ResInsight/Fwk/VizFwk/LibViewing/cvfModel.h

90 lines
3.2 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// 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<Part>* 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<Transform> m_tranformTree;
};
}