168 lines
7.4 KiB
C++
168 lines
7.4 KiB
C++
/***************************************************************************
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* Copyright (c) 2011 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef PARTGUI_SOBREPFACESET_H
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#define PARTGUI_SOBREPFACESET_H
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#include <Inventor/fields/SoSFInt32.h>
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#include <Inventor/fields/SoMFInt32.h>
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#include <Inventor/fields/SoSFNode.h>
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#include <Inventor/fields/SoSubField.h>
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#include <Inventor/nodes/SoSubNode.h>
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#include <Inventor/nodes/SoIndexedFaceSet.h>
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#include <Inventor/elements/SoLazyElement.h>
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#include <Inventor/elements/SoReplacedElement.h>
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#include <vector>
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#include <memory>
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#include <Gui/SoFCSelectionContext.h>
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#include <Mod/Part/PartGlobal.h>
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class SoGLCoordinateElement;
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class SoTextureCoordinateBundle;
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// #define RENDER_GLARRAYS
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namespace PartGui {
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/**
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* First some words to the history and the reason why we have this class:
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* In older FreeCAD versions we had an own Inventor node for each sub-element of a shape with its own highlight node.
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* For more complex objects the number of nodes increased dramatically with the result that interactions with such
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* objects was almost impossible because every little rotation or hovering caused a very time consuming redraw. The
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* most time consuming part was not the OpenGL calls to render the elements but the traversal of these many nodes.
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*
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* So, the idea was to have one node that handles all faces of a shape, one node that handles all edges and another node
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* that handles the vertexes. And each of these nodes manages the highlighting and selection itself.
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*
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* Now to SoBrepFaceSet in detail:
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* The most complex nodes of them is SoBrepFaceSet because it adds some extra logic for the handling of faces. As you can
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* see this class also has the attribute partIndex which is an array of integers. This basically expresses the logical
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* grouping of the faces in the coordIndex field -- the parts. This means that a part in SoBrepFaceSet corresponds to a face
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* in a shape object. Each part value gives you the number of triangles a certain face consists of. That's also the reason why
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* SoBrepFaceSet only renders triangles. If you want a quad to be rendered than create two triangles and set the corresponding
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* part number to 2.
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*
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* Example:
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* 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
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* the partIndex attribute would be the array [10,5].
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*
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* Highlighting/selection:
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* The highlightIndex now defines which part of the shape must be highlighted. So, in the above example it can have the values
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* 0, 1, or -1 (i.e. no highlighting). The highlightIndex is a SoSFInt32 field because only one part can be highlighted at a
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* moment while selectionIndex is a SoMFInt32 field because several parts can be selected at a time. All the logic how to do the
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* rendering is done inside renderHighlight()/renderSelection().
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*
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* Actually you can access the highlightIndex directly or you can apply a SoHighlightElementAction on it. And don't forget: if you
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* do some mouse picking and you got a SoFaceDetail then use getPartIndex() to get the correct part.
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*
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* As an example how to use the class correctly see ViewProviderPartExt::updateVisual().
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*/
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class PartGuiExport SoBrepFaceSet : public SoIndexedFaceSet {
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typedef SoIndexedFaceSet inherited;
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SO_NODE_HEADER(SoBrepFaceSet);
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public:
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static void initClass();
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SoBrepFaceSet();
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SoMFInt32 partIndex;
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protected:
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virtual ~SoBrepFaceSet();
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virtual void GLRender(SoGLRenderAction *action);
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virtual void GLRenderBelowPath(SoGLRenderAction * action);
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virtual void doAction(SoAction* action);
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virtual SoDetail * createTriangleDetail(
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SoRayPickAction * action,
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const SoPrimitiveVertex * v1,
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const SoPrimitiveVertex * v2,
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const SoPrimitiveVertex * v3,
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SoPickedPoint * pp);
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virtual void generatePrimitives(SoAction * action);
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virtual void getBoundingBox(SoGetBoundingBoxAction * action);
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private:
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enum Binding {
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OVERALL = 0,
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PER_PART,
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PER_PART_INDEXED,
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PER_FACE,
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PER_FACE_INDEXED,
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PER_VERTEX,
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PER_VERTEX_INDEXED,
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NONE = OVERALL
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};
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Binding findMaterialBinding(SoState * const state) const;
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Binding findNormalBinding(SoState * const state) const;
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void renderShape(SoGLRenderAction * action,
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SbBool hasVBO,
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const SoGLCoordinateElement * const vertexlist,
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const int32_t *vertexindices,
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int num_vertexindices,
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const int32_t *partindices,
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int num_partindices,
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const SbVec3f *normals,
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const int32_t *normindices,
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SoMaterialBundle *const materials,
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const int32_t *matindices,
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SoTextureCoordinateBundle * const texcoords,
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const int32_t *texindices,
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const int nbind,
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const int mbind,
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SbBool texture);
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typedef Gui::SoFCSelectionContextEx SelContext;
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typedef Gui::SoFCSelectionContextExPtr SelContextPtr;
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void renderHighlight(SoGLRenderAction *action, SelContextPtr);
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void renderSelection(SoGLRenderAction *action, SelContextPtr, bool push=true);
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bool overrideMaterialBinding(SoGLRenderAction *action, SelContextPtr ctx, SelContextPtr ctx2);
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#ifdef RENDER_GLARRAYS
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void renderSimpleArray();
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void renderColoredArray(SoMaterialBundle *const materials);
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#endif
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private:
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#ifdef RENDER_GLARRAYS
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std::vector<int32_t> index_array;
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std::vector<float> vertex_array;
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#endif
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SelContextPtr selContext;
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SelContextPtr selContext2;
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std::vector<int32_t> matIndex;
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std::vector<uint32_t> packedColors;
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uint32_t packedColor;
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Gui::SoFCSelectionCounter selCounter;
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// Define some VBO pointer for the current mesh
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class VBO;
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std::unique_ptr<VBO> pimpl;
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};
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} // namespace PartGui
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#endif // PARTGUI_SOBREPFACESET_H
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