//---------------------------------------------------------------------------- // EgalTech 2013-2014 //---------------------------------------------------------------------------- // File : SceneGeom.cpp Data : 10.02.14 Versione : 1.5b1 // Contenuto : Implementazione della gestione geometria della classe scena. // // // // Modifiche : 10.02.14 DS Creazione modulo. // // //---------------------------------------------------------------------------- //--------------------------- Include ---------------------------------------- #include "stdafx.h" #include "Scene.h" #include "ObjOldGraphics.h" #include "ObjNewGraphics.h" #include "EGrUtils.h" #include "/EgtDev/Include/EgtILogger.h" #include "/EgtDev/Include/EGnStringUtils.h" #include "/EgtDev/Include/EGkFrame3d.h" #include "/EgtDev/Include/EgtPointerOwner.h" #include "/EgtDev/Include/EGkGdbIterator.h" #include "/EgtDev/Include/EGkGeoVector3d.h" #include "/EgtDev/Include/EGkGeoPoint3d.h" #include "/EgtDev/Include/EGkCurve.h" #include "/EgtDev/Include/EGkCurveComposite.h" #include "/EgtDev/Include/EGkSurfTriMesh.h" #include "/EgtDev/Include/EGkExtText.h" #include "/EgtDev/Include/EGkGdbFunct.h" using namespace std ; //------------------------------ Local functions ----------------------------- static ObjEGrGraphics* CreateObjEGrGraphics( bool bNewWay) ; static bool CalcCurveTailMark( const Vector3d& vtRef, const PolyLine& plCrv, PolyLine& plMark) ; static bool CalcCurveTipArrow( const Vector3d& vtRef, const PolyLine& plCrv, PolyLine& plArr) ; static bool CalcConnectingLines( const PolyLine& plCrv, const Vector3d& vtTh, bool bDense, PNTVECTOR& vPnt) ; //---------------------------------------------------------------------------- bool Scene::UpdateExtension( void) { BBox3d b3Ext ; if ( m_pGeomDB == nullptr || ! m_pGeomDB->GetLocalBBox( GDB_ID_ROOT, b3Ext, BBF_ONLY_VISIBLE)) return false ; return SetExtension( b3Ext) ; } //---------------------------------------------------------------------------- bool Scene::SetMark( Color colMark) { m_colMark = colMark ; return true ; } //---------------------------------------------------------------------------- bool Scene::SetSelSurf( Color colSelSurf) { m_colSelSurf = colSelSurf ; return true ; } //---------------------------------------------------------------------------- bool Scene::DrawGroup( int nId, int nPass, const MdStMkCol& cParent) { // creo un iteratore PtrOwner pIter( CreateGdbIterator( m_pGeomDB)) ; if ( IsNull( pIter)) return false ; // recupero il gruppo if ( ! pIter->GoTo( nId)) return false ; // eseguo il disegno return DrawGroup( *pIter, nPass, cParent) ; } //---------------------------------------------------------------------------- bool Scene::DrawGroup( const IGdbIterator& iIter, int nPass, const MdStMkCol& cParent) { // creo un iteratore PtrOwner pIter( CreateGdbIterator( m_pGeomDB)) ; if ( IsNull( pIter)) return false ; // recupero il riferimento del gruppo Frame3d frFrame ; if ( ! iIter.GetGroupFrame( frFrame)) return false ; // se non è identità, lo aggiungo sullo stack delle matrici MODELVIEW di OpenGL bool bMatrix = ( frFrame.GetType() != Frame3d::TOP || ! frFrame.Orig().IsSmall()) ; if ( bMatrix) { glPushMatrix() ; double Matrix[OGLMAT_DIM] ; if ( FrameToOpenGlMatrix( frFrame, Matrix)) glMultMatrixd( Matrix) ; } // scandisco il gruppo bool bOk = true ; for ( bool bNext = pIter->GoToFirstInGroup( iIter) ; bNext && bOk ; bNext = pIter->GoToNext()) { // leggo il tipo di oggetto int nGdbType = pIter->GetGdbType() ; // recupero e aggiorno il modo dell'oggetto int nMode = GDB_MD_STD ; pIter->GetMode( nMode) ; nMode = ::CalcMode( nMode, cParent.nMode) ; // recupero e aggiorno lo stato dell'oggetto int nStat = GDB_ST_ON ; pIter->GetStatus( nStat) ; nStat = ::CalcStatus( nStat, cParent.nStat) ; nStat = ::AdjustStatusWithMode( nStat, nMode) ; // recupero e aggiorno la marcatura dell'oggetto int nMark = GDB_MK_OFF ; pIter->GetMark( nMark) ; nMark = ::CalcMark( nMark, cParent.nMark) ; // recupero e aggiorno il colore dell'oggetto Color colObj = cParent.colObj ; pIter->GetMaterial( colObj) ; // se in modalità selezione, verifico sia selezionabile bool bSel = true ; if ( m_bSelect && UnselectableFind( pIter->GetId())) bSel = false ; // se oggetto geometrico if ( nGdbType == GDB_TY_GEO) { // se non nascosto e selezionabile, lo disegno if ( nStat != GDB_ST_OFF && bSel) { if ( ! DrawGeoObj( *pIter, nPass, MdStMkCol( nMode, nStat, nMark, colObj))) bOk = false ; } } // se gruppo else if ( nGdbType == GDB_TY_GROUP) { // se non nascosto e selezionabile, lo disegno if ( nStat != GDB_ST_OFF && bSel) { if ( ! DrawGroup( *pIter, nPass, MdStMkCol( nMode, nStat, nMark, colObj))) bOk = false ; } } } // se necessario, ripristino lo stack delle matrici if ( bMatrix) glPopMatrix() ; return bOk ; } //---------------------------------------------------------------------------- bool Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj) { // recupero l'oggetto geometrico e il suo tipo IGeoObj* pGeoObj = (const_cast(&iIter))->GetGeoObj() ; if ( pGeoObj == nullptr) return false ; int nGeoType = pGeoObj->GetType() ; // recupero eventuale parte custom const IUserObj* pUserObj = iIter.GetUserObj() ; // se non esiste grafica associata, la creo if ( pGeoObj->GetObjGraphics() == nullptr) { // nuova modalità grafica solo per superfici con molti triangoli const int N_MIN_TRIA_NEWWAY = 100 ; bool bNewWay = false ; if ( m_bNewWay && nGeoType == SRF_TRIMESH) { const ISurfTriMesh* pSTM = GetSurfTriMesh( pGeoObj) ; if ( pSTM != nullptr && pSTM->GetTriangleNum() > N_MIN_TRIA_NEWWAY) bNewWay = true ; } ObjEGrGraphics* pGraphics = CreateObjEGrGraphics( bNewWay) ; if ( pGraphics == nullptr) return false ; pGraphics->SetScene( this) ; pGeoObj->SetObjGraphics( pGraphics) ; } // se la grafica associata non è valida la ricalcolo ObjEGrGraphics* pGraphics = GetObjEGrGraphics( pGeoObj) ; if ( ! pGraphics->IsValid()) { // se vettore if ( nGeoType == GEO_VECT3D) { // recupero il vettore const IGeoVector3d* pVector = GetGeoVector3d( pGeoObj) ; if ( pVector == nullptr) return false ; // calcolo la grafica pGraphics->Clear() ; pGraphics->AddColor( siObj.colObj) ; PolyLine PL ; if ( pVector->GetDrawWithArrowHead( 0.1, 10, PL)) pGraphics->AddPolyLine(PL) ; else pGraphics->AddPoint( pVector->GetBase()) ; } // se punto else if ( nGeoType == GEO_PNT3D) { // recupero il punto const IGeoPoint3d* pPoint = GetGeoPoint3d( pGeoObj) ; if ( pPoint == nullptr) return false ; // calcolo la grafica pGraphics->Clear() ; pGraphics->AddColor( siObj.colObj) ; pGraphics->AddPoint( pPoint->GetPoint()) ; } // se riferimento else if ( nGeoType == GEO_FRAME3D) { // recupero il riferimento const IGeoFrame3d* pFrame = GetGeoFrame3d( pGeoObj) ; if ( pFrame == nullptr) return false ; // aggiorno la grafica (colori speciali) PolyLine plX, plY, plZ ; pFrame->GetDrawWithArrowHeads( 10, 0.1, plX, plY, plZ) ; pGraphics->Clear() ; pGraphics->AddColor( RED) ; pGraphics->AddPolyLine( plX) ; pGraphics->AddColor( LIME) ; pGraphics->AddPolyLine( plY) ; pGraphics->AddColor( BLUE) ; pGraphics->AddPolyLine( plZ) ; } // se curva else if ( ( nGeoType & GEO_CURVE) != 0) { // recupero la curva const ICurve* pCurve = GetCurve( pGeoObj) ; if ( pCurve == nullptr) return false ; // calcolo la grafica PolyLine PL ; pCurve->ApproxWithLines( 0.005, 5, PL) ; pGraphics->Clear() ; pGraphics->AddColor( siObj.colObj) ; pGraphics->AddPolyLine( PL) ; // eventuali segni ausiliari (mark, frecce, ...) Vector3d vtRef ; if ( ! pCurve->GetExtrusion( vtRef) || vtRef.IsSmall()) vtRef = Z_AX ; PolyLine PLM ; if ( CalcCurveTailMark( vtRef, PL, PLM)) pGraphics->AddPolyLine( PLM, true) ; PolyLine PLA ; if ( CalcCurveTipArrow( vtRef, PL, PLA)) pGraphics->AddPolyLine( PLA, true) ; // eventuale spessore double dTh ; Vector3d vtExtr ; if ( pCurve->GetExtrusion( vtExtr) && ! vtExtr.IsSmall() && pCurve->GetThickness( dTh) && fabs( dTh) > EPS_SMALL) { // segmenti di raccordo PNTVECTOR vPnt ; bool bDense = ( nGeoType == CRV_ARC || nGeoType == CRV_BEZ) ; if ( CalcConnectingLines( PL, dTh * vtExtr, bDense, vPnt)) pGraphics->AddLines( vPnt) ; // percorso traslato PL.Translate( dTh * vtExtr) ; pGraphics->AddPolyLine( PL) ; } } // se superficie trimesh else if ( nGeoType == SRF_TRIMESH) { // recupero la superficie const ISurfTriMesh* pSTM = GetSurfTriMesh( pGeoObj) ; if ( pSTM == nullptr) return false ; // recupero il materiale Material mMat ; if ( ! iIter.GetCalcMaterial( mMat)) mMat.Set( m_colDef) ; // impostazioni iniziali pGraphics->Clear() ; pGraphics->AddColor( siObj.colObj) ; // per wireframe pGraphics->AddMaterial( mMat.GetAmbient(), mMat.GetDiffuse(), mMat.GetSpecular(), mMat.GetShininess()) ; pGraphics->AddBackMaterial( GetSurfBackColor( mMat.GetDiffuse())) ; pGraphics->StartTriangles( pSTM->GetTriangleNum()) ; // ciclo sui triangoli della superficie Triangle3d Tria ; TriFlags3d TFlags ; TriNormals3d TNrms ; int nId = pSTM->GetFirstTriangle( Tria) ; while ( nId != SVT_NULL) { // se visualizzazione avanzata : edge solo se boundary e normali ai vertici smussate if ( m_bShowTriaAdvanced) { pSTM->GetTriangleBoundaryEdges( nId, TFlags) ; pSTM->GetTriangleSmoothNormals( nId, TNrms) ; } // altrimenti : tutti gli edge e normali ai vertici prendono quella del triangolo else { for ( int i = 0 ; i < 3 ; ++i) { TFlags.bFlag[i] = true ; TNrms.vtN[i] = Tria.GetN() ; } } pGraphics->AddTriangle( Tria, TFlags, TNrms) ; nId = pSTM->GetNextTriangle( nId, Tria) ; } pGraphics->EndTriangles() ; } // se testo else if ( nGeoType == EXT_TEXT) { // recupero il testo const IExtText* pTXT = GetExtText( pGeoObj) ; if ( pTXT == nullptr) return false ; // calcolo la grafica POLYLINELIST lstPL ; pTXT->ApproxWithLines( 0.01, 5, lstPL) ; pGraphics->Clear() ; pGraphics->AddColor( siObj.colObj) ; for ( const auto& PL : lstPL) pGraphics->AddPolyLine( PL) ; } // se esiste parte custom if ( pUserObj != nullptr) { POLYLINELIST lstPL ; if ( pUserObj->GetDrawPolyLines( lstPL)) { for ( const auto& PL : lstPL) pGraphics->AddPolyLine( PL, true) ; } } } // se richiesto, visualizzo la grafica associata bool bShowAux = false ; if ( (( nGeoType & GEO_CURVE) != 0 || pUserObj != nullptr) && m_bShowCurveDirection) bShowAux = true ; // recupero il valore di opacità (solo per le superfici può esserci trasparenza) int nAlpha = siObj.colObj.GetIntAlpha() ; // se hiddenline e non selezione if ( m_nShowMode == SM_HIDDENLINE && ! m_bSelect) { // in prima passata disegno solo le superfici opache if ( nPass == 1 && ( ( nGeoType & GEO_SURF) == 0 || nAlpha <= ALPHA_LIM)) return true ; } // se shading e non modalità selezione bool bSurfSha = false ; if ( m_nShowMode == SM_SHADING && ! m_bSelect) { // in prima passata disegno solo le superfici opache e metto in un vettore quelle semitrasparenti if ( nPass == 1) { if ( ( nGeoType & GEO_SURF) == 0) return true ; else { if ( nAlpha > ALPHA_LIM) bSurfSha = true ; else { // recupero matrice MODELVIEW corrente GLdouble ModelView[ OGLMAT_DIM] ; glGetDoublev( GL_MODELVIEW_MATRIX, ModelView) ; Frame3d frModView ; OpenGlMatrixToFrame( ModelView, frModView) ; // recupero il box dell'oggetto e lo porto nel riferimento MODELVIEW BBox3d b3Box ; pGraphics->GetLocalBBox( b3Box) ; b3Box.ToGlob( frModView) ; // inserisco i dati nel vettore m_vAlphaSurf.emplace_back( frModView, pGraphics, siObj.nStat, siObj.nMark, nAlpha, bShowAux, b3Box.GetMin().z, b3Box.GetMax().z) ; return true ; } } } // in seconda passata disegno solo dimensioni 0 e curve if ( nPass == 2 && ( nGeoType & GEO_SURF) != 0) return true ; } // se in selezione if ( m_bSelect) { // vaglio per il filtro di tipo if ( ( nGeoType & m_nObjFilterForSelect) == 0) return true ; // carico il nome glLoadName( iIter.GetId()) ; } // eseguo visualizzazione return pGraphics->Draw( siObj.nStat, siObj.nMark, bSurfSha, nAlpha, bShowAux) ; } //---------------------------------------------------------------------------- bool Scene::DrawAlphaSurfVector( void) { // ordino vettore in senso crescente secondo Zmax (asse Z punta verso osservatore) sort( m_vAlphaSurf.begin(), m_vAlphaSurf.end(), []( const AlphaSurf& a, const AlphaSurf&b) { return a.dZmax < b.dZmax ; }) ; // eseguo visualizzazione for ( const auto& AlphaSurf : m_vAlphaSurf) { // imposto matrice MODELVIEW double Matrix[OGLMAT_DIM] ; FrameToOpenGlMatrix( AlphaSurf.frModView, Matrix) ; glPushMatrix() ; glLoadMatrixd( Matrix) ; // eseguo visualizzazione bool bOk = AlphaSurf.pGraph->Draw( AlphaSurf.nStat, AlphaSurf.nMark, true, AlphaSurf.nAlpha, AlphaSurf.bShowAux) ; // ripristino matrice glPopMatrix() ; // in caso di errore, esco if ( ! bOk) return false ; } return true ; } //---------------------------------------------------------------------------- bool Scene::DeleteObjGraphicsGroup( int nId) { // creo un iteratore PtrOwner pIter( CreateGdbIterator( m_pGeomDB)) ; if ( IsNull( pIter)) return false ; // scandisco il gruppo bool bNext = pIter->GoToFirstInGroup( nId) ; while ( bNext) { // leggo il tipo di nodo int nGdbType = pIter->GetGdbType() ; // se oggetto geometrico if ( nGdbType == GDB_TY_GEO) { // lo recupero IGeoObj* pGeoObj = pIter->GetGeoObj() ; if ( pGeoObj == nullptr) return false ; // ne cancello l'eventuale parte grafica ObjEGrGraphics* pGraph = GetObjEGrGraphics( pGeoObj) ; if ( pGraph != nullptr && pGraph->GetScene() == this) pGeoObj->SetObjGraphics( nullptr) ; } // se gruppo else if ( nGdbType == GDB_TY_GROUP) { // ripeto sugli oggetti dello stesso if ( ! DeleteObjGraphicsGroup( pIter->GetId())) return false ; } // passo al successivo bNext = pIter->GoToNext() ; } return true ; } //------------------------------ Local functions ----------------------------- //---------------------------------------------------------------------------- static ObjEGrGraphics* CreateObjEGrGraphics( bool bNewWay) { if ( bNewWay) return ( new ObjNewGraphics) ; else return ( new ObjOldGraphics) ; } //---------------------------------------------------------------------------- static bool CalcCurveTailMark( const Vector3d& vtRef, const PolyLine& plCrv, PolyLine& plMark) { // pulisco la polilinea per il segno plMark.Clear() ; // verifico effettiva esistenza della polilinea approssimante la curva if ( plCrv.GetLineNbr() < 1) return false ; // dimensioni limite traverso const double MAX_LEN_TR = 6 ; const double MIN_LEN_TR = 0.1 ; // recupero dati primo tratto della curva Point3d ptTail, ptP ; if ( ! plCrv.GetFirstLine( ptTail, ptP)) return false ; Vector3d vtDir = ptP - ptTail ; double dLen = vtDir.Len() ; if ( dLen < EPS_SMALL) return false ; vtDir /= dLen ; // se molto piccolo, cerco di allungarmi senza deviare troppo while ( dLen < MAX_LEN_TR) { Point3d ptP1, ptP2 ; if ( ! plCrv.GetNextLine( ptP1, ptP2)) break ; Vector3d vtNxDir = ptP2 - ptP1 ; vtNxDir.Normalize() ; if ( ( vtDir * vtNxDir) > cos( 30 * DEGTORAD)) dLen = (ptP1 - ptTail).Len() ; else break ; } // recupero lunghezza del percorso double dLenRef = 0 ; plCrv.GetApproxLength( dLenRef) ; // lunghezza della freccia // calcolo dimensioni traverso const double TR_COEFF = 0.6 ; const double LEN_COEFF = 0.15 ; double dLenTr = TR_COEFF * min( LEN_COEFF * dLenRef, dLen) ; if ( dLenTr > MAX_LEN_TR) dLenTr = MAX_LEN_TR ; else if ( dLenTr < MIN_LEN_TR) dLenTr = MIN_LEN_TR ; // disegno traverso Frame3d frF ; if ( frF.Set( ptTail, vtDir, vtRef)) { Point3d ptP0 = ORIG + Vector3d( 0, 0.5 * dLenTr, 0) ; ptP0.ToGlob( frF) ; plMark.AddUPoint( 0, ptP0) ; Point3d ptP1 = ORIG + Vector3d( 0, - 0.5 * dLenTr, 0) ; ptP1.ToGlob( frF) ; plMark.AddUPoint( 1, ptP1) ; } else { frF.Set( ptTail, vtDir) ; Point3d ptP0 = ORIG + Vector3d( - 0.5 * dLenTr, - 0.5 * dLenTr, 0) ; ptP0.ToGlob( frF) ; plMark.AddUPoint( 0, ptP0) ; Point3d ptP1 = ORIG + Vector3d( 0.5 * dLenTr, - 0.5 * dLenTr, 0) ; ptP1.ToGlob( frF) ; plMark.AddUPoint( 1, ptP1) ; Point3d ptP2 = ORIG + Vector3d( 0.5 * dLenTr, 0.5 * dLenTr, 0) ; ptP2.ToGlob( frF) ; plMark.AddUPoint( 2, ptP2) ; Point3d ptP3 = ORIG + Vector3d( - 0.5 * dLenTr, 0.5 * dLenTr, 0) ; ptP3.ToGlob( frF) ; plMark.AddUPoint( 3, ptP3) ; // punto di chiusura coincidente con il primo plMark.AddUPoint( 4, ptP0) ; } return true ; } //---------------------------------------------------------------------------- static bool CalcCurveTipArrow( const Vector3d& vtRef, const PolyLine& plCrv, PolyLine& plArr) { // pulisco la polilinea per la freccia plArr.Clear() ; // verifico effettiva esistenza della polilinea approssimante la curva if ( plCrv.GetLineNbr() < 1) return false ; // dimensioni freccia limite const double MAX_LEN_ARR = 10.0 ; const double MIN_LEN_ARR = 0.1 ; // recupero dati ultimo tratto della curva Point3d ptTip, ptP ; if ( ! plCrv.GetLastLine( ptP, ptTip)) return false ; Vector3d vtDir = ptTip - ptP ; double dLen = vtDir.Len() ; if ( dLen < EPS_SMALL) return false ; vtDir /= dLen ; // se molto piccolo, cerco di allungarmi senza deviare troppo while ( dLen < MAX_LEN_ARR) { Point3d ptP1, ptP2 ; if ( ! plCrv.GetPrevLine( ptP1, ptP2)) break ; Vector3d vtPrDir = ptP2 - ptP1 ; vtPrDir.Normalize() ; if ( ( vtDir * vtPrDir) > cos( 30 * DEGTORAD)) dLen = (ptTip - ptP1).Len() ; else break ; } // recupero lunghezza del percorso double dLenRef = 0 ; plCrv.GetApproxLength( dLenRef) ; // lunghezza della freccia const double LEN_COEFF = 0.15 ; double dLenArr = min( LEN_COEFF * dLenRef, dLen) ; if ( dLenArr > MAX_LEN_ARR) dLenArr = MAX_LEN_ARR ; else if ( dLenArr < MIN_LEN_ARR) dLenArr = MIN_LEN_ARR ; // disegno freccia const double A_WIDTH_COEFF = 0.3 ; Frame3d frF ; if ( ! frF.Set( ptTip, vtDir, vtRef)) frF.Set( ptTip, vtDir) ; plArr.AddUPoint( 0, ptTip) ; Point3d ptP1 = ORIG + Vector3d( 0, A_WIDTH_COEFF, -1) * dLenArr ; ptP1.ToGlob( frF) ; plArr.AddUPoint( 1, ptP1) ; Point3d ptP2 = ORIG + Vector3d( 0, - A_WIDTH_COEFF, -1) * dLenArr ; ptP2.ToGlob( frF) ; plArr.AddUPoint( 2, ptP2) ; plArr.AddUPoint( 3, ptTip) ; return true ; } //---------------------------------------------------------------------------- static bool CalcConnectingLines( const PolyLine& plCrv, const Vector3d& vtTh, bool bDense, PNTVECTOR& vPnt) { // assegno coefficiente double dDelta = ( bDense ? 0.25 : 1) ; // ciclo per creare i segmenti di raccordo double dU, dUprev = - dDelta ; vPnt.reserve( 5) ; for ( bool bFound = plCrv.GetFirstU( dU) ; bFound ; bFound = plCrv.GetNextU( dU)) { if ( ( dU - dUprev) > dDelta - EPS_PARAM) { Point3d ptP ; plCrv.GetCurrPoint( ptP) ; vPnt.push_back( ptP) ; ptP += vtTh ; vPnt.push_back( ptP) ; dUprev += dDelta ; } } return true ; }