ResInsight/Fwk/VizFwk/LibViewing/cvfPart.cpp

479 lines
15 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 "cvfBase.h"
#include "cvfPart.h"
#include "cvfDrawable.h"
#include "cvfTransform.h"
#include "cvfEffect.h"
#include "cvfRay.h"
#include "cvfHitDetail.h"
#include "cvfHitItemCollection.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::Part
/// \ingroup Viewing
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Part::Part()
: m_name(),
m_id(-1),
m_enableMask(0xffffffff),
m_priority(0)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Part::Part(int64 id, String name)
: m_name(name),
m_id(id),
m_enableMask(0xffffffff),
m_priority(0)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Part::~Part()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
ref<Part> Part::shallowCopy() const
{
ref<Part> newPart = new Part;
newPart->m_name = m_name;
newPart->m_id = m_id;
newPart->m_enableMask = m_enableMask;
newPart->m_priority = m_priority;
newPart->m_transform = m_transform;
newPart->m_boundingBox = m_boundingBox;
newPart->m_sourceInfo = m_sourceInfo;
uint i;
for (i = 0; i < MAX_NUM_LOD_LEVELS; i++)
{
newPart->m_drawables[i] = m_drawables[i];
newPart->m_effects[i] = m_effects[i];
}
return newPart;
}
//--------------------------------------------------------------------------------------------------
/// Set a name to identify the part.
///
/// It's up to the developer to decide if the name should be unique or not.
///
/// \sa name
//--------------------------------------------------------------------------------------------------
void Part::setName(const String& name)
{
m_name = name;
}
//--------------------------------------------------------------------------------------------------
/// Set an ID to identify the part
///
/// It's up to the developer to decide if the value should be unique or not.
///
/// \sa id()
//--------------------------------------------------------------------------------------------------
void Part::setId(int64 id)
{
m_id = id;
}
//--------------------------------------------------------------------------------------------------
/// Get the name of the part
///
/// Default is an empty String.
///
/// \sa setName
//--------------------------------------------------------------------------------------------------
const String& Part::name() const
{
return m_name;
}
//--------------------------------------------------------------------------------------------------
/// Get the ID of the part
///
/// Default is -1.
///
/// \sa setId
//--------------------------------------------------------------------------------------------------
int64 Part::id() const
{
return m_id;
}
//--------------------------------------------------------------------------------------------------
/// Sets the enable mask for this part
///
/// The enable mask determines if the part should be visible and/or rendered depending on the
/// masks set in its containing Model and/or the Rendering where the part participates.
/// The default enable mask if 0xffffffff
///
/// \sa Model::setPartEnableMask()
//--------------------------------------------------------------------------------------------------
void Part::setEnableMask(uint mask)
{
m_enableMask = mask;
}
//--------------------------------------------------------------------------------------------------
/// Gets the enable mask for this part
///
/// \sa setEnableMask()
//--------------------------------------------------------------------------------------------------
uint Part::enableMask() const
{
return m_enableMask;
}
//--------------------------------------------------------------------------------------------------
/// Set render priority for this part
///
/// The render priority determines the order in which parts get rendered. Parts with lower priorities
/// get rendered first. The default priority is 0.
//--------------------------------------------------------------------------------------------------
void Part::setPriority(int priority)
{
m_priority = priority;
}
//--------------------------------------------------------------------------------------------------
/// Get render priority
//--------------------------------------------------------------------------------------------------
int Part::priority() const
{
return m_priority;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Part::setDrawable(Drawable* drawable)
{
m_drawables[0] = drawable;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Part::setDrawable(uint lodLevel, Drawable* drawable)
{
CVF_ASSERT(lodLevel < MAX_NUM_LOD_LEVELS);
m_drawables[lodLevel] = drawable;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Drawable* Part::drawable()
{
return m_drawables[0].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Drawable* Part::drawable() const
{
return m_drawables[0].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Drawable* Part::drawable(uint lodLevel)
{
CVF_ASSERT(lodLevel < MAX_NUM_LOD_LEVELS);
return m_drawables[lodLevel].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Part::setEffect(Effect* effect)
{
m_effects[0] = effect;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Part::setEffect(uint lodLevel, Effect* effect)
{
CVF_ASSERT(lodLevel < MAX_NUM_LOD_LEVELS);
m_effects[lodLevel] = effect;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Effect* Part::effect()
{
return m_effects[0].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Effect* Part::effect(uint lodLevel)
{
CVF_ASSERT(lodLevel < MAX_NUM_LOD_LEVELS);
return m_effects[lodLevel].p();
}
//--------------------------------------------------------------------------------------------------
/// Returns the current transform (matrix) of the part. NULL if none.
//--------------------------------------------------------------------------------------------------
Transform* Part::transform()
{
return m_transform.p();
}
//--------------------------------------------------------------------------------------------------
/// Returns the current transform (matrix) of the part. NULL if none.
//--------------------------------------------------------------------------------------------------
const Transform* Part::transform() const
{
return m_transform.p();
}
//--------------------------------------------------------------------------------------------------
/// Set the transform (matrix) to use for this part. NULL for none.
///
/// Note that you need to call updateBoundingBox() after setting the transform and after any changes
/// to the transform object.
//--------------------------------------------------------------------------------------------------
void Part::setTransform(Transform* transform)
{
m_transform = transform;
}
//--------------------------------------------------------------------------------------------------
/// Updates Part's bounding box using LOD level 0. Will result in an invalid bounding box if no drawable exists.
//--------------------------------------------------------------------------------------------------
void Part::updateBoundingBox()
{
Drawable* drawable = m_drawables[0].p();
if (drawable)
{
m_boundingBox = drawable->boundingBox();
if (m_transform.notNull())
{
m_boundingBox.transform(m_transform->worldTransform());
}
}
else
{
m_boundingBox.reset();
}
}
//--------------------------------------------------------------------------------------------------
/// Returns the currently computed bounding box. May be invalid.
//--------------------------------------------------------------------------------------------------
const BoundingBox& Part::boundingBox() const
{
return m_boundingBox;
}
//--------------------------------------------------------------------------------------------------
/// Intersect the drawable (at lod level 0) in the part with the specified ray
///
/// Returns true if any intersections were added to the hit item collection.
/// Checks first against the bounding box of the part, so it must be up to date.
//--------------------------------------------------------------------------------------------------
bool Part::rayIntersect(const Ray& ray, HitItemCollection* hitItemCollection) const
{
const Drawable* myDrawable = m_drawables[0].p();
if (!myDrawable)
{
return false;
}
// Early reject: Check if bounding box is hit
if (!ray.boxIntersect(m_boundingBox))
{
return false;
}
// Inverse transform ray to be able to do picking in local coordinates
Ray tranformedRay(ray);
if (m_transform.notNull())
{
tranformedRay.transform(m_transform->worldTransform().getInverted());
}
Vec3d intersectionPoint;
ref<HitDetail> hitDetail;
if (myDrawable->rayIntersectCreateDetail(tranformedRay, &intersectionPoint, &hitDetail))
{
if (m_transform.notNull())
{
intersectionPoint.transformPoint(m_transform->worldTransform());
}
double dist = (intersectionPoint - ray.origin()).length();
ref<HitItem> hitItem = new HitItem(dist, intersectionPoint);
hitItem->setPart(this);
hitItem->setDetail(hitDetail.p());
hitItemCollection->add(hitItem.p());
return true;
}
else
{
return false;
}
}
//--------------------------------------------------------------------------------------------------
/// Delete or release all OpenGL resources held by the part
///
/// \warning The OpenGL context in which the resources were created or a context that is being
/// shared must be current in the calling thread.
/// \warning Some resources are just released (by unreferencing the object) so in order to assure
/// that the actual OpenGL resources get deleted, you may have to do cleanup through the
/// OpenGLResourceManager as afterwards (eg. deleteOrphanedManagedBufferObjects())
//--------------------------------------------------------------------------------------------------
void Part::deleteOrReleaseOpenGLResources(OpenGLContext* oglContext)
{
CVF_ASSERT(oglContext);
uint lod;
for (lod = 0; lod < MAX_NUM_LOD_LEVELS; lod++)
{
Effect* theEffect = effect(lod);
if (theEffect)
{
theEffect->deleteOrReleaseOpenGLResources(oglContext);
}
Drawable* theDrawable = drawable(lod);
if (theDrawable)
{
theDrawable->releaseBufferObjectsGPU();
}
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Part::setSourceInfo(Object* sourceInfo)
{
m_sourceInfo = sourceInfo;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Object* Part::sourceInfo()
{
return m_sourceInfo.p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Object* Part::sourceInfo() const
{
return m_sourceInfo.p();
}
} // namespace cvf