Files
create/src/Mod/Part/Gui/SoFCShapeObject.cpp
2025-11-11 13:49:01 +01:00

206 lines
6.8 KiB
C++

// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2008 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 *
* *
***************************************************************************/
#include <FCConfig.h>
#ifdef FC_OS_WIN32
# include <windows.h>
#endif
#ifdef FC_OS_MACOSX
# include <OpenGL/gl.h>
#else
# include <GL/gl.h>
#endif
#include <algorithm>
#include <limits>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/bundles/SoMaterialBundle.h>
#include <Inventor/bundles/SoTextureCoordinateBundle.h>
#include <Inventor/elements/SoCoordinateElement.h>
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/errors/SoReadError.h>
#include <Inventor/misc/SoState.h>
#include "SoFCShapeObject.h"
using namespace PartGui;
SO_NODE_SOURCE(SoFCShape);
SoFCShape::SoFCShape()
: coords(new SoCoordinate3)
, norm(new SoNormal)
, faceset(new SoBrepFaceSet)
, lineset(new SoBrepEdgeSet)
, nodeset(new SoBrepPointSet)
{
SO_NODE_CONSTRUCTOR(SoFCShape);
}
void SoFCShape::initClass()
{
SO_NODE_INIT_CLASS(SoFCShape, SoSeparator, "Separator");
}
SO_NODE_SOURCE(SoFCControlPoints)
void SoFCControlPoints::initClass()
{
SO_NODE_INIT_CLASS(SoFCControlPoints, SoShape, "Shape");
}
SoFCControlPoints::SoFCControlPoints()
{
SO_NODE_CONSTRUCTOR(SoFCControlPoints);
SbVec3f c(1.0f, 0.447059f, 0.337255f);
SO_NODE_ADD_FIELD(numPolesU, (0));
SO_NODE_ADD_FIELD(numPolesV, (0));
SO_NODE_ADD_FIELD(numKnotsU, (0));
SO_NODE_ADD_FIELD(numKnotsV, (0));
SO_NODE_ADD_FIELD(lineColor, (c));
}
/**
* Renders the control points.
*/
void SoFCControlPoints::GLRender(SoGLRenderAction* action)
{
if (shouldGLRender(action)) {
SoState* state = action->getState();
const SoCoordinateElement* coords = SoCoordinateElement::getInstance(state);
if (!coords) {
return;
}
const SbVec3f* points = coords->getArrayPtr3();
if (!points) {
return;
}
SoMaterialBundle mb(action);
SoTextureCoordinateBundle tb(action, true, false);
SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR);
mb.sendFirst(); // make sure we have the correct material
int32_t len = coords->getNum();
drawControlPoints(points, len);
}
}
/**
* Renders the control points and knots.
*/
void SoFCControlPoints::drawControlPoints(const SbVec3f* points, int32_t len) const
{
glLineWidth(1.0f);
glColor3fv(lineColor.getValue().getValue());
uint32_t nCtU = numPolesU.getValue();
uint32_t nCtV = numPolesV.getValue();
uint32_t poles = nCtU * nCtV;
if (poles > (uint32_t)len) {
return; // wrong setup, too few points
}
// draw control mesh
glBegin(GL_LINES);
for (uint32_t u = 0; u < nCtU - 1; ++u) {
for (uint32_t v = 0; v < nCtV - 1; ++v) {
glVertex3fv(points[u * nCtV + v].getValue());
glVertex3fv(points[u * nCtV + v + 1].getValue());
glVertex3fv(points[u * nCtV + v].getValue());
glVertex3fv(points[(u + 1) * nCtV + v].getValue());
}
glVertex3fv(points[(u + 1) * nCtV - 1].getValue());
glVertex3fv(points[(u + 2) * nCtV - 1].getValue());
}
for (uint32_t v = 0; v < nCtV - 1; ++v) {
glVertex3fv(points[(nCtU - 1) * nCtV + v].getValue());
glVertex3fv(points[(nCtU - 1) * nCtV + v + 1].getValue());
}
glEnd();
// draw poles
glPointSize(5.0f);
glBegin(GL_POINTS);
for (uint32_t p = 0; p < poles; p++) {
glVertex3fv(points[p].getValue());
}
glEnd();
// draw knots if available
uint32_t knots = numKnotsU.getValue() * numKnotsV.getValue();
uint32_t index = poles + knots;
if (index > (uint32_t)len) {
return; // wrong setup, too few points
}
glColor3f(1.0f, 1.0f, 0.0f);
glPointSize(6.0f);
glBegin(GL_POINTS);
for (uint32_t p = poles; p < index; p++) {
glVertex3fv(points[p].getValue());
}
glEnd();
}
void SoFCControlPoints::generatePrimitives(SoAction* /*action*/)
{}
/**
* Sets the bounding box of the mesh to \a box and its center to \a center.
*/
void SoFCControlPoints::computeBBox(SoAction* action, SbBox3f& box, SbVec3f& center)
{
SoState* state = action->getState();
const SoCoordinateElement* coords = SoCoordinateElement::getInstance(state);
if (!coords) {
return;
}
const SbVec3f* points = coords->getArrayPtr3();
if (!points) {
return;
}
constexpr float floatMax = std::numeric_limits<float>::max();
float maxX = -floatMax, minX = floatMax, maxY = -floatMax, minY = floatMax, maxZ = -floatMax,
minZ = floatMax;
int32_t len = coords->getNum();
if (len > 0) {
for (int32_t i = 0; i < len; i++) {
maxX = std::max<float>(maxX, points[i][0]);
minX = std::min<float>(minX, points[i][0]);
maxY = std::max<float>(maxY, points[i][1]);
minY = std::min<float>(minY, points[i][1]);
maxZ = std::max<float>(maxZ, points[i][2]);
minZ = std::min<float>(minZ, points[i][2]);
}
box.setBounds(minX, minY, minZ, maxX, maxY, maxZ);
center.setValue(0.5f * (minX + maxX), 0.5f * (minY + maxY), 0.5f * (minZ + maxZ));
}
else {
box.setBounds(SbVec3f(0, 0, 0), SbVec3f(0, 0, 0));
center.setValue(0.0f, 0.0f, 0.0f);
}
}