Surfaces: Improve UI and usability for surfaces (#6290)

* Add reload command to surface context menus. Still missing the part that actually reloads the data.

* Add additional check for null ptr to avoid crash

* Surfaces: implements reload command in context menu to reload surface data from its source (i.e. a file).
Rename function names to better show what they are actually doing
Refactor a bit to give all RimSurface subclasses the same interface for reloading data.
Also makes sure new RimGridCaseSurface instances are shown by default in the view(s)

* Fixes by clang-format

* Include offset and slice index in surface name shown in project explorer

* Allow importing the same file multiple times

* Disable lighting for surfaces, as it doesn't look good for now. Fixes #6084

* Surfaces: Remove depth offset setting from view. Add slider to depth offset edit for surface

* Create new surfaces only on collection context menu

* Make sure tree view icon is enabled/disabled when the check box is clicked

* Fix depth offset for grid case surfaces, missing base function call.

* Make public method .. public.

* Add reload command to surface context menus. Still missing the part that actually reloads the data.

* Add additional check for null ptr to avoid crash

* Surfaces: implements reload command in context menu to reload surface data from its source (i.e. a file).
Rename function names to better show what they are actually doing
Refactor a bit to give all RimSurface subclasses the same interface for reloading data.
Also makes sure new RimGridCaseSurface instances are shown by default in the view(s)

* Fixes by clang-format

* Include offset and slice index in surface name shown in project explorer

* Allow importing the same file multiple times

* Disable lighting for surfaces, as it doesn't look good for now. Fixes #6084

* Surfaces: Remove depth offset setting from view. Add slider to depth offset edit for surface

* Create new surfaces only on collection context menu

* Make sure tree view icon is enabled/disabled when the check box is clicked

* Fix depth offset for grid case surfaces, missing base function call.

* Make public method .. public.

* Fixes by clang-format

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
This commit is contained in:
jonjenssen
2020-08-11 11:34:34 +02:00
committed by GitHub
parent af44659860
commit bbc659799e
20 changed files with 30895 additions and 164 deletions

View File

@@ -152,7 +152,6 @@ void RivSurfaceIntersectionGeometryGenerator::calculateArrays()
const std::vector<cvf::Vec3d>& nativeVertices = m_usedSurfaceData->vertices();
const std::vector<unsigned>& nativeTriangleIndices = m_usedSurfaceData->triangleIndices();
cvf::Vec3d displayModelOffset = m_hexGrid->displayOffset();
double depthOffset = m_surfaceInView->depthOffset();
m_triVxToCellCornerWeights.reserve( nativeTriangleIndices.size() * 24 );
outputTriangleVertices.reserve( nativeTriangleIndices.size() * 24 );
@@ -191,10 +190,6 @@ void RivSurfaceIntersectionGeometryGenerator::calculateArrays()
cvf::Vec3d p1 = nativeVertices[nativeTriangleIndices[ntVxIdx + 1]];
cvf::Vec3d p2 = nativeVertices[nativeTriangleIndices[ntVxIdx + 2]];
p0.z() = p0.z() - depthOffset;
p1.z() = p1.z() - depthOffset;
p2.z() = p2.z() - depthOffset;
cvf::BoundingBox triangleBBox;
triangleBBox.add( p0 );
triangleBBox.add( p1 );

View File

@@ -155,6 +155,7 @@ void RivSurfacePartMgr::updateNativeSurfaceColors()
auto mapper = m_surfaceInView->surfaceResultDefinition()->legendConfig()->scalarMapper();
if ( m_usedSurfaceData.notNull() )
{
QString propertyName = m_surfaceInView->surfaceResultDefinition()->propertyName();
auto values = m_usedSurfaceData->propertyValues( propertyName );
@@ -173,14 +174,7 @@ void RivSurfacePartMgr::updateNativeSurfaceColors()
}
float effectiveOpacityLevel = 1.0;
bool disableLighting = false;
Rim3dView* view = nullptr;
m_surfaceInView->firstAncestorOfType( view );
if ( view )
{
disableLighting = view->isLightingDisabled();
}
bool disableLighting = true; // always disable lighting for now, as it doesn't look good
RivScalarMapperUtils::applyTextureResultsToPart( m_nativeTrianglesPart.p(),
m_nativeTrianglesTextureCoords.p(),
@@ -333,9 +327,6 @@ void RivSurfacePartMgr::generateNativePartGeometry()
m_usedSurfaceData = m_surfaceInView->surface()->surfaceData();
if ( m_usedSurfaceData.isNull() ) return;
double depthOffset = m_surfaceInView->depthOffset();
displayModOffsett.z() = displayModOffsett.z() + depthOffset;
const std::vector<cvf::Vec3d>& vertices = m_usedSurfaceData->vertices();
cvf::ref<cvf::Vec3fArray> cvfVertices = new cvf::Vec3fArray( vertices.size() );
for ( size_t i = 0; i < vertices.size(); ++i )