ResInsight/Fwk/VizFwk/LibViewing/cvfScene.cpp

254 lines
7.8 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 "cvfScene.h"
#include "cvfModel.h"
#include "cvfPartRenderHintCollection.h"
#include "cvfTransform.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::Scene
/// \ingroup Viewing
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Scene::Scene()
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Scene::~Scene()
{
}
//--------------------------------------------------------------------------------------------------
/// Compute the visible parts of all models in the scene
//--------------------------------------------------------------------------------------------------
void Scene::findVisibleParts(PartRenderHintCollection* visibleParts, const Camera& camera, const CullSettings& cullSettings, uint enableMask)
{
visibleParts->setCountZero();
uint numModels = modelCount();
for (uint i = 0; i < numModels; i++)
{
Model* model = m_models[i].p();
if (model)
{
if ((enableMask & model->partEnableMask()) != 0)
{
model->findVisibleParts(visibleParts, camera, cullSettings, enableMask);
}
}
}
}
//--------------------------------------------------------------------------------------------------
/// Get all pars in all models in the scene
//--------------------------------------------------------------------------------------------------
void Scene::allParts(Collection<Part>* partCollection)
{
uint numModels = modelCount();
uint i;
for (i = 0; i < numModels; i++)
{
Model* model = m_models.at(i);
CVF_ASSERT(model);
model->allParts(partCollection);
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Scene::addModel(Model* model)
{
CVF_ASSERT(model);
m_models.push_back(model);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
uint Scene::modelCount() const
{
return static_cast<uint>(m_models.size());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Model* Scene::model(uint index)
{
return m_models[index].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
const Model* Scene::model(uint index) const
{
return m_models[index].p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Scene::removeAllModels()
{
m_models.clear();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Scene::removeModel(const Model* model)
{
CVF_ASSERT(model);
m_models.erase(model);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Scene::updateBoundingBoxesRecursive()
{
size_t numModels = m_models.size();
size_t i;
for (i = 0; i < numModels; i++)
{
Model* model = m_models.at(i);
CVF_ASSERT(model);
model->updateBoundingBoxesRecursive();
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
BoundingBox Scene::boundingBox() const
{
BoundingBox bb;
size_t numModels = m_models.size();
size_t i;
for (i = 0; i < numModels; i++)
{
const Model* model = m_models.at(i);
CVF_ASSERT(model);
bb.add(model->boundingBox());
}
return bb;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Scene::setTransformTree(Transform* transform)
{
m_tranformTree = transform;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Transform* Scene::transformTree()
{
return m_tranformTree.p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Scene::updateTransformTree(const Camera* camera)
{
bool boundingBoxesNeedUpdate = false;
if (m_tranformTree.notNull())
{
m_tranformTree->updateWorldTransform(camera);
boundingBoxesNeedUpdate = true;
}
size_t numModels = m_models.size();
for (size_t i = 0; i < numModels; i++)
{
Model* model = m_models.at(i);
CVF_ASSERT(model);
if (model->transformTree())
{
model->transformTree()->updateWorldTransform(camera);
}
if (model->transformTree() || boundingBoxesNeedUpdate)
{
model->updateBoundingBoxesRecursive();
}
}
}
} // namespace cvf