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create/src/Mod/Mesh/Gui/SoFCMeshFaceSet.cpp

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C++

/***************************************************************************
* Copyright (c) 2006 Werner Mayer <werner.wm.mayer@gmx.de> *
* *
* 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_
# ifdef FC_OS_WIN32
# include <windows.h>
# endif
# ifdef FC_OS_MACOSX
# include <OpenGL/gl.h>
# else
# include <GL/gl.h>
# endif
# include <Inventor/SbBox.h>
# include <Inventor/SoOutput.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/actions/SoCallbackAction.h>
# include <Inventor/actions/SoGLRenderAction.h>
# include <Inventor/actions/SoGetBoundingBoxAction.h>
# include <Inventor/actions/SoGetPrimitiveCountAction.h>
# include <Inventor/actions/SoPickAction.h>
# include <Inventor/actions/SoRayPickAction.h>
# include <Inventor/actions/SoWriteAction.h>
# include <Inventor/bundles/SoMaterialBundle.h>
# include <Inventor/bundles/SoTextureCoordinateBundle.h>
# include <Inventor/caches/SoBoundingBoxCache.h>
# include <Inventor/details/SoFaceDetail.h>
# include <Inventor/details/SoLineDetail.h>
# include <Inventor/details/SoPointDetail.h>
# include <Inventor/elements/SoGLCacheContextElement.h>
# include <Inventor/elements/SoLazyElement.h>
# include <Inventor/elements/SoLightModelElement.h>
# include <Inventor/misc/SoState.h>
# include <Inventor/errors/SoReadError.h>
#endif
#include <Inventor/caches/SoBoundingBoxCache.h>
#include <Base/Console.h>
#include <Base/Exception.h>
#include <Gui/SoFCInteractiveElement.h>
#include <Mod/Mesh/App/Core/Elements.h>
#include <Mod/Mesh/App/Core/Grid.h>
#include <Mod/Mesh/App/Core/Algorithm.h>
#include <Mod/Mesh/App/Core/MeshIO.h>
#include "SoFCMeshFaceSet.h"
#include "SoFCMeshVertex.h"
using namespace MeshGui;
// Defines all required member variables and functions for a
// single-value field
SO_SFIELD_SOURCE(SoSFMeshFacetArray, MeshCore::MeshFacetArray*, MeshCore::MeshFacetArray*);
void SoSFMeshFacetArray::initClass()
{
// This macro takes the name of the class and the name of the
// parent class
SO_SFIELD_INIT_CLASS(SoSFMeshFacetArray, SoSField);
}
void SoSFMeshFacetArray::setValue(const MeshCore::MeshFacetArray& p)
{
SoSFMeshFacetArray::setValue(const_cast<MeshCore::MeshFacetArray*>(&p));
}
// This reads the value of a field from a file. It returns FALSE if the value could not be read
// successfully.
SbBool SoSFMeshFacetArray::readValue(SoInput *in)
{
// This macro is convenient for reading with error detection.
#define READ_VAL(val) \
if (!in->read(val)) { \
SoReadError::post(in, "Premature end of file"); \
return FALSE; \
}
value = new MeshCore::MeshFacetArray();
// ** Binary format ******************************************************
if (in->isBinary()) {
int numtoread;
READ_VAL(numtoread);
// Sanity checking on the value, to avoid barfing on corrupt
// files.
if (numtoread < 0) {
SoReadError::post(in, "invalid number of values in field: %d",
numtoread);
return FALSE;
}
value->resize(numtoread);
if (!this->readBinaryValues(in, numtoread)) { return FALSE; }
}
// ** ASCII format *******************************************************
else {
char c;
READ_VAL(c);
if (c == '[') {
unsigned long currentidx = 0;
READ_VAL(c);
if (c == ']') {
// Zero values -- done. :^)
}
else {
in->putBack(c);
while (TRUE) {
// makeRoom() makes sure the allocation strategy is decent.
if (currentidx >= value->size()) value->resize(currentidx + 1);
if (!this->read1Value(in, currentidx++)) return FALSE;
READ_VAL(c);
if (c == ',') { READ_VAL(c); } // Treat trailing comma as whitespace.
// That was the last array element, we're done.
if (c == ']') { break; }
if (c == '}') {
SoReadError::post(in, "Premature end of array, got '%c'", c);
return FALSE;
}
in->putBack(c);
}
}
// Fit array to number of items.
value->resize(currentidx);
}
else {
in->putBack(c);
value->resize(1);
if (!this->read1Value(in, 0)) return FALSE;
}
}
#undef READ_VAL
// Create a dummy point array
MeshCore::MeshPointArray vertex;
MeshCore::MeshKernel mesh;
// Let the mesh kernel restore the neighbourhoods of the facets for us
mesh.Adopt(vertex, *value, true);
// Give us back the face data
mesh.Adopt(vertex, *value, false);
// 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;
}
SbBool SoSFMeshFacetArray::readBinaryValues(SoInput * in, unsigned long numarg)
{
assert(in->isBinary());
assert(numarg >= 0);
for (unsigned long i=0; i < numarg; i++) if (!this->read1Value(in, i)) return FALSE;
return TRUE;
}
SbBool SoSFMeshFacetArray::read1Value(SoInput * in, unsigned long idx)
{
assert(idx < value->size());
MeshCore::MeshFacet& v = (*value)[idx];
int32_t p0, p1, p2;
SbBool ret = (in->read(p0) && in->read(p1) && in->read(p2));
if ( ret ) {
v._aulPoints[0] = p0;
v._aulPoints[1] = p1;
v._aulPoints[2] = p2;
}
return ret;
}
int SoSFMeshFacetArray::getNumValuesPerLine() const
{
return 2;
}
// This writes the value of a field to a file.
void SoSFMeshFacetArray::writeValue(SoOutput *out) const
{
if (out->isBinary()) {
this->writeBinaryValues(out);
return;
}
const unsigned long count = value->size();
if ((count > 1) || (count == 0)) out->write("[ ");
out->incrementIndent();
for (unsigned long i=0; i < count; i++) {
this->write1Value(out, i);
if (i != count-1) {
if (((i+1) % this->getNumValuesPerLine()) == 0) {
out->write(",\n");
out->indent();
// for alignment
out->write(" ");
}
else {
out->write(", ");
}
}
}
if ((count > 1) || (count == 0)) out->write(" ]");
out->decrementIndent();
}
void SoSFMeshFacetArray::writeBinaryValues(SoOutput * out) const
{
assert(out->isBinary());
const unsigned int count = (unsigned int)value->size();
out->write(count);
for (unsigned int i=0; i < count; i++) this->write1Value(out, i);
}
void SoSFMeshFacetArray::write1Value(SoOutput * out, unsigned long idx) const
{
const MeshCore::MeshFacet& v = (*value)[idx];
out->write((int32_t)(v._aulPoints[0]));
if (!out->isBinary()) out->write(' ');
out->write((int32_t)(v._aulPoints[1]));
if (!out->isBinary()) out->write(' ');
out->write((int32_t)(v._aulPoints[2]));
}
// -------------------------------------------------------
SO_ELEMENT_SOURCE(SoFCMeshFacetElement);
void SoFCMeshFacetElement::initClass()
{
SO_ELEMENT_INIT_CLASS(SoFCMeshFacetElement, inherited);
}
void SoFCMeshFacetElement::init(SoState * state)
{
inherited::init(state);
this->coordIndex = 0;
}
SoFCMeshFacetElement::~SoFCMeshFacetElement()
{
}
void SoFCMeshFacetElement::set(SoState * const state, SoNode * const node, const MeshCore::MeshFacetArray * const coords)
{
SoFCMeshFacetElement * elem = (SoFCMeshFacetElement *)
SoReplacedElement::getElement(state, classStackIndex, node);
if (elem) {
elem->coordIndex = coords;
elem->nodeId = node->getNodeId();
}
}
const MeshCore::MeshFacetArray * SoFCMeshFacetElement::get(SoState * const state)
{
return SoFCMeshFacetElement::getInstance(state)->coordIndex;
}
const SoFCMeshFacetElement * SoFCMeshFacetElement::getInstance(SoState * state)
{
return (const SoFCMeshFacetElement *) SoElement::getConstElement(state, classStackIndex);
}
void SoFCMeshFacetElement::print(FILE * /* file */) const
{
}
// -------------------------------------------------------
SO_NODE_SOURCE(SoFCMeshFacet);
/*!
Constructor.
*/
SoFCMeshFacet::SoFCMeshFacet(void)
{
SO_NODE_CONSTRUCTOR(SoFCMeshFacet);
SO_NODE_ADD_FIELD(coordIndex, (0));
}
/*!
Destructor.
*/
SoFCMeshFacet::~SoFCMeshFacet()
{
}
// Doc from superclass.
void SoFCMeshFacet::initClass(void)
{
SO_NODE_INIT_CLASS(SoFCMeshFacet, SoNode, "Node");
SO_ENABLE(SoGetBoundingBoxAction, SoFCMeshFacetElement);
SO_ENABLE(SoGLRenderAction, SoFCMeshFacetElement);
SO_ENABLE(SoPickAction, SoFCMeshFacetElement);
SO_ENABLE(SoCallbackAction, SoFCMeshFacetElement);
SO_ENABLE(SoGetPrimitiveCountAction, SoFCMeshFacetElement);
}
// Doc from superclass.
void SoFCMeshFacet::doAction(SoAction * action)
{
SoFCMeshFacetElement::set(action->getState(), this, coordIndex.getValue());
}
// Doc from superclass.
void SoFCMeshFacet::GLRender(SoGLRenderAction * action)
{
SoFCMeshFacet::doAction(action);
}
// Doc from superclass.
void SoFCMeshFacet::callback(SoCallbackAction * action)
{
SoFCMeshFacet::doAction(action);
}
// Doc from superclass.
void SoFCMeshFacet::pick(SoPickAction * action)
{
SoFCMeshFacet::doAction(action);
}
// Doc from superclass.
void SoFCMeshFacet::getBoundingBox(SoGetBoundingBoxAction * action)
{
SoFCMeshFacet::doAction(action);
}
// Doc from superclass.
void SoFCMeshFacet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
SoFCMeshFacet::doAction(action);
}
// -------------------------------------------------------
/**
* class SoFCMeshFaceSet
* \brief The SoFCMeshNode class is designed to render huge meshes.
*
* The SoFCMeshNode is an Inventor shape node that is designed to render huge meshes. If the mesh exceeds a certain number of triangles
* and the user does some intersections (e.g. moving, rotating, zooming, spinning, etc.) with the mesh then the GLRender() method renders
* only the gravity points of a subset of the triangles.
* If there is no user interaction with the mesh then all triangles are rendered.
* The limit of maximum allowed triangles can be specified in \a MaximumTriangles, the default value is set to 100.000.
*
* The GLRender() method checks the status of the SoFCInteractiveElement to decide to be in interactive mode or not.
* To take advantage of this facility the client programmer must set the status of the SoFCInteractiveElement to \a true
* if there is a user interation and set the status to \a false if not. This can be done e.g. in the actualRedraw() method of
* the viewer.
* \author Werner Mayer
*/
// 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(SoFCMeshFaceSet);
void SoFCMeshFaceSet::initClass()
{
SO_NODE_INIT_CLASS(SoFCMeshFaceSet, SoShape, "Shape");
}
SoFCMeshFaceSet::SoFCMeshFaceSet() : MaximumTriangles(100000), meshChanged(true)
{
SO_NODE_CONSTRUCTOR(SoFCMeshFaceSet);
}
void SoFCMeshFaceSet::notify(SoNotList * node)
{
SoShape::notify(node);
meshChanged = true;
}
/**
* Creates a rough proxy mesh model from the original data attached to a grid in case \a simplest is false. The number of grids
* in each direction doesn't exceed 50.
* If \a simplest is true then the model is built from the bounding box instead.
*
* For every move event the complete data set must be iterated to refresh internal Inventor data @see generatePrimitives().
* Doing this very often for very huge data sets slows down the system noticeably. Using a rough model as proxy instead of the orignal
* data set can speed up the user interaction extremely.
* @note The proxy will never be displayed. It's just used for the picking mechanism.
* @note The usage of the proxy might be confusing a little bit due to the fact that some details get lost. So it'll be possible
* to pick the data set where no data seem to be.
*/
void SoFCMeshFaceSet::createProxyModel(const MeshCore::MeshPointArray* rPoints, const MeshCore::MeshFacetArray* rFaces, SbBool simplest)
{
Base::BoundBox3f cBox;
for ( MeshCore::MeshPointArray::_TConstIterator it = rPoints->begin(); it != rPoints->end(); ++it )
cBox &= (*it);
if ( simplest ) {
int triangles[36] = {
0,1,2,0,2,3,
0,1,5,0,5,4,
0,4,7,0,7,3,
6,7,4,6,4,5,
6,2,3,6,3,7,
6,1,2,6,5,1
};
SbVec3f points[8] = {
SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ),
SbVec3f(cBox.MaxX,cBox.MinY,cBox.MinZ),
SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MinZ),
SbVec3f(cBox.MinX,cBox.MaxY,cBox.MinZ),
SbVec3f(cBox.MinX,cBox.MinY,cBox.MaxZ),
SbVec3f(cBox.MaxX,cBox.MinY,cBox.MaxZ),
SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ),
SbVec3f(cBox.MinX,cBox.MaxY,cBox.MaxZ)
};
coordIndex.setValues(0,36,triangles);
point.setValues (0,8,points);
} else {
// takes the point and facet arrays under it's wings for a short moment
MeshCore::MeshKernel mesh;
mesh.Assign(*rPoints, *rFaces,false);
// Check the boundings and the average edge length
float fAvgLen = 5.0f * MeshCore::MeshAlgorithm(mesh).GetAverageEdgeLength();
// create maximum 50 grids in each direction
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxX-cBox.MinX)/50.0f);
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxY-cBox.MinY)/50.0f);
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxZ-cBox.MinZ)/50.0f);
MeshCore::MeshGeomFacet face;
std::vector<MeshCore::MeshGeomFacet> facets;
MeshCore::MeshPointGrid cGrid(mesh, fAvgLen);
unsigned long ulMaxX, ulMaxY, ulMaxZ;
cGrid.GetCtGrids(ulMaxX, ulMaxY, ulMaxZ);
MeshCore::MeshGridIterator cIter(cGrid);
for ( cIter.Init(); cIter.More(); cIter.Next() ) {
if ( cIter.GetCtElements() > 0 ) {
unsigned long ulX, ulY, ulZ;
cIter.GetGridPos(ulX, ulY, ulZ);
Base::BoundBox3f cBox = cIter.GetBoundBox();
if ( ulX == 0 || (ulX-1 >= 0 && cGrid.GetCtElements(ulX-1,ulY, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
}
if ( ulX+1 == ulMaxX || (ulX+1 < ulMaxX && cGrid.GetCtElements(ulX+1,ulY, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
}
if ( ulY == 0 || (ulY-1 >= 0 && cGrid.GetCtElements(ulX,ulY-1, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
facets.push_back(face);
}
if ( ulY+1 == ulMaxY || (ulY+1 < ulMaxY && cGrid.GetCtElements(ulX,ulY+1, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
}
if ( ulZ == 0 || (ulZ-1 >= 0 && cGrid.GetCtElements(ulX,ulY, ulZ-1) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
facets.push_back(face);
}
if ( ulZ+1 == ulMaxZ || (ulZ+1 < ulMaxZ && cGrid.GetCtElements(ulX,ulY, ulZ+1) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
facets.push_back(face);
}
}
}
MeshCore::MeshKernel kernel; kernel = facets;
const MeshCore::MeshPointArray& rPoints = kernel.GetPoints();
const MeshCore::MeshFacetArray& rFacets = kernel.GetFacets();
point.enableNotify(false);
point.setNum(rPoints.size());
unsigned int pos=0;
for (MeshCore::MeshPointArray::_TConstIterator cP=rPoints.begin(); cP!=rPoints.end(); ++cP)
point.set1Value(pos++,cP->x,cP->y,cP->z);
point.enableNotify(true);
coordIndex.enableNotify(false);
coordIndex.setNum(3*rFacets.size());
pos=0;
for (MeshCore::MeshFacetArray::_TConstIterator cF=rFacets.begin(); cF!=rFacets.end(); ++cF){
coordIndex.set1Value(pos++,cF->_aulPoints[0]);
coordIndex.set1Value(pos++,cF->_aulPoints[1]);
coordIndex.set1Value(pos++,cF->_aulPoints[2]);
}
coordIndex.enableNotify(true);
point.touch();
coordIndex.touch();
#ifdef FC_DEBUG
std::ofstream str( "bbox.stl", std::ios::out | std::ios::binary );
MeshCore::MeshOutput aWriter(kernel);
aWriter.SaveBinarySTL( str );
#endif
}
}
/**
* Either renders the complete mesh or only a subset of the points.
*/
void SoFCMeshFaceSet::GLRender(SoGLRenderAction *action)
{
if (shouldGLRender(action))
{
SoState* state = action->getState();
SbBool mode = Gui::SoFCInteractiveElement::get(state);
const MeshCore::MeshPointArray * coords = SoFCMeshVertexElement::get(state);
const MeshCore::MeshFacetArray * index = SoFCMeshFacetElement::get(state);
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 || index->size() <= this->MaximumTriangles ) {
if ( mbind != OVERALL )
drawFaces(coords, index, &mb, mbind, needNormals, ccw);
else
drawFaces(coords, index, 0, mbind, needNormals, ccw);
} else {
drawPoints(coords, index, needNormals, ccw);
}
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
}
}
/**
* Translates current material binding into the internal Binding enum.
*/
SoFCMeshFaceSet::Binding SoFCMeshFaceSet::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 controlled by defines
* FIXME: Implement using different values of transparency for each vertex or face
*/
void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const MeshCore::MeshFacetArray* rFacets,
SoMaterialBundle* mb, Binding bind, SbBool needNormals, SbBool ccw) const
{
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 SoFCMeshFaceSet::drawPoints(const MeshCore::MeshPointArray * rPoints,
const MeshCore::MeshFacetArray* rFacets, SbBool needNormals, SbBool ccw) const
{
int mod = rFacets->size()/MaximumTriangles+1;
float size = std::min<float>((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();
}
}
// test bbox intersection
//static SbBool
//SoFCMeshFaceSet_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
SoFCMeshFaceSet::rayPick(SoRayPickAction * action)
{
//if (this->shouldRayPick(action)) {
// this->computeObjectSpaceRay(action);
// const SoBoundingBoxCache* bboxcache = getBoundingBoxCache();
// if (!bboxcache || !bboxcache->isValid(action->getState()) ||
// SoFCMeshFaceSet_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 MaximumTriangles then only a triangulation of
* a rough model is filled in instead. This is due to performance issues.
* \see createTriangleDetail().
*/
void SoFCMeshFaceSet::generatePrimitives(SoAction* action)
{
SoState* state = action->getState();
const MeshCore::MeshPointArray * rPoints = SoFCMeshVertexElement::get(state);
const MeshCore::MeshFacetArray * rFacets = SoFCMeshFacetElement::get(state);
if ( !rPoints || rPoints->size() < 3 )
return;
if ( !rFacets || rPoints->size() < 1 )
return;
#if 0
// In case we have too many triangles we just create a rough model of the original mesh
if ( this->MaximumTriangles < rFacets->size() ) {
// We notify this shape when the data has changed because just counting the number of triangles won't always work.
//
if ( meshChanged ) {
try {
createProxyModel(rPoints, rFacets, FALSE);
meshChanged = false;
} catch (const Base::MemoryException&) {
Base::Console().Log("Not enough memory to create a proxy model, use its bounding box instead\n");
try {
// try to create a triangulation of the bbox instead
createProxyModel(rPoints, rFacets, TRUE);
meshChanged = false;
} catch (const Base::MemoryException&) {
Base::Console().Log("Not enough memory to make the object pickable\n");
return;
}
}
}
SoPrimitiveVertex vertex;
beginShape(action, TRIANGLES, 0);
try
{
int i=0;
while ( i<coordIndex.getNum() )
{
const SbVec3f& v0 = point[coordIndex[i++]];
const SbVec3f& v1 = point[coordIndex[i++]];
const SbVec3f& v2 = point[coordIndex[i++]];
// Calculate the normal n = (v1-v0)x(v2-v0)
SbVec3f n;
n[0] = (v1[1]-v0[1])*(v2[2]-v0[2])-(v1[2]-v0[2])*(v2[1]-v0[1]);
n[1] = (v1[2]-v0[2])*(v2[0]-v0[0])-(v1[0]-v0[0])*(v2[2]-v0[2]);
n[2] = (v1[0]-v0[0])*(v2[1]-v0[1])-(v1[1]-v0[1])*(v2[0]-v0[0]);
// Set the normal
vertex.setNormal(n);
vertex.setPoint( v0 );
shapeVertex(&vertex);
vertex.setPoint( v1 );
shapeVertex(&vertex);
vertex.setPoint( v2 );
shapeVertex(&vertex);
}
} catch (const Base::MemoryException&) {
Base::Console().Log("Not enough memory to generate primitives from the proxy model\n");
}
endShape();
} else {
#endif
// 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 0
}
#endif
}
/**
* If the number of triangles exceeds \a MaximumTriangles 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 MaximumTriangles SoShape::createTriangleDetail() gets called.
* Against the default OpenInventor implementation which returns 0 as well Coin3d fills in the point and face indices.
*/
SoDetail * SoFCMeshFaceSet::createTriangleDetail(SoRayPickAction * action,
const SoPrimitiveVertex * v1,
const SoPrimitiveVertex * v2,
const SoPrimitiveVertex * v3,
SoPickedPoint * pp)
{
#if 0
if ( this->MaximumTriangles < countTriangles(action) ) {
return 0;
} else {
#endif
SoDetail* detail = inherited::createTriangleDetail(action, v1, v2, v3, pp);
return detail;
#if 0
}
#endif
}
/**
* Sets the bounding box of the mesh to \a box and its center to \a center.
*/
void SoFCMeshFaceSet::computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
{
SoState* state = action->getState();
const MeshCore::MeshPointArray * rPoints = SoFCMeshVertexElement::get(state);
if (rPoints && 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 SoFCMeshFaceSet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
if (!this->shouldPrimitiveCount(action)) return;
SoState* state = action->getState();
const MeshCore::MeshFacetArray * coordIndex = SoFCMeshFacetElement::get(state);
action->addNumTriangles(coordIndex->size());
}
/**
* Counts the number of triangles. If a mesh is not set yet it returns 0.
*/
unsigned int SoFCMeshFaceSet::countTriangles(SoAction * action) const
{
SoState* state = action->getState();
const MeshCore::MeshFacetArray * coordIndex = SoFCMeshFacetElement::get(state);
return coordIndex->size();
}
// -------------------------------------------------------
SO_NODE_SOURCE(SoFCMeshOpenEdgeSet);
void SoFCMeshOpenEdgeSet::initClass()
{
SO_NODE_INIT_CLASS(SoFCMeshOpenEdgeSet, SoShape, "Shape");
}
SoFCMeshOpenEdgeSet::SoFCMeshOpenEdgeSet()
{
SO_NODE_CONSTRUCTOR(SoFCMeshOpenEdgeSet);
}
/**
* Renders the open edges only.
*/
void SoFCMeshOpenEdgeSet::GLRender(SoGLRenderAction *action)
{
if (shouldGLRender(action))
{
SoState* state = action->getState();
const MeshCore::MeshPointArray * coords = SoFCMeshVertexElement::get(state);
const MeshCore::MeshFacetArray * index = SoFCMeshFacetElement::get(state);
SoMaterialBundle mb(action);
SoTextureCoordinateBundle tb(action, TRUE, FALSE);
SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR);
mb.sendFirst(); // make sure we have the correct material
drawLines(coords,index);
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
}
}
/**
* Renders the triangles of the complete mesh.
*/
void SoFCMeshOpenEdgeSet::drawLines(const MeshCore::MeshPointArray * rPoints,
const MeshCore::MeshFacetArray* rFacets) const
{
// 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 SoFCMeshOpenEdgeSet::generatePrimitives(SoAction* action)
{
// do not create primitive information as an SoFCMeshFaceSet should already be used that delivers the information
SoState* state = action->getState();
const MeshCore::MeshPointArray * rPoints = SoFCMeshVertexElement::get(state);
const MeshCore::MeshFacetArray * rFacets = SoFCMeshFacetElement::get(state);
// 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 SoFCMeshOpenEdgeSet::computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
{
SoState* state = action->getState();
const MeshCore::MeshPointArray * rPoints = SoFCMeshVertexElement::get(state);
if (rPoints && 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 SoFCMeshOpenEdgeSet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
if (!this->shouldPrimitiveCount(action)) return;
SoState* state = action->getState();
const MeshCore::MeshFacetArray * rFaces = SoFCMeshFacetElement::get(state);
// 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);
}