git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
1692 lines
55 KiB
C++
1692 lines
55 KiB
C++
/***************************************************************************
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* Copyright (c) 2006 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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#include "PreCompiled.h"
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#ifndef _PreComp_
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# include <algorithm>
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# ifdef FC_OS_WIN32
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# include <windows.h>
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# endif
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# ifdef FC_OS_MACOSX
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# include <OpenGL/gl.h>
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# include <OpenGL/glu.h>
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# else
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# include <GL/gl.h>
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# include <GL/glu.h>
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# endif
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# include <Inventor/actions/SoCallbackAction.h>
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# include <Inventor/actions/SoGetBoundingBoxAction.h>
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# include <Inventor/actions/SoGetPrimitiveCountAction.h>
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# include <Inventor/actions/SoGLRenderAction.h>
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# include <Inventor/actions/SoPickAction.h>
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# include <Inventor/actions/SoWriteAction.h>
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# include <Inventor/details/SoFaceDetail.h>
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# include <Inventor/errors/SoReadError.h>
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# include <Inventor/misc/SoState.h>
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#endif
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#include "SoFCMeshObject.h"
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#include <Base/Console.h>
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#include <Base/Exception.h>
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#include <Gui/SoFCInteractiveElement.h>
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#include <Gui/SoFCSelectionAction.h>
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#include <Mod/Mesh/App/Core/Algorithm.h>
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#include <Mod/Mesh/App/Core/MeshIO.h>
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#include <Mod/Mesh/App/Core/MeshKernel.h>
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#include <Mod/Mesh/App/Core/Elements.h>
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#include <Mod/Mesh/App/Core/Grid.h>
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using namespace MeshGui;
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class SoOutputStreambuf : public std::streambuf
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{
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public:
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SoOutputStreambuf(SoOutput* o) : out(o)
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{
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}
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protected:
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int overflow(int c = EOF)
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{
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if (c != EOF) {
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char z = static_cast<char>(c);
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out->write(z);
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}
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return c;
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}
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std::streamsize xsputn (const char* s, std::streamsize num)
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{
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out->write(s);
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return num;
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}
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private:
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SoOutput* out;
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};
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class SoOutputStream : public std::ostream
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{
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public:
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SoOutputStream(SoOutput* o) : std::ostream(0), buf(o)
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{
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this->rdbuf(&buf);
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}
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private:
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SoOutputStreambuf buf;
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};
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class SoInputStreambuf : public std::streambuf
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{
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public:
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SoInputStreambuf(SoInput* o) : inp(o)
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{
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setg (buffer+pbSize,
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buffer+pbSize,
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buffer+pbSize);
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}
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protected:
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int underflow()
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{
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if (gptr() < egptr()) {
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return *gptr();
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}
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int numPutback;
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numPutback = gptr() - eback();
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if (numPutback > pbSize) {
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numPutback = pbSize;
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}
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memcpy (buffer+(pbSize-numPutback), gptr()-numPutback, numPutback);
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int num=0;
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for (int i=0; i<bufSize; i++) {
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char c;
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SbBool ok = inp->get(c);
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if (ok) {
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num++;
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buffer[pbSize+i] = c;
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if (c == '\n')
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break;
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}
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else if (num==0) {
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return EOF;
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}
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}
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setg (buffer+(pbSize-numPutback),
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buffer+pbSize,
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buffer+pbSize+num);
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return *gptr();
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}
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private:
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static const int pbSize = 4;
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static const int bufSize = 1024;
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char buffer[bufSize+pbSize];
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SoInput* inp;
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};
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class SoInputStream : public std::istream
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{
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public:
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SoInputStream(SoInput* o) : std::istream(0), buf(o)
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{
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this->rdbuf(&buf);
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}
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~SoInputStream()
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{
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}
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private:
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SoInputStreambuf buf;
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};
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// Defines all required member variables and functions for a
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// single-value field
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SO_SFIELD_SOURCE(SoSFMeshObject, const Mesh::MeshObject*, const Mesh::MeshObject*);
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void SoSFMeshObject::initClass()
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{
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// This macro takes the name of the class and the name of the
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// parent class
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SO_SFIELD_INIT_CLASS(SoSFMeshObject, SoSField);
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}
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// This reads the value of a field from a file. It returns FALSE if the value could not be read
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// successfully.
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SbBool SoSFMeshObject::readValue(SoInput *in)
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{
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if (!in->isBinary()) {
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SoInputStream str(in);
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MeshCore::MeshKernel kernel;
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MeshCore::MeshInput(kernel).LoadMeshNode(str);
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value = new Mesh::MeshObject(kernel);
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// We need to trigger the notification chain here, as this function
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// can be used on a node in a scene graph in any state -- not only
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// during initial scene graph import.
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this->valueChanged();
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return TRUE;
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}
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int32_t countPt;
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in->read(countPt);
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std::vector<float> verts(countPt);
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in->readBinaryArray(&(verts[0]),countPt);
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MeshCore::MeshPointArray rPoints;
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rPoints.reserve(countPt/3);
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for (std::vector<float>::iterator it = verts.begin();
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it != verts.end();) {
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Base::Vector3f p;
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p.x = *it; it++;
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p.y = *it; it++;
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p.z = *it; it++;
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rPoints.push_back(p);
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}
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int32_t countFt;
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in->read(countFt);
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std::vector<int32_t> faces(countFt);
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in->readBinaryArray(&(faces[0]),countFt);
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MeshCore::MeshFacetArray rFacets;
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rFacets.reserve(countFt/3);
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for (std::vector<int32_t>::iterator it = faces.begin();
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it != faces.end();) {
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MeshCore::MeshFacet f;
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f._aulPoints[0] = *it; it++;
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f._aulPoints[1] = *it; it++;
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f._aulPoints[2] = *it; it++;
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rFacets.push_back(f);
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}
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MeshCore::MeshKernel kernel;
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kernel.Adopt(rPoints, rFacets, true);
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value = new Mesh::MeshObject(kernel);
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// We need to trigger the notification chain here, as this function
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// can be used on a node in a scene graph in any state -- not only
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// during initial scene graph import.
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this->valueChanged();
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return TRUE;
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}
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// This writes the value of a field to a file.
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void SoSFMeshObject::writeValue(SoOutput *out) const
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{
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if (!out->isBinary()) {
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SoOutputStream str(out);
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MeshCore::MeshOutput(value->getKernel()).SaveMeshNode(str);
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return;
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}
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if (!value) {
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int32_t count = 0;
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out->write(count);
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out->write(count);
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return;
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}
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const MeshCore::MeshPointArray& rPoints = value->getKernel().GetPoints();
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std::vector<float> verts;
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verts.reserve(3*rPoints.size());
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for (MeshCore::MeshPointArray::_TConstIterator it = rPoints.begin();
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it != rPoints.end(); ++it) {
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verts.push_back(it->x);
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verts.push_back(it->y);
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verts.push_back(it->z);
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}
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int32_t countPt = (int32_t)verts.size();
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out->write(countPt);
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out->writeBinaryArray(&(verts[0]),countPt);
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const MeshCore::MeshFacetArray& rFacets = value->getKernel().GetFacets();
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std::vector<uint32_t> faces;
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faces.reserve(3*rFacets.size());
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for (MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin();
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it != rFacets.end(); ++it) {
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faces.push_back((int32_t)it->_aulPoints[0]);
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faces.push_back((int32_t)it->_aulPoints[1]);
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faces.push_back((int32_t)it->_aulPoints[2]);
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}
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int32_t countFt = (int32_t)faces.size();
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out->write(countFt);
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out->writeBinaryArray((const int32_t*)&(faces[0]),countFt);
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}
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// -------------------------------------------------------
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SO_ELEMENT_SOURCE(SoFCMeshObjectElement);
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void SoFCMeshObjectElement::initClass()
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{
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SO_ELEMENT_INIT_CLASS(SoFCMeshObjectElement, inherited);
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}
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void SoFCMeshObjectElement::init(SoState * state)
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{
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inherited::init(state);
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this->mesh = 0;
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}
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SoFCMeshObjectElement::~SoFCMeshObjectElement()
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{
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}
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void SoFCMeshObjectElement::set(SoState * const state, SoNode * const node, const Mesh::MeshObject * const mesh)
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{
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SoFCMeshObjectElement * elem = (SoFCMeshObjectElement *)
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SoReplacedElement::getElement(state, classStackIndex, node);
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if (elem) {
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elem->mesh = mesh;
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elem->nodeId = node->getNodeId();
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}
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}
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const Mesh::MeshObject * SoFCMeshObjectElement::get(SoState * const state)
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{
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return SoFCMeshObjectElement::getInstance(state)->mesh;
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}
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const SoFCMeshObjectElement * SoFCMeshObjectElement::getInstance(SoState * state)
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{
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return (const SoFCMeshObjectElement *) SoElement::getConstElement(state, classStackIndex);
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}
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void SoFCMeshObjectElement::print(FILE * /* file */) const
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{
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}
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// -------------------------------------------------------
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SO_NODE_SOURCE(SoFCMeshPickNode);
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/*!
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Constructor.
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*/
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SoFCMeshPickNode::SoFCMeshPickNode(void) : meshGrid(0)
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{
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SO_NODE_CONSTRUCTOR(SoFCMeshPickNode);
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SO_NODE_ADD_FIELD(mesh, (0));
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}
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/*!
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Destructor.
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*/
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SoFCMeshPickNode::~SoFCMeshPickNode()
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{
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delete meshGrid;
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}
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// Doc from superclass.
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void SoFCMeshPickNode::initClass(void)
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{
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SO_NODE_INIT_CLASS(SoFCMeshPickNode, SoNode, "Node");
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}
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void SoFCMeshPickNode::notify(SoNotList *list)
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{
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SoField *f = list->getLastField();
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if (f == &mesh) {
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const Mesh::MeshObject* meshObject = mesh.getValue();
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if (meshObject) {
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MeshCore::MeshAlgorithm alg(meshObject->getKernel());
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float fAvgLen = alg.GetAverageEdgeLength();
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delete meshGrid;
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meshGrid = new MeshCore::MeshFacetGrid(meshObject->getKernel(), 5.0f * fAvgLen);
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}
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}
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}
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// Doc from superclass.
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void SoFCMeshPickNode::rayPick(SoRayPickAction * action)
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{
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}
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// Doc from superclass.
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void SoFCMeshPickNode::pick(SoPickAction * action)
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{
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SoRayPickAction* raypick = static_cast<SoRayPickAction*>(action);
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raypick->setObjectSpace();
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const Mesh::MeshObject* meshObject = mesh.getValue();
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MeshCore::MeshAlgorithm alg(meshObject->getKernel());
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const SbLine& line = raypick->getLine();
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const SbVec3f& pos = line.getPosition();
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const SbVec3f& dir = line.getDirection();
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Base::Vector3f pt(pos[0],pos[1],pos[2]);
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Base::Vector3f dr(dir[0],dir[1],dir[2]);
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unsigned long index;
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if (alg.NearestFacetOnRay(pt, dr, *meshGrid, pt, index)) {
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SoPickedPoint* pp = raypick->addIntersection(SbVec3f(pt.x,pt.y,pt.z));
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if (pp) {
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SoFaceDetail* det = new SoFaceDetail();
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det->setFaceIndex(index);
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pp->setDetail(det, this);
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}
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}
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}
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// -------------------------------------------------------
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SO_NODE_SOURCE(SoFCMeshGridNode);
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/*!
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Constructor.
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*/
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SoFCMeshGridNode::SoFCMeshGridNode(void)
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{
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SO_NODE_CONSTRUCTOR(SoFCMeshGridNode);
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SO_NODE_ADD_FIELD(minGrid, (SbVec3f(0,0,0)));
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SO_NODE_ADD_FIELD(maxGrid, (SbVec3f(0,0,0)));
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SO_NODE_ADD_FIELD(lenGrid, (SbVec3s(0,0,0)));
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}
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/*!
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Destructor.
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*/
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SoFCMeshGridNode::~SoFCMeshGridNode()
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{
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}
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// Doc from superclass.
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void SoFCMeshGridNode::initClass(void)
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{
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SO_NODE_INIT_CLASS(SoFCMeshGridNode, SoNode, "Node");
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}
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void SoFCMeshGridNode::GLRender(SoGLRenderAction * action)
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{
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const SbVec3f& min = minGrid.getValue();
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const SbVec3f& max = maxGrid.getValue();
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const SbVec3s& len = lenGrid.getValue();
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short u,v,w; len.getValue(u,v,w);
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float minX, minY, minZ; min.getValue(minX, minY, minZ);
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float maxX, maxY, maxZ; max.getValue(maxX, maxY, maxZ);
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float dx = (maxX-minX)/(float)u;
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float dy = (maxY-minY)/(float)v;
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float dz = (maxZ-minZ)/(float)w;
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glColor3f(0.0f,1.0f,0.0);
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glBegin(GL_LINES);
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for (short i=0; i<u+1; i++) {
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for (short j=0; j<v+1; j++) {
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float p[3];
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p[0] = i * dx + minX;
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p[1] = j * dy + minY;
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p[2] = minZ;
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glVertex3fv(p);
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p[0] = i * dx + minX;
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p[1] = j * dy + minY;
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p[2] = maxZ;
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glVertex3fv(p);
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}
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}
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for (short i=0; i<u+1; i++) {
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for (short j=0; j<w+1; j++) {
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float p[3];
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p[0] = i * dx + minX;
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p[1] = minY;
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p[2] = j * dz + minZ;
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glVertex3fv(p);
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p[0] = i * dx + minX;
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p[1] = maxY;
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p[2] = j * dz + minZ;
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glVertex3fv(p);
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}
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}
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for (short i=0; i<v+1; i++) {
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for (short j=0; j<w+1; j++) {
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float p[3];
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p[0] = minX;
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p[1] = i * dy + minY;
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p[2] = j * dz + minZ;
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glVertex3fv(p);
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p[0] = maxX;
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p[1] = i * dy + minY;
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p[2] = j * dz + minZ;
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glVertex3fv(p);
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}
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}
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glEnd();
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}
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// -------------------------------------------------------
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SO_NODE_SOURCE(SoFCMeshObjectNode);
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/*!
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Constructor.
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*/
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SoFCMeshObjectNode::SoFCMeshObjectNode(void)
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{
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SO_NODE_CONSTRUCTOR(SoFCMeshObjectNode);
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SO_NODE_ADD_FIELD(mesh, (0));
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}
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/*!
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Destructor.
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*/
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SoFCMeshObjectNode::~SoFCMeshObjectNode()
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{
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}
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// Doc from superclass.
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void SoFCMeshObjectNode::initClass(void)
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{
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SO_NODE_INIT_CLASS(SoFCMeshObjectNode, SoNode, "Node");
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SO_ENABLE(SoGetBoundingBoxAction, SoFCMeshObjectElement);
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SO_ENABLE(SoGLRenderAction, SoFCMeshObjectElement);
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SO_ENABLE(SoPickAction, SoFCMeshObjectElement);
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SO_ENABLE(SoCallbackAction, SoFCMeshObjectElement);
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SO_ENABLE(SoGetPrimitiveCountAction, SoFCMeshObjectElement);
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}
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// Doc from superclass.
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void SoFCMeshObjectNode::doAction(SoAction * action)
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{
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SoFCMeshObjectElement::set(action->getState(), this, mesh.getValue());
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}
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// Doc from superclass.
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void SoFCMeshObjectNode::GLRender(SoGLRenderAction * action)
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{
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SoFCMeshObjectNode::doAction(action);
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}
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// Doc from superclass.
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void SoFCMeshObjectNode::callback(SoCallbackAction * action)
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{
|
|
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>((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<SoFCMeshObjectNode*>(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<Gui::SoGLSelectAction*>(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<double,unsigned int> > hit;
|
|
GLuint index=0;
|
|
for (GLint ii=0;ii<hits && index<bufSize;ii++) {
|
|
GLint ct = (GLint)selectBuf[index];
|
|
hit.push_back(std::pair<double,unsigned int>
|
|
(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<Gui::SoGLSelectAction*>(action);
|
|
doaction->indices.reserve(hit.size());
|
|
for (GLint ii=0;ii<hits;ii++) {
|
|
doaction->indices.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<unsigned long> 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<unsigned long>::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<unsigned long>::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<unsigned long>::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<unsigned long> rSegm = mesh->getSegment
|
|
(this->index.getValue()).getIndices();
|
|
int mod = rSegm.size()/renderTriangleLimit+1;
|
|
|
|
float size = std::min<float>((float)mod,3.0f);
|
|
glPointSize(size);
|
|
|
|
if (needNormals)
|
|
{
|
|
glBegin(GL_POINTS);
|
|
int ct=0;
|
|
if (ccw) {
|
|
for (std::vector<unsigned long>::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<unsigned long>::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<unsigned long>::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<unsigned long> 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<unsigned long>::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<unsigned long>& 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<unsigned long>::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);
|
|
}
|