Files
create/src/Mod/Part/Gui/SoBrepFaceSet.h
Zheng, Lei bb3baefdb5 Gui: refactor bounding box selection style
Previously, box style selection is rendered using customized
SoBoxSelectionRenderAction, which does not support selection context,
i.e. it does not work with Link.

This patch implements context aware bound box rendering inside
SoFCSelectionRoot, SoFCSelection and SoFCPathAnnotation (for always on
top rendering). The box rendering in SoBoxSelectionRenderAction is
disabled on construction. Box style selection can be enabled for
individual object through property SelectionStyle (moved from
ViewProviderGeometryObject to ViewProviderDocumentObject), or globally
through Parameter BaseApp/Preferences/View/ShowSelectionBoundingBox.

In addition, the parameter BaseApp/Preferences/View/UseNewSelection is
used to override selection model reported from
ViewProvider::useNewSelectionModel(). The reason being that, the same
parameter is already used to toggle selection model inside
SoFCSelection. This avoids inconsistency of selection model choice
between view provider and the SoFCSelection node inside. Note that if
the parameter 'UseNewSelection' is set to false, those view providers
that choose old selection model will not work with Link.
2019-10-08 09:56:09 +02:00

167 lines
7.3 KiB
C++

/***************************************************************************
* Copyright (c) 2011 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* 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 *
* *
***************************************************************************/
#ifndef PARTGUI_SOBREPFACESET_H
#define PARTGUI_SOBREPFACESET_H
#include <Inventor/fields/SoSFInt32.h>
#include <Inventor/fields/SoMFInt32.h>
#include <Inventor/fields/SoSFNode.h>
#include <Inventor/fields/SoSubField.h>
#include <Inventor/nodes/SoSubNode.h>
#include <Inventor/nodes/SoIndexedFaceSet.h>
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/elements/SoReplacedElement.h>
#include <vector>
#include <memory>
#include <Gui/SoFCSelectionContext.h>
class SoGLCoordinateElement;
class SoTextureCoordinateBundle;
// #define RENDER_GLARRAYS
namespace PartGui {
/**
* First some words to the history and the reason why we have this class:
* In older FreeCAD versions we had an own Inventor node for each sub-element of a shape with its own highlight node.
* For more complex objects the number of nodes increased dramatically with the result that interactions with such
* objects was almost impossible because every little rotation or hovering caused a very time consuming redraw. The
* most time consuming part was not the OpenGL calls to render the elements but the traversal of these many nodes.
*
* So, the idea was to have one node that handles all faces of a shape, one node that handles all edges and another node
* that handles the vertexes. And each of these nodes manages the highlighting and selection itself.
*
* Now to SoBrepFaceSet in detail:
* The most complex nodes of them is SoBrepFaceSet because it adds some extra logic for the handling of faces. As you can
* see this class also has the attribute partIndex which is an array of integers. This basically expresses the logical
* grouping of the faces in the coordIndex field -- the parts. This means that a part in SoBrepFaceSet corresponds to a face
* in a shape object. Each part value gives you the number of triangles a certain face consists of. That's also the reason why
* SoBrepFaceSet only renders triangles. If you want a quad to be rendered than create two triangles and set the corresponding
* part number to 2.
*
* Example:
* Let's say you have a shape with two faces. When meshing face 1 it creates 10 triangles and face 2 creates 5 triangles. Then
* the partIndex attribute would be the array [10,5].
*
* Highlighting/selection:
* The highlightIndex now defines which part of the shape must be highlighted. So, in the above example it can have the values
* 0, 1, or -1 (i.e. no highlighting). The highlightIndex is a SoSFInt32 field because only one part can be highlighted at a
* moment while selectionIndex is a SoMFInt32 field because several parts can be selected at a time. All the logic how to do the
* rendering is done inside renderHighlight()/renderSelection().
*
* Actually you can access the highlightIndex directly or you can apply a SoHighlightElementAction on it. And don't forget: if you
* do some mouse picking and you got a SoFaceDetail then use getPartIndex() to get the correct part.
*
* As an example how to use the class correctly see ViewProviderPartExt::updateVisual().
*/
class PartGuiExport SoBrepFaceSet : public SoIndexedFaceSet {
typedef SoIndexedFaceSet inherited;
SO_NODE_HEADER(SoBrepFaceSet);
public:
static void initClass();
SoBrepFaceSet();
SoMFInt32 partIndex;
protected:
virtual ~SoBrepFaceSet();
virtual void GLRender(SoGLRenderAction *action);
virtual void GLRenderBelowPath(SoGLRenderAction * action);
virtual void doAction(SoAction* action);
virtual SoDetail * createTriangleDetail(
SoRayPickAction * action,
const SoPrimitiveVertex * v1,
const SoPrimitiveVertex * v2,
const SoPrimitiveVertex * v3,
SoPickedPoint * pp);
virtual void generatePrimitives(SoAction * action);
virtual void getBoundingBox(SoGetBoundingBoxAction * action);
private:
enum Binding {
OVERALL = 0,
PER_PART,
PER_PART_INDEXED,
PER_FACE,
PER_FACE_INDEXED,
PER_VERTEX,
PER_VERTEX_INDEXED,
NONE = OVERALL
};
Binding findMaterialBinding(SoState * const state) const;
Binding findNormalBinding(SoState * const state) const;
void renderShape(SoGLRenderAction * action,
SbBool hasVBO,
const SoGLCoordinateElement * const vertexlist,
const int32_t *vertexindices,
int num_vertexindices,
const int32_t *partindices,
int num_partindices,
const SbVec3f *normals,
const int32_t *normindices,
SoMaterialBundle *const materials,
const int32_t *matindices,
SoTextureCoordinateBundle * const texcoords,
const int32_t *texindices,
const int nbind,
const int mbind,
const int texture);
typedef Gui::SoFCSelectionContextEx SelContext;
typedef Gui::SoFCSelectionContextExPtr SelContextPtr;
void renderHighlight(SoGLRenderAction *action, SelContextPtr);
void renderSelection(SoGLRenderAction *action, SelContextPtr, bool push=true);
bool overrideMaterialBinding(SoGLRenderAction *action, SelContextPtr ctx, SelContextPtr ctx2);
#ifdef RENDER_GLARRAYS
void renderSimpleArray();
void renderColoredArray(SoMaterialBundle *const materials);
#endif
private:
#ifdef RENDER_GLARRAYS
std::vector<int32_t> index_array;
std::vector<float> vertex_array;
#endif
SelContextPtr selContext;
SelContextPtr selContext2;
std::vector<int32_t> matIndex;
std::vector<uint32_t> packedColors;
uint32_t packedColor;
Gui::SoFCSelectionCounter selCounter;
// Define some VBO pointer for the current mesh
class VBO;
std::unique_ptr<VBO> pimpl;
};
} // namespace PartGui
#endif // PARTGUI_SOBREPFACESET_H