ResInsight/Fwk/VizFwk/LibViewing/cvfPart.h

126 lines
4.6 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 "cvfObject.h"
#include "cvfOpenGLTypes.h"
#include "cvfCollection.h"
#include "cvfString.h"
#include "cvfBoundingBox.h"
namespace cvf {
class Drawable;
class Transform;
class Effect;
class Ray;
class HitItemCollection;
class OpenGLContext;
//==================================================================================================
//
// Part
//
//==================================================================================================
class Part : public Object
{
public:
static const uint MAX_NUM_LOD_LEVELS = 2;
public:
Part();
Part(int64 id, String name);
virtual ~Part();
void setName(const String& name);
void setId(int64 id);
const String& name() const;
int64 id() const;
void setEnableMask(uint mask);
uint enableMask() const;
void setPriority(int priority);
int priority() const;
virtual ref<Part> shallowCopy() const;
void setDrawable(Drawable* drawable);
void setDrawable(uint lodLevel, Drawable* drawable);
Drawable* drawable();
const Drawable* drawable() const;
Drawable* drawable(uint lodLevel);
Effect* effect();
Effect* effect(uint lodLevel);
void setEffect(Effect* effect);
void setEffect(uint lodLevel, Effect* effect);
Transform* transform();
const Transform* transform() const;
void setTransform(Transform* transform);
void updateBoundingBox();
const BoundingBox& boundingBox() const;
bool rayIntersect(const Ray& ray, HitItemCollection* hitItemCollection) const;
void deleteOrReleaseOpenGLResources(OpenGLContext* oglContext);
void setSourceInfo(Object* sourceInfo);
Object* sourceInfo();
const Object* sourceInfo() const;
protected:
String m_name;
int64 m_id;
uint m_enableMask; // The enable mask determines if the part should be visible and/or rendered depending on masks set in Model and/or Rendering
int m_priority; // The part's render priority. Parts with the highest priority (highest value) are drawn last. The default priority is 0.
ref<Transform> m_transform;
ref<Drawable> m_drawables[MAX_NUM_LOD_LEVELS];
ref<Effect> m_effects[MAX_NUM_LOD_LEVELS];
BoundingBox m_boundingBox;
ref<Object> m_sourceInfo; // Source info object used to identify the origin of a given geometry entity. This usually needed during picking operations,
// and the application needs to identify the domain specific entity from which the selected geometry entity was created
};
}