4fbfc6686b
- piccole modifiche per adattarsi a GeomKernel.
295 lines
9.4 KiB
C++
295 lines
9.4 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2013-2014
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//----------------------------------------------------------------------------
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// File : SceneGeom.cpp Data : 10.02.14 Versione : 1.5b1
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// Contenuto : Implementazione della gestione geometria della classe scena.
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//
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//
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//
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// Modifiche : 10.02.14 DS Creazione modulo.
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//
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//
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//----------------------------------------------------------------------------
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//--------------------------- Include ----------------------------------------
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#include "stdafx.h"
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#include "Scene.h"
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#include "ObjOldGraphics.h"
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#include "ObjNewGraphics.h"
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#include "/EgtDev/Include/EgtILogger.h"
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#include "/EgtDev/Include/EGnStringUtils.h"
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#include "/EgtDev/Include/EGkFrame3d.h"
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#include "/EgtDev/Include/EgtPointerOwner.h"
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#include "/EgtDev/Include/EGkGdbIterator.h"
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#include "/EgtDev/Include/EGkGeoVector3d.h"
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#include "/EgtDev/Include/EGkGeoPoint3d.h"
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#include "/EgtDev/Include/EGkCurve.h"
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#include "/EgtDev/Include/EGkGdbFunct.h"
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using namespace std ;
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//------------------------------ Constants -----------------------------------
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const int OGLMAT_DIM = 16 ;
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//----------------------------------------------------------------------------
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bool
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FrameToOpenGlMatrix( const Frame3d& frFrame, double Matrix[OGLMAT_DIM])
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{
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if ( frFrame.GetType() == Frame3d::ERR)
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return false ;
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Matrix[0] = frFrame.VersX().x ;
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Matrix[1] = frFrame.VersX().y ;
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Matrix[2] = frFrame.VersX().z ;
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Matrix[3] = 0 ;
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Matrix[4] = frFrame.VersY().x ;
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Matrix[5] = frFrame.VersY().y ;
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Matrix[6] = frFrame.VersY().z ;
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Matrix[7] = 0 ;
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Matrix[8] = frFrame.VersZ().x ;
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Matrix[9] = frFrame.VersZ().y ;
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Matrix[10] = frFrame.VersZ().z ;
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Matrix[11] = 0 ;
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Matrix[12] = frFrame.Orig().x ;
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Matrix[13] = frFrame.Orig().y ;
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Matrix[14] = frFrame.Orig().z ;
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Matrix[15] = 1 ;
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return true ;
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}
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//----------------------------------------------------------------------------
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ObjEGrGraphics*
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CreateObjEGrGraphics( bool bNewWay)
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{
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if ( bNewWay)
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return ( new ObjNewGraphics) ;
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else
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return ( new ObjOldGraphics) ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::UpdateExtension( void)
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{
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BBox3d b3Ext ;
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if ( m_pGeomDB == nullptr || ! m_pGeomDB->GetLocalBBox( GDB_ID_ROOT, b3Ext, BBF_ONLY_VISIBLE))
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return false ;
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return SetExtension( b3Ext) ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::SetMark( Color colMark)
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{
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m_colMark = colMark ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DrawGroup( int nId, int nParentMode, int nParentStat, int nParentMark)
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{
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// creo un iteratore
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PtrOwner<IGdbIterator> pIter( CreateGdbIterator( m_pGeomDB)) ;
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if ( ! ::IsValid( pIter))
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return false ;
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// recupero il gruppo
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if ( ! pIter->GoTo( nId))
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return false ;
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// eseguo il disegno
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return DrawGroup( *pIter, nParentMode, nParentStat, nParentMark) ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DrawGroup( const IGdbIterator& iIter, int nParentMode, int nParentStat, int nParentMark)
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{
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// recupero il riferimento del gruppo
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Frame3d frFrame ;
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if ( ! iIter.GetGroupFrame( frFrame))
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return false ;
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// se non è identità, lo aggiungo sullo stack delle matrici MODELVIEW di OpenGL
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bool bMatrix = ( frFrame.GetType() != Frame3d::TOP || ! frFrame.Orig().IsSmall()) ;
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if ( bMatrix) {
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glPushMatrix() ;
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double Matrix[OGLMAT_DIM] ;
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if ( FrameToOpenGlMatrix( frFrame, Matrix))
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glMultMatrixd( Matrix) ;
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}
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// creo un iteratore
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PtrOwner<IGdbIterator> pIter( CreateGdbIterator( m_pGeomDB)) ;
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if ( ! ::IsValid( pIter))
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return false ;
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// scandisco il gruppo
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bool bNext = pIter->GoToFirstInGroup( iIter) ;
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while ( bNext) {
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// leggo il tipo di oggetto
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int nGdbType = pIter->GetGdbType() ;
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// recupero e aggiorno il modo dell'oggetto
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int nMode = GDB_MD_STD ;
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pIter->GetMode( nMode) ;
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nMode = ::CalcMode( nMode, nParentMode) ;
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// recupero e aggiorno lo stato dell'oggetto
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int nStat = GDB_ST_ON ;
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pIter->GetStatus( nStat) ;
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nStat = ::CalcStatus( nStat, nParentStat) ;
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nStat = ::AdjustStatusWithMode( nStat, nMode) ;
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// recupero e aggiorno la marcatura dell'oggetto
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int nMark = GDB_MK_OFF ;
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pIter->GetMark( nMark) ;
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nMark = ::CalcMark( nMark, nParentMark) ;
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// se oggetto geometrico
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if ( nGdbType == GDB_TY_GEO) {
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// se non nascosto, lo disegno
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if ( nStat != GDB_ST_OFF) {
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if ( ! DrawGeoObj( *pIter, nStat, nMark))
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return false ;
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}
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}
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// se gruppo
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else if ( nGdbType == GDB_TY_GROUP) {
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// se non nascosto, lo disegno
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if ( nStat != GDB_ST_OFF) {
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if ( ! DrawGroup( *pIter, nMode, nStat, nMark))
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return false ;
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}
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}
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// passo al successivo
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bNext = pIter->GoToNext() ;
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}
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// se necessario, ripristino lo stack delle matrici
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if ( bMatrix)
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glPopMatrix() ;
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DrawGeoObj( const IGdbIterator& iIter, int nObjStat, int nObjMark)
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{
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// recupero l'oggetto geometrico
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IGeoObj* pGeoObj = (const_cast<IGdbIterator*>(&iIter))->GetGeoObj() ;
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if ( pGeoObj == nullptr)
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return false ;
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// se non esiste grafica associata, la creo
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if ( pGeoObj->GetObjGraphics() == nullptr) {
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ObjEGrGraphics* pGraphics = CreateObjEGrGraphics( m_bNewWay) ;
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if ( pGraphics == nullptr)
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return false ;
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pGraphics->SetScene( this) ;
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pGeoObj->SetObjGraphics( pGraphics) ;
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}
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// se la grafica associata non è valida la ricalcolo
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ObjEGrGraphics* pGraphics = GetObjEGrGraphics( pGeoObj) ;
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if ( ! pGraphics->IsValid()) {
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// leggo il tipo di oggetto geometrico
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int nGeoType = pGeoObj->GetType() ;
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// recupero il colore
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Color cCol ;
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if ( ! iIter.GetCalcMaterial( cCol))
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cCol = m_colDef ;
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// se vettore
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if ( nGeoType == GEO_VECT3D) {
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// recupero il vettore
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const IGeoVector3d* pVector = GetGeoVector3d( pGeoObj) ;
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if ( pVector == nullptr)
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return false ;
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// calcolo la grafica
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PolyLine PL ;
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pVector->GetDrawWithArrowHead( 0.1, PL) ;
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pGraphics->Clear() ;
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pGraphics->AddColor( cCol) ;
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pGraphics->AddPolyLine( PL) ;
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}
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// se punto
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else if ( nGeoType == GEO_PNT3D) {
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// recupero il punto
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const IGeoPoint3d* pPoint = GetGeoPoint3d( pGeoObj) ;
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if ( pPoint == nullptr)
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return false ;
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// calcolo la grafica
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pGraphics->Clear() ;
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pGraphics->AddColor( cCol) ;
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pGraphics->AddPoint( pPoint->GetPoint()) ;
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}
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// se riferimento
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else if ( nGeoType == GEO_FRAME3D) {
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// recupero il riferimento
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const IGeoFrame3d* pFrame = GetGeoFrame3d( pGeoObj) ;
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if ( pFrame == nullptr)
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return false ;
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// aggiorno la grafica (colori speciali)
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PolyLine plX, plY, plZ ;
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pFrame->GetDrawWithArrowHeads( 10, 0.1, plX, plY, plZ) ;
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pGraphics->Clear() ;
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pGraphics->AddColor( RED) ;
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pGraphics->AddPolyLine( plX) ;
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pGraphics->AddColor( GREEN) ;
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pGraphics->AddPolyLine( plY) ;
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pGraphics->AddColor( BLUE) ;
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pGraphics->AddPolyLine( plZ) ;
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}
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// se curva
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else if ( ( nGeoType & GEO_CURVE) != 0) {
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// recupero la curva
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const ICurve* pCurve = GetCurve( pGeoObj) ;
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if ( pCurve == nullptr)
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return false ;
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// calcolo la grafica
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PolyLine PL ;
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pCurve->ApproxWithLines( 0.01, 5, PL) ;
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pGraphics->Clear() ;
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pGraphics->AddColor( cCol) ;
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pGraphics->AddPolyLine( PL) ;
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}
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}
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// visualizzo la grafica associata
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return pGraphics->Draw( nObjStat, nObjMark) ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DeleteObjGraphicsGroup( int nId)
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{
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// creo un iteratore
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PtrOwner<IGdbIterator> pIter( CreateGdbIterator( m_pGeomDB)) ;
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if ( ! ::IsValid( pIter))
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return false ;
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// scandisco il gruppo
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bool bNext = pIter->GoToFirstInGroup( nId) ;
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while ( bNext) {
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// leggo il tipo di nodo
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int nGdbType = pIter->GetGdbType() ;
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// se oggetto geometrico
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if ( nGdbType == GDB_TY_GEO) {
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// lo recupero
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IGeoObj* pGeoObj = pIter->GetGeoObj() ;
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if ( pGeoObj == nullptr)
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return false ;
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// ne cancello l'eventuale parte grafica
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ObjEGrGraphics* pGraph = GetObjEGrGraphics( pGeoObj) ;
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if ( pGraph != nullptr && pGraph->GetScene() == this)
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pGeoObj->SetObjGraphics( nullptr) ;
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}
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// se gruppo
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else if ( nGdbType == GDB_TY_GROUP) {
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// ripeto sugli oggetti dello stesso
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if ( ! DeleteObjGraphicsGroup( pIter->GetId()))
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return false ;
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}
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// passo al successivo
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bNext = pIter->GoToNext() ;
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}
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return true ;
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}
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