//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2012 Ceetron AS // // This library is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 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 General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfCollection.h" #include "cvfBoundingBox.h" namespace cvf { class Part; class PartRenderHintCollection; class Camera; class CullSettings; class RayIntersectSpec; class HitItemCollection; class OpenGLContext; class Transform; //================================================================================================== // // Abstract Model class // //================================================================================================== class Model : public Object { public: Model(); virtual ~Model(); virtual String name() const = 0; virtual void findVisibleParts(PartRenderHintCollection* visibleParts, const Camera& camera, const CullSettings& cullSettings, uint enableMask) = 0; virtual void allParts(Collection* partCollection) = 0; virtual void updateBoundingBoxesRecursive() = 0; virtual BoundingBox boundingBox() const = 0; virtual bool rayIntersect(const RayIntersectSpec& rayIntersectSpec, HitItemCollection* hitItemCollection) = 0; void setPartEnableMask(uint partEnableMask); uint partEnableMask() const; void deleteOrReleaseOpenGLResources(OpenGLContext* oglContext); void setTransformTree(Transform* transform); Transform* transformTree(); private: uint m_partEnableMask; // Mask will be compared against our parts when determining visible parts ref m_tranformTree; }; }