Files
ResInsight/Fwk/VizFwk/Tests/SnippetsBasis/snipPicking.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

354 lines
11 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.
//
//##################################################################################################
#include "cvfLibCore.h"
#include "cvfLibRender.h"
#include "cvfLibViewing.h"
#include "cvfLibGeometry.h"
#include "snipPicking.h"
#include "cvfuInputEvents.h"
#include "cvfuPartCompoundGenerator.h"
namespace snip {
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Picking::Picking()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool Picking::onInitialize()
{
PartCompoundGenerator gen;
gen.setPartDistribution(Vec3i(5, 5, 5));
gen.setNumEffects(8);
gen.useRandomEffectAssignment(false);
gen.setExtent(Vec3f(3,3,3));
gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));
Collection<Part> parts;
gen.generateBoxes(&parts);
ref<ModelBasicList> myModel = new ModelBasicList;
size_t i;
for (i = 0; i < parts.size(); i++)
{
myModel->addPart(parts[i].p());
}
myModel->updateBoundingBoxesRecursive();
Rendering* mainRendering = m_renderSequence->rendering(0);
mainRendering->scene()->addModel(myModel.p());
BoundingBox bb = myModel->boundingBox();
m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
m_auxModel = new ModelBasicList;
m_facesModel = new ModelBasicList;
ref<Scene> extraScene = new Scene;
extraScene->addModel(m_auxModel.p());
extraScene->addModel(m_facesModel.p());
ref<Rendering> extraRendering = new Rendering;
extraRendering->setScene(extraScene.p());
extraRendering->setCamera(mainRendering->camera());
extraRendering->setClearMode(Viewport::DO_NOT_CLEAR);
m_renderSequence->addRendering(extraRendering.p());
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Picking::onMousePressEvent(MouseButton buttonPressed, MouseEvent* mouseEvent)
{
if (buttonPressed == LeftButton && mouseEvent->modifiers() == ControlModifier)
{
Rendering* mainRendering = m_renderSequence->rendering(0);
ref<cvf::RayIntersectSpec> ris = mainRendering->rayIntersectSpecFromWindowCoordinates(mouseEvent->x(), mouseEvent->y());
DebugTimer tim("Picking");
cvf::HitItemCollection hic;
mainRendering->rayIntersect(*ris, &hic);
tim.reportTime();
if (hic.count() > 0)
{
const cvf::HitItem* item = hic.firstItem();
CVF_ASSERT(item && item->part());
Vec3d isectPt = item->intersectionPoint();
Trace::show("IntersectPt: %f %f %f", isectPt.x(), isectPt.y(), isectPt.z());
updateHitPointMarkerPos(item->intersectionPoint());
const HitDetail* detail = item->detail();
const HitDetailDrawableGeo* detailGeo = dynamic_cast<const HitDetailDrawableGeo*>(detail);
if (detailGeo)
{
cvf::Trace::show("face idx %d", detailGeo->faceIndex());
}
repickAndHighlightAllFaces(*ris->ray(), hic);
// Be good and set rotation point
m_trackball->setRotationPoint(isectPt);
}
else
{
removeHitPointMarker();
}
mouseEvent->setRequestedAction(REDRAW);
return;
}
TestSnippet::onMousePressEvent(buttonPressed, mouseEvent);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Picking::onKeyPressEvent(KeyEvent* keyEvent)
{
char keyChar = keyEvent->character();
if (keyChar == 'l')
{
drawMainRenderingUsingLines(true);
Trace::show("Draw using line drawing ON");
}
if (keyChar == 'L')
{
drawMainRenderingUsingLines(false);
Trace::show("Draw using line drawing OFF");
}
keyEvent->setRequestedAction(REDRAW);
}
//--------------------------------------------------------------------------------------------------
/// '
//--------------------------------------------------------------------------------------------------
std::vector<cvf::String> Picking::helpText() const
{
std::vector<String> help;
help.push_back(String("l/ - toggle drawing using line drawing"));
return help;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Picking::drawMainRenderingUsingLines(bool drawUsingLines)
{
Collection<Part> allParts;
m_renderSequence->firstRendering()->scene()->allParts(&allParts);
size_t i;
for (i = 0; i < allParts.size(); i++)
{
Part* part = allParts.at(i);
Effect* eff = part->effect();
if (drawUsingLines)
{
eff->setRenderState(new RenderStatePolygonMode(RenderStatePolygonMode::LINE));
}
else
{
eff->removeRenderState(RenderState::POLYGON_MODE);
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Picking::updateHitPointMarkerPos(const Vec3d& hitPoint)
{
CVF_ASSERT(m_auxModel.notNull());
const int hitPointPartId = 101;
ref<Part> hitPointPart = m_auxModel->findPartByID(hitPointPartId);
if (hitPointPart.isNull())
{
GeometryBuilderFaceList builder;
GeometryUtils::createSphere(0.05, 10, 10, &builder);
ref<DrawableGeo> geo = new DrawableGeo;
geo->setVertexArray(builder.vertices().p());
geo->setFromFaceList(*builder.faceList());
geo->computeNormals();
ref<Effect> eff = new Effect;
eff->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_MAGENTA));
hitPointPart = new Part;
hitPointPart->setId(hitPointPartId);
hitPointPart->setDrawable(geo.p());
hitPointPart->setEffect(eff.p());
hitPointPart->setTransform(new Transform);
m_auxModel->addPart(hitPointPart.p());
m_auxModel->updateBoundingBoxesRecursive();
}
ref<Transform> trans = hitPointPart->transform();
trans->setLocalTransform(Mat4d::fromTranslation(hitPoint));
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Picking::removeHitPointMarker()
{
CVF_ASSERT(m_auxModel.notNull());
const int hitPointPartId = 101;
ref<Part> hitPointPart = m_auxModel->findPartByID(hitPointPartId);
if (hitPointPart.notNull())
{
m_auxModel->removePart(hitPointPart.p());
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Picking::repickAndHighlightAllFaces(const Ray& rayIn, const HitItemCollection& hic)
{
m_facesModel->removeAllParts();
ref<Effect> eff = new Effect;
eff->setRenderState(new RenderStateMaterial_FF(RenderStateMaterial_FF::PURE_CYAN));
cvf::uint i;
for (i = 0; i < hic.count(); i++)
{
const HitItem* item = hic.item(i);
const Part* part = item->part();
const DrawableGeo* geo = dynamic_cast<const DrawableGeo*>(part->drawable());
if (geo)
{
Ray ray(rayIn);
const Transform* partTransform = part->transform();
if (partTransform)
{
ray.transform(partTransform->worldTransform().getInverted());
}
UIntArray faceIndices;
if (geo->rayIntersect(ray, NULL, &faceIndices))
{
ref<DrawableGeo> facesGeo = extractFacesFromGeo(*geo, faceIndices);
if (partTransform)
{
facesGeo->transform(partTransform->worldTransform());
}
ref<Part> facesPart = new Part;
facesPart->setDrawable(facesGeo.p());
facesPart->setEffect(eff.p());
m_facesModel->addPart(facesPart.p());
}
}
}
m_facesModel->updateBoundingBoxesRecursive();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<DrawableGeo> Picking::extractFacesFromGeo(const DrawableGeo& geo, const UIntArray& faces)
{
GeometryBuilderFaceList builder;
size_t i;
for (i = 0; i < faces.size(); i++)
{
size_t faceIndex = faces[i];
UIntArray conn;
geo.getFaceIndices(faceIndex, &conn);
builder.addFace(conn);
}
ref<Vec3fArray> verts = new Vec3fArray(*geo.vertexArray());
ref<UIntArray> faceList = builder.faceList();
ref<DrawableGeo> faceGeo = new DrawableGeo;
faceGeo->setVertexArray(verts.p());
faceGeo->setFromFaceList(*faceList);
faceGeo->computeNormals();
return faceGeo;
}
} // namespace snip