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SoBrepFaceSet.h
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SoBrepFaceSet.h
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/***************************************************************************
* Copyright (c) 2011 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef PARTGUI_SOBREPFACESET_H
#define PARTGUI_SOBREPFACESET_H
#include <Inventor/fields/SoSFInt32.h>
#include <Inventor/fields/SoMFInt32.h>
#include <Inventor/fields/SoSFNode.h>
#include <Inventor/fields/SoSubField.h>
#include <Inventor/nodes/SoSubNode.h>
#include <Inventor/nodes/SoIndexedFaceSet.h>
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/elements/SoReplacedElement.h>
#include <vector>
class SoGLCoordinateElement;
class SoTextureCoordinateBundle;
// #define RENDER_GLARRAYS
namespace PartGui {
/**
* First some words to the history and the reason why we have this class:
* In older FreeCAD versions we had an own Inventor node for each sub-element of a shape with its own highlight node.
* For more complex objects the number of nodes increased dramatically with the result that interactions with such
* objects was almost impossible because every little rotation or hovering caused a very time consuming redraw. The
* most time consuming part was not the OpenGL calls to render the elements but the traversal of these many nodes.
*
* So, the idea was to have one node that handles all faces of a shape, one node that handles all edges and another node
* that handles the vertexes. And each of these nodes manages the highlighting and selection itself.
*
* Now to SoBrepFaceSet in detail:
* The most complex nodes of them is SoBrepFaceSet because it adds some extra logic for the handling of faces. As you can
* see this class also has the attribute partIndex which is an array of integers. This basically expresses the logical
* grouping of the faces in the coordIndex field -- the parts. This means that a part in SoBrepFaceSet corresponds to a face
* in a shape object. Each part value gives you the number of triangles a certain face consists of. That's also the reason why
* SoBrepFaceSet only renders triangles. If you want a quad to be rendered than create two triangles and set the corresponding
* part number to 2.
*
* Example:
* Let's say you have a shape with two faces. When meshing face 1 it creates 10 triangles and face 2 creates 5 triangles. Then
* the partIndex attribute would be the array [10,5].
*
* Highlighting/selection:
* The highlightIndex now defines which part of the shape must be highlighted. So, in the above example it can have the values
* 0, 1, or -1 (i.e. no highlighting). The highlightIndex is a SoSFInt32 field because only one part can be highlighted at a
* moment while selectionIndex is a SoMFInt32 field because several parts can be selected at a time. All the logic how to do the
* rendering is done inside renderHighlight()/renderSelection().
*
* Actually you can access the highlightIndex directly or you can apply a SoHighlightElementAction on it. And don't forget: if you
* do some mouse picking and you got a SoFaceDetail then use getPartIndex() to get the correct part.
*
* As an example how to use the class correctly see ViewProviderPartExt::updateVisual().
*/
class PartGuiExport SoBrepFaceSet : public SoIndexedFaceSet {
typedef SoIndexedFaceSet inherited;
SO_NODE_HEADER(SoBrepFaceSet);
public:
static void initClass();
SoBrepFaceSet();
SoMFInt32 partIndex;
SoSFInt32 highlightIndex;
SoMFInt32 selectionIndex;
protected:
virtual ~SoBrepFaceSet();
virtual void GLRender(SoGLRenderAction *action);
virtual void GLRenderBelowPath(SoGLRenderAction * action);
virtual void doAction(SoAction* action);
virtual SoDetail * createTriangleDetail(
SoRayPickAction * action,
const SoPrimitiveVertex * v1,
const SoPrimitiveVertex * v2,
const SoPrimitiveVertex * v3,
SoPickedPoint * pp);
virtual void generatePrimitives(SoAction * action);
private:
enum Binding {
OVERALL = 0,
PER_PART,
PER_PART_INDEXED,
PER_FACE,
PER_FACE_INDEXED,
PER_VERTEX,
PER_VERTEX_INDEXED,
NONE = OVERALL
};
Binding findMaterialBinding(SoState * const state) const;
Binding findNormalBinding(SoState * const state) const;
void renderShape(SoState * state,
SbBool hasVBO,
const SoGLCoordinateElement * const vertexlist,
const int32_t *vertexindices,
int num_vertexindices,
const int32_t *partindices,
int num_partindices,
const SbVec3f *normals,
const int32_t *normindices,
SoMaterialBundle *const materials,
const int32_t *matindices,
SoTextureCoordinateBundle * const texcoords,
const int32_t *texindices,
const int nbind,
const int mbind,
const int texture);
void renderHighlight(SoGLRenderAction *action);
void renderSelection(SoGLRenderAction *action);
#ifdef RENDER_GLARRAYS
void renderSimpleArray();
void renderColoredArray(SoMaterialBundle *const materials);
#endif
private:
#ifdef RENDER_GLARRAYS
std::vector<int32_t> index_array;
std::vector<float> vertex_array;
#endif
// Define some VBO pointer for the current mesh
static SbBool vboAvailable;
SbBool updateVbo;
uint32_t myvbo[2];
SbBool vboLoaded;
uint32_t indice_array;
SbColor selectionColor;
SbColor highlightColor;
SoColorPacker colorpacker;
};
} // namespace PartGui
#endif // PARTGUI_SOBREPFACESET_H