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create/src/Mod/Part/Gui/SoBrepFaceSet.h
2025-11-11 13:49:01 +01:00

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// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* 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/SoMFInt32.h>
#include <Inventor/fields/SoSFInt32.h>
#include <Inventor/nodes/SoIndexedFaceSet.h>
#include <memory>
#include <vector>
#include <Gui/Selection/SoFCSelectionContext.h>
#include <Mod/Part/PartGlobal.h>
class SoGLCoordinateElement;
class SoTextureCoordinateBundle;
namespace PartGui
{
class ViewProviderPartExt;
/**
* 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
{
using inherited = SoIndexedFaceSet;
SO_NODE_HEADER(SoBrepFaceSet);
public:
static void initClass();
SoBrepFaceSet();
void setViewProvider(ViewProviderPartExt* vp)
{
viewProvider = vp;
}
SoMFInt32 partIndex;
protected:
~SoBrepFaceSet() override;
void GLRender(SoGLRenderAction* action) override;
void GLRenderBelowPath(SoGLRenderAction* action) override;
void doAction(SoAction* action) override;
SoDetail* createTriangleDetail(
SoRayPickAction* action,
const SoPrimitiveVertex* v1,
const SoPrimitiveVertex* v2,
const SoPrimitiveVertex* v3,
SoPickedPoint* pp
) override;
void generatePrimitives(SoAction* action) override;
void getBoundingBox(SoGetBoundingBoxAction* action) override;
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,
SbBool texture
);
using SelContext = Gui::SoFCSelectionContextEx;
using SelContextPtr = Gui::SoFCSelectionContextExPtr;
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;
// backreference to viewprovider that owns this node
ViewProviderPartExt* viewProvider = nullptr;
};
} // namespace PartGui
#endif // PARTGUI_SOBREPFACESET_H