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PatchNode.h
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PatchNode.h
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#pragma once
#include "ipatch.h"
#include "itextstream.h"
#include "NodeBase.h"
#include "SelectableVertex.h"
namespace textool
{
class PatchNode :
public NodeBase
{
private:
IPatch& _patch;
mutable AABB _bounds;
std::vector<SelectableVertex> _vertices;
public:
PatchNode(IPatch& patch) :
_patch(patch)
{
foreachVertex([&](PatchControl& vertex)
{
_vertices.emplace_back(vertex.texcoord);
});
}
void beginTransformation() override
{
// We call undoSave() here for consistency, but technically it's too early -
// the undo operation hasn't started yet
_patch.undoSave();
}
void revertTransformation() override
{
_patch.revertTransform();
_patch.updateTesselation();
}
void applyTransformToSelected(const Matrix3& transform) override
{
foreachVertex([&](PatchControl& vertex)
{
vertex.texcoord = transform * vertex.texcoord;
});
// We have to force the patch to update its tesselation since
// modifying the "transformed" control point set won't trigger this
_patch.updateTesselation(true);
}
void commitTransformation() override
{
// Patch::freezeTransform will call undoSave() before overwriting
// the control point set with the transformed ones
_patch.freezeTransform();
}
const AABB& localAABB() const
{
_bounds = AABB();
foreachVertex([&](PatchControl& vertex)
{
_bounds.includePoint({ vertex.texcoord.x(), vertex.texcoord.y(), 0 });
});
return _bounds;
}
void testSelect(Selector& selector, SelectionTest& test) override
{
test.BeginMesh(Matrix4::getIdentity(), true);
auto mesh = _patch.getTesselatedPatchMesh();
auto indices = _patch.getRenderIndices();
// Copy the UV coords to the XYZ part to be able to use the TestQuadStrip method
for (auto& vertex : mesh.vertices)
{
vertex.vertex.set(vertex.texcoord.x(), vertex.texcoord.y(), 0);
}
SelectionIntersection best;
auto* pIndex = &indices.indices.front();
for (auto s = 0; s < indices.numStrips; s++)
{
test.TestQuadStrip(VertexPointer(&mesh.vertices.front().vertex, sizeof(VertexNT)), IndexPointer(pIndex, indices.lenStrips), best);
pIndex += indices.lenStrips;
}
if (best.isValid())
{
Selector_add(selector, *this);
}
#if 0
foreachVertex([&](PatchControl& vertex)
{
SelectionIntersection intersection;
test.TestPoint(Vector3(vertex.texcoord.x(), vertex.texcoord.y(), 0), intersection);
if (intersection.isValid())
{
Selector_add(selector, *this);
}
});
#endif
}
void render(SelectionMode mode) override
{
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, 0.3f);
glBlendFunc(GL_CONSTANT_ALPHA_EXT, GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
if (mode == SelectionMode::Surface && isSelected())
{
glColor3f(1, 0.5f, 0);
}
else if (mode == SelectionMode::Vertex)
{
glColor3f(0.6f, 0.6f, 0.6f);
}
else
{
glColor3f(0.8f, 0.8f, 0.8f);
}
// Get the tesselation and the first
auto tess = _patch.getTesselatedPatchMesh();
auto renderInfo = _patch.getRenderIndices();
auto* strip_indices = &renderInfo.indices.front();
for (std::size_t i = 0; i < renderInfo.numStrips; i++, strip_indices += renderInfo.lenStrips)
{
glBegin(GL_QUAD_STRIP);
for (std::size_t offset = 0; offset < renderInfo.lenStrips; offset++)
{
// Retrieve the mesh vertex from the line strip
auto& meshVertex = tess.vertices[*(strip_indices + offset)];
glVertex2d(meshVertex.texcoord[0], meshVertex.texcoord[1]);
}
glEnd();
}
glDisable(GL_BLEND);
if (mode == SelectionMode::Vertex)
{
glPointSize(5);
glBegin(GL_POINTS);
for (const auto& vertex : _vertices)
{
if (vertex.isSelected())
{
glColor3f(1, 0.5f, 0);
}
else
{
glColor3f(0.8f, 0.8f, 0.8f);
}
glVertex2d(vertex.getVertex().x(), vertex.getVertex().y());
}
glEnd();
}
}
private:
void foreachVertex(const std::function<void(PatchControl&)>& functor) const
{
for (std::size_t col = 0; col < _patch.getWidth(); ++col)
{
for (std::size_t row = 0; row < _patch.getHeight(); ++row)
{
functor(_patch.getTransformedCtrlAt(row, col));
}
}
}
};
}