulPoints[0]); } pointDetail.setCoordinateIndex(it->_aulPoints[0]); vertex.setPoint(sbvec3f(v0)); shapeVertex(&vertex); // Vertex 1 if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) { pointDetail.setMaterialIndex(it->_aulPoints[1]); vertex.setMaterialIndex(it->_aulPoints[1]); } pointDetail.setCoordinateIndex(it->_aulPoints[1]); vertex.setPoint(sbvec3f(v1)); shapeVertex(&vertex); // Vertex 2 if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) { pointDetail.setMaterialIndex(it->_aulPoints[2]); vertex.setMaterialIndex(it->_aulPoints[2]); } pointDetail.setCoordinateIndex(it->_aulPoints[2]); vertex.setPoint(sbvec3f(v2)); shapeVertex(&vertex); // Increment for the next face faceDetail.incFaceIndex(); } } catch (const Base::MemoryException&) { Base::Console().Log("Not enough memory to generate primitives\n"); } endShape(); } /** * If the number of triangles exceeds \a renderTriangleLimit 0 is returned. * This means that the client programmer needs to implement itself to get the * index of the picked triangle. If the number of triangles doesn't exceed * \a renderTriangleLimit SoShape::createTriangleDetail() gets called. * Against the default OpenInventor implementation which returns 0 as well * Coin3d fills in the point and face indices. */ SoDetail * SoFCMeshObjectShape::createTriangleDetail(SoRayPickAction * action, const SoPrimitiveVertex * v1, const SoPrimitiveVertex * v2, const SoPrimitiveVertex * v3, SoPickedPoint * pp) { SoDetail* detail = inherited::createTriangleDetail(action, v1, v2, v3, pp); return detail; } /** * Sets the bounding box of the mesh to \a box and its center to \a center. */ void SoFCMeshObjectShape::computeBBox(SoAction *action, SbBox3f &box, SbVec3f ¢er) { SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (mesh && mesh->countPoints() > 0) { Base::BoundBox3f cBox = mesh->getKernel().GetBoundBox(); box.setBounds(SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ), SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ)); Base::Vector3f mid = cBox.CalcCenter(); center.setValue(mid.x,mid.y,mid.z); } else { box.setBounds(SbVec3f(0,0,0), SbVec3f(0,0,0)); center.setValue(0.0f,0.0f,0.0f); } } /** * Adds the number of the triangles to the \a SoGetPrimitiveCountAction. */ void SoFCMeshObjectShape::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); action->addNumTriangles(mesh->countFacets()); action->addNumPoints(mesh->countPoints()); } /** * Counts the number of triangles. If a mesh is not set yet it returns 0. */ unsigned int SoFCMeshObjectShape::countTriangles(SoAction * action) const { SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); return (unsigned int)mesh->countFacets(); } // ------------------------------------------------------- SO_NODE_SOURCE(SoFCMeshSegmentShape); void SoFCMeshSegmentShape::initClass() { SO_NODE_INIT_CLASS(SoFCMeshSegmentShape, SoShape, "Shape"); } SoFCMeshSegmentShape::SoFCMeshSegmentShape() : renderTriangleLimit(100000) { SO_NODE_CONSTRUCTOR(SoFCMeshSegmentShape); SO_NODE_ADD_FIELD(index, (0)); } /** * Either renders the complete mesh or only a subset of the points. */ void SoFCMeshSegmentShape::GLRender(SoGLRenderAction *action) { if (shouldGLRender(action)) { SoState* state = action->getState(); SbBool mode = Gui::SoFCInteractiveElement::get(state); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; Binding mbind = this->findMaterialBinding(state); SoMaterialBundle mb(action); //SoTextureCoordinateBundle tb(action, true, false); SbBool needNormals = !mb.isColorOnly()/* || tb.isFunction()*/; mb.sendFirst(); // make sure we have the correct material SbBool ccw = TRUE; if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE) ccw = FALSE; if (mode == false || mesh->countFacets() <= this->renderTriangleLimit) { if (mbind != OVERALL) drawFaces(mesh, &mb, mbind, needNormals, ccw); else drawFaces(mesh, 0, mbind, needNormals, ccw); } else { drawPoints(mesh, needNormals, ccw); } // Disable caching for this node //SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE); } } /** * Translates current material binding into the internal Binding enum. */ SoFCMeshSegmentShape::Binding SoFCMeshSegmentShape::findMaterialBinding(SoState * const state) const { Binding binding = OVERALL; SoMaterialBindingElement::Binding matbind = SoMaterialBindingElement::get(state); switch (matbind) { case SoMaterialBindingElement::OVERALL: binding = OVERALL; break; case SoMaterialBindingElement::PER_VERTEX: binding = PER_VERTEX_INDEXED; break; case SoMaterialBindingElement::PER_VERTEX_INDEXED: binding = PER_VERTEX_INDEXED; break; case SoMaterialBindingElement::PER_PART: case SoMaterialBindingElement::PER_FACE: binding = PER_FACE_INDEXED; break; case SoMaterialBindingElement::PER_PART_INDEXED: case SoMaterialBindingElement::PER_FACE_INDEXED: binding = PER_FACE_INDEXED; break; default: break; } return binding; } /** * Renders the triangles of the complete mesh. * FIXME: Do it the same way as Coin did to have only one implementation which is controled by defines * FIXME: Implement using different values of transparency for each vertex or face */ void SoFCMeshSegmentShape::drawFaces(const Mesh::MeshObject * mesh, SoMaterialBundle* mb, Binding bind, SbBool needNormals, SbBool ccw) const { const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); if (mesh->countSegments() <= this->index.getValue()) return; const std::vector rSegm = mesh->getSegment (this->index.getValue()).getIndices(); bool perVertex = (mb && bind == PER_VERTEX_INDEXED); bool perFace = (mb && bind == PER_FACE_INDEXED); if (needNormals) { glBegin(GL_TRIANGLES); if (ccw) { // counterclockwise ordering for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it) { const MeshCore::MeshFacet& f = rFacets[*it]; const MeshCore::MeshPoint& v0 = rPoints[f._aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[f._aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[f._aulPoints[2]]; // Calculate the normal n = (v1-v0)x(v2-v0) float n[3]; n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y); n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z); n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x); if(perFace) mb->send(*it, TRUE); glNormal(n); if(perVertex) mb->send(f._aulPoints[0], TRUE); glVertex(v0); if(perVertex) mb->send(f._aulPoints[1], TRUE); glVertex(v1); if(perVertex) mb->send(f._aulPoints[2], TRUE); glVertex(v2); } } else { // clockwise ordering for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it) { const MeshCore::MeshFacet& f = rFacets[*it]; const MeshCore::MeshPoint& v0 = rPoints[f._aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[f._aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[f._aulPoints[2]]; // Calculate the normal n = -(v1-v0)x(v2-v0) float n[3]; n[0] = -((v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y)); n[1] = -((v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z)); n[2] = -((v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x)); glNormal(n); glVertex(v0); glVertex(v1); glVertex(v2); } } glEnd(); } else { glBegin(GL_TRIANGLES); for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it) { const MeshCore::MeshFacet& f = rFacets[*it]; glVertex(rPoints[f._aulPoints[0]]); glVertex(rPoints[f._aulPoints[1]]); glVertex(rPoints[f._aulPoints[2]]); } glEnd(); } } /** * Renders the gravity points of a subset of triangles. */ void SoFCMeshSegmentShape::drawPoints(const Mesh::MeshObject * mesh, SbBool needNormals, SbBool ccw) const { const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); if (mesh->countSegments() <= this->index.getValue()) return; const std::vector rSegm = mesh->getSegment (this->index.getValue()).getIndices(); int mod = rSegm.size()/renderTriangleLimit+1; float size = std::min((float)mod,3.0f); glPointSize(size); if (needNormals) { glBegin(GL_POINTS); int ct=0; if (ccw) { for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it, ct++) { if (ct%mod==0) { const MeshCore::MeshFacet& f = rFacets[*it]; const MeshCore::MeshPoint& v0 = rPoints[f._aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[f._aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[f._aulPoints[2]]; // Calculate the normal n = (v1-v0)x(v2-v0) float n[3]; n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y); n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z); n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x); // Calculate the center point p=(v0+v1+v2)/3 float p[3]; p[0] = (v0.x+v1.x+v2.x)/3.0f; p[1] = (v0.y+v1.y+v2.y)/3.0f; p[2] = (v0.z+v1.z+v2.z)/3.0f; glNormal3fv(n); glVertex3fv(p); } } } else { for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it, ct++) { if (ct%mod==0) { const MeshCore::MeshFacet& f = rFacets[*it]; const MeshCore::MeshPoint& v0 = rPoints[f._aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[f._aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[f._aulPoints[2]]; // Calculate the normal n = -(v1-v0)x(v2-v0) float n[3]; n[0] = -((v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y)); n[1] = -((v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z)); n[2] = -((v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x)); // Calculate the center point p=(v0+v1+v2)/3 float p[3]; p[0] = (v0.x+v1.x+v2.x)/3.0f; p[1] = (v0.y+v1.y+v2.y)/3.0f; p[2] = (v0.z+v1.z+v2.z)/3.0f; glNormal3fv(n); glVertex3fv(p); } } } glEnd(); } else { glBegin(GL_POINTS); int ct=0; for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it, ct++) { if (ct%mod==0) { const MeshCore::MeshFacet& f = rFacets[*it]; const MeshCore::MeshPoint& v0 = rPoints[f._aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[f._aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[f._aulPoints[2]]; // Calculate the center point p=(v0+v1+v2)/3 float p[3]; p[0] = (v0.x+v1.x+v2.x)/3.0f; p[1] = (v0.y+v1.y+v2.y)/3.0f; p[2] = (v0.z+v1.z+v2.z)/3.0f; glVertex3fv(p); } } glEnd(); } } /** Sets the point indices, the geometric points and the normal for each triangle. * If the number of triangles exceeds \a renderTriangleLimit then only a triangulation * of a rough model is filled in instead. This is due to performance issues. * \see createTriangleDetail(). */ void SoFCMeshSegmentShape::generatePrimitives(SoAction* action) { SoState* state = action->getState(); const Mesh::MeshObject* mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); if (rPoints.size() < 3) return; if (rFacets.size() < 1) return; if (mesh->countSegments() <= this->index.getValue()) return; const std::vector rSegm = mesh->getSegment (this->index.getValue()).getIndices(); // get material binding Binding mbind = this->findMaterialBinding(state); // Create the information when moving over or picking into the scene SoPrimitiveVertex vertex; SoPointDetail pointDetail; SoFaceDetail faceDetail; vertex.setDetail(&pointDetail); beginShape(action, TRIANGLES, &faceDetail); try { for (std::vector::const_iterator it = rSegm.begin(); it != rSegm.end(); ++it) { const MeshCore::MeshFacet& f = rFacets[*it]; const MeshCore::MeshPoint& v0 = rPoints[f._aulPoints[0]]; const MeshCore::MeshPoint& v1 = rPoints[f._aulPoints[1]]; const MeshCore::MeshPoint& v2 = rPoints[f._aulPoints[2]]; // Calculate the normal n = (v1-v0)x(v2-v0) SbVec3f n; n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y); n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z); n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x); // Set the normal vertex.setNormal(n); // Vertex 0 if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) { pointDetail.setMaterialIndex(f._aulPoints[0]); vertex.setMaterialIndex(f._aulPoints[0]); } pointDetail.setCoordinateIndex(f._aulPoints[0]); vertex.setPoint(sbvec3f(v0)); shapeVertex(&vertex); // Vertex 1 if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) { pointDetail.setMaterialIndex(f._aulPoints[1]); vertex.setMaterialIndex(f._aulPoints[1]); } pointDetail.setCoordinateIndex(f._aulPoints[1]); vertex.setPoint(sbvec3f(v1)); shapeVertex(&vertex); // Vertex 2 if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) { pointDetail.setMaterialIndex(f._aulPoints[2]); vertex.setMaterialIndex(f._aulPoints[2]); } pointDetail.setCoordinateIndex(f._aulPoints[2]); vertex.setPoint(sbvec3f(v2)); shapeVertex(&vertex); // Increment for the next face faceDetail.incFaceIndex(); } } catch (const Base::MemoryException&) { Base::Console().Log("Not enough memory to generate primitives\n"); } endShape(); } /** * Sets the bounding box of the mesh to \a box and its center to \a center. */ void SoFCMeshSegmentShape::computeBBox(SoAction *action, SbBox3f &box, SbVec3f ¢er) { box.setBounds(SbVec3f(0,0,0), SbVec3f(0,0,0)); center.setValue(0.0f,0.0f,0.0f); SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (mesh && mesh->countSegments() > this->index.getValue()) { const Mesh::Segment& segm = mesh->getSegment(this->index.getValue()); const std::vector& indices = segm.getIndices(); Base::BoundBox3f cBox; if (!indices.empty()) { const MeshCore::MeshPointArray& rPoint = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray& rFaces = mesh->getKernel().GetFacets(); for (std::vector::const_iterator it = indices.begin(); it != indices.end(); ++it) { const MeshCore::MeshFacet& face = rFaces[*it]; cBox &= rPoint[face._aulPoints[0]]; cBox &= rPoint[face._aulPoints[1]]; cBox &= rPoint[face._aulPoints[2]]; } box.setBounds(SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ), SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ)); Base::Vector3f mid = cBox.CalcCenter(); center.setValue(mid.x,mid.y,mid.z); } } } /** * Adds the number of the triangles to the \a SoGetPrimitiveCountAction. */ void SoFCMeshSegmentShape::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (mesh && mesh->countSegments() > this->index.getValue()) { const Mesh::Segment& segm = mesh->getSegment(this->index.getValue()); action->addNumTriangles(segm.getIndices().size()); } } // ------------------------------------------------------- SO_NODE_SOURCE(SoFCMeshObjectBoundary); void SoFCMeshObjectBoundary::initClass() { SO_NODE_INIT_CLASS(SoFCMeshObjectBoundary, SoShape, "Shape"); } SoFCMeshObjectBoundary::SoFCMeshObjectBoundary() { SO_NODE_CONSTRUCTOR(SoFCMeshObjectBoundary); } /** * Renders the open edges only. */ void SoFCMeshObjectBoundary::GLRender(SoGLRenderAction *action) { if (shouldGLRender(action)) { SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; SoMaterialBundle mb(action); SoTextureCoordinateBundle tb(action, TRUE, FALSE); SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR); mb.sendFirst(); // make sure we have the correct material drawLines(mesh); // Disable caching for this node //SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE); } } /** * Renders the triangles of the complete mesh. */ void SoFCMeshObjectBoundary::drawLines(const Mesh::MeshObject * mesh) const { const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); // When rendering open edges use the given line width * 3 GLfloat lineWidth; glGetFloatv(GL_LINE_WIDTH, &lineWidth); glLineWidth(3.0f*lineWidth); // Use the data structure directly and not through MeshFacetIterator as this // class is quite slowly (at least for rendering) glBegin(GL_LINES); for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { for (int i=0; i<3; i++) { if (it->_aulNeighbours[i] == ULONG_MAX) { glVertex(rPoints[it->_aulPoints[i]]); glVertex(rPoints[it->_aulPoints[(i+1)%3]]); } } } glEnd(); } void SoFCMeshObjectBoundary::generatePrimitives(SoAction* action) { // do not create primitive information as an SoFCMeshObjectShape // should already be used that delivers the information SoState* state = action->getState(); const Mesh::MeshObject* mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); const MeshCore::MeshFacetArray & rFacets = mesh->getKernel().GetFacets(); // Create the information when moving over or picking into the scene SoPrimitiveVertex vertex; SoPointDetail pointDetail; SoLineDetail lineDetail; vertex.setDetail(&pointDetail); beginShape(action, LINES, &lineDetail); for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it) { for (int i=0; i<3; i++) { if (it->_aulNeighbours[i] == ULONG_MAX) { const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[i]]; const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[(i+1)%3]]; // Vertex 0 pointDetail.setCoordinateIndex(it->_aulPoints[i]); vertex.setPoint(sbvec3f(v0)); shapeVertex(&vertex); // Vertex 1 pointDetail.setCoordinateIndex(it->_aulPoints[(i+1)%3]); vertex.setPoint(sbvec3f(v1)); shapeVertex(&vertex); // Increment for the next open edge lineDetail.incLineIndex(); } } } endShape(); } /** * Sets the bounding box of the mesh to \a box and its center to \a center. */ void SoFCMeshObjectBoundary::computeBBox(SoAction *action, SbBox3f &box, SbVec3f ¢er) { SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; const MeshCore::MeshPointArray & rPoints = mesh->getKernel().GetPoints(); if (rPoints.size() > 0) { Base::BoundBox3f cBox; for (MeshCore::MeshPointArray::_TConstIterator it = rPoints.begin(); it != rPoints.end(); ++it) cBox &= (*it); box.setBounds(SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ), SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ)); Base::Vector3f mid = cBox.CalcCenter(); center.setValue(mid.x,mid.y,mid.z); } else { box.setBounds(SbVec3f(0,0,0), SbVec3f(0,0,0)); center.setValue(0.0f,0.0f,0.0f); } } /** * Adds the number of the triangles to the \a SoGetPrimitiveCountAction. */ void SoFCMeshObjectBoundary::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; SoState* state = action->getState(); const Mesh::MeshObject * mesh = SoFCMeshObjectElement::get(state); if (!mesh) return; const MeshCore::MeshFacetArray & rFaces = mesh->getKernel().GetFacets(); // Count number of open edges first int ctEdges=0; for (MeshCore::MeshFacetArray::_TConstIterator jt = rFaces.begin(); jt != rFaces.end(); ++jt) { for (int i=0; i<3; i++) { if (jt->_aulNeighbours[i] == ULONG_MAX) { ctEdges++; } } } action->addNumLines(ctEdges); }