accc39b26a
- aggiunta possibilità di visualizzazione di UserObj associati ad oggetti geometrici.
624 lines
22 KiB
C++
624 lines
22 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 "EGrUtils.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/EGkCurveComposite.h"
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#include "/EgtDev/Include/EGkSurfTriMesh.h"
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#include "/EgtDev/Include/EGkExtText.h"
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#include "/EgtDev/Include/EGkGdbFunct.h"
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using namespace std ;
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//------------------------------ Local functions -----------------------------
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static ObjEGrGraphics* CreateObjEGrGraphics( bool bNewWay) ;
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static bool CalcCurveTailMark( const Vector3d& vtRef, const PolyLine& plCrv, PolyLine& plMark) ;
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static bool CalcCurveTipArrow( const Vector3d& vtRef, const PolyLine& plCrv, PolyLine& plArr) ;
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static bool CalcConnectingLines( const PolyLine& plCrv, const Vector3d& vtTh, bool bDense, PNTVECTOR& vPnt) ;
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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::SetSelSurf( Color colSelSurf)
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{
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m_colSelSurf = colSelSurf ;
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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 nPass, const MdStMkCol& cParent)
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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 ( IsNull( 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, nPass, cParent) ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DrawGroup( const IGdbIterator& iIter, int nPass, const MdStMkCol& cParent)
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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 ( IsNull( pIter))
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return false ;
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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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// scandisco il gruppo
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bool bOk = true ;
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for ( bool bNext = pIter->GoToFirstInGroup( iIter) ;
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bNext && bOk ;
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bNext = pIter->GoToNext()) {
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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, cParent.nMode) ;
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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, cParent.nStat) ;
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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, cParent.nMark) ;
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// recupero e aggiorno il colore dell'oggetto
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Color colObj = cParent.colObj ;
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pIter->GetMaterial( colObj) ;
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// se in modalità selezione, verifico sia selezionabile
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bool bSel = true ;
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if ( m_bSelect && UnselectableFind( pIter->GetId()))
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bSel = false ;
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// se oggetto geometrico
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if ( nGdbType == GDB_TY_GEO) {
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// se non nascosto e selezionabile, lo disegno
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if ( nStat != GDB_ST_OFF && bSel) {
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if ( ! DrawGeoObj( *pIter, nPass, MdStMkCol( nMode, nStat, nMark, colObj)))
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bOk = 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 e selezionabile, lo disegno
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if ( nStat != GDB_ST_OFF && bSel) {
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if ( ! DrawGroup( *pIter, nPass, MdStMkCol( nMode, nStat, nMark, colObj)))
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bOk = false ;
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}
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}
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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 bOk ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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{
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// recupero l'oggetto geometrico e il suo tipo
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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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int nGeoType = pGeoObj->GetType() ;
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// recupero eventuale parte custom
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const IUserObj* pUserObj = iIter.GetUserObj() ;
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// se non esiste grafica associata, la creo
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if ( pGeoObj->GetObjGraphics() == nullptr) {
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// nuova modalità grafica solo per superfici con molti triangoli
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const int N_MIN_TRIA_NEWWAY = 100 ;
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bool bNewWay = false ;
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if ( m_bNewWay && nGeoType == SRF_TRIMESH) {
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const ISurfTriMesh* pSTM = GetSurfTriMesh( pGeoObj) ;
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if ( pSTM != nullptr && pSTM->GetTriangleNum() > N_MIN_TRIA_NEWWAY)
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bNewWay = true ;
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}
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ObjEGrGraphics* pGraphics = CreateObjEGrGraphics( 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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// 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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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ;
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PolyLine PL ;
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if ( pVector->GetDrawWithArrowHead( 0.1, 10, PL))
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pGraphics->AddPolyLine(PL) ;
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else
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pGraphics->AddPoint( pVector->GetBase()) ;
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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( siObj.colObj) ;
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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( LIME) ;
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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( 0.005, 5, PL) ;
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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ;
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pGraphics->AddPolyLine( PL) ;
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// eventuali segni ausiliari (mark, frecce, ...)
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Vector3d vtRef ;
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if ( ! pCurve->GetExtrusion( vtRef) || vtRef.IsSmall())
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vtRef = Z_AX ;
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PolyLine PLM ;
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if ( CalcCurveTailMark( vtRef, PL, PLM))
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pGraphics->AddPolyLine( PLM, true) ;
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PolyLine PLA ;
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if ( CalcCurveTipArrow( vtRef, PL, PLA))
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pGraphics->AddPolyLine( PLA, true) ;
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// eventuale spessore
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double dTh ;
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Vector3d vtExtr ;
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if ( pCurve->GetExtrusion( vtExtr) && ! vtExtr.IsSmall() &&
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pCurve->GetThickness( dTh) && fabs( dTh) > EPS_SMALL) {
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// segmenti di raccordo
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PNTVECTOR vPnt ;
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bool bDense = ( nGeoType == CRV_ARC || nGeoType == CRV_BEZ) ;
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if ( CalcConnectingLines( PL, dTh * vtExtr, bDense, vPnt))
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pGraphics->AddLines( vPnt) ;
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// percorso traslato
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PL.Translate( dTh * vtExtr) ;
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pGraphics->AddPolyLine( PL) ;
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}
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}
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// se superficie trimesh
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else if ( nGeoType == SRF_TRIMESH) {
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// recupero la superficie
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const ISurfTriMesh* pSTM = GetSurfTriMesh( pGeoObj) ;
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if ( pSTM == nullptr)
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return false ;
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// recupero il materiale
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Material mMat ;
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if ( ! iIter.GetCalcMaterial( mMat))
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mMat.Set( m_colDef) ;
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// impostazioni iniziali
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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ; // per wireframe
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pGraphics->AddMaterial( mMat.GetAmbient(), mMat.GetDiffuse(),
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mMat.GetSpecular(), mMat.GetShininess()) ;
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pGraphics->AddBackMaterial( GetSurfBackColor( mMat.GetDiffuse())) ;
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pGraphics->StartTriangles( pSTM->GetTriangleNum()) ;
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// ciclo sui triangoli della superficie
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Triangle3d Tria ;
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TriFlags3d TFlags ;
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TriNormals3d TNrms ;
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int nId = pSTM->GetFirstTriangle( Tria) ;
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while ( nId != SVT_NULL) {
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// se visualizzazione avanzata : edge solo se boundary e normali ai vertici smussate
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if ( m_bShowTriaAdvanced) {
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pSTM->GetTriangleBoundaryEdges( nId, TFlags) ;
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pSTM->GetTriangleSmoothNormals( nId, TNrms) ;
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}
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// altrimenti : tutti gli edge e normali ai vertici prendono quella del triangolo
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else {
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for ( int i = 0 ; i < 3 ; ++i) {
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TFlags.bFlag[i] = true ;
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TNrms.vtN[i] = Tria.GetN() ;
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}
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}
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pGraphics->AddTriangle( Tria, TFlags, TNrms) ;
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nId = pSTM->GetNextTriangle( nId, Tria) ;
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}
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pGraphics->EndTriangles() ;
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}
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// se testo
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else if ( nGeoType == EXT_TEXT) {
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// recupero il testo
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const IExtText* pTXT = GetExtText( pGeoObj) ;
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if ( pTXT == nullptr)
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return false ;
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// calcolo la grafica
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POLYLINELIST lstPL ;
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pTXT->ApproxWithLines( 0.01, 5, lstPL) ;
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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ;
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for ( const auto& PL : lstPL)
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pGraphics->AddPolyLine( PL) ;
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}
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// se esiste parte custom
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if ( pUserObj != nullptr) {
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POLYLINELIST lstPL ;
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if ( pUserObj->GetDrawPolyLines( lstPL)) {
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for ( const auto& PL : lstPL)
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pGraphics->AddPolyLine( PL, true) ;
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}
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}
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}
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// se richiesto, visualizzo la grafica associata
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bool bShowAux = false ;
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if ( (( nGeoType & GEO_CURVE) != 0 || pUserObj != nullptr) && m_bShowCurveDirection)
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bShowAux = true ;
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// recupero il valore di opacità (solo per le superfici può esserci trasparenza)
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int nAlpha = siObj.colObj.GetIntAlpha() ;
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// se hiddenline e non selezione
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if ( m_nShowMode == SM_HIDDENLINE && ! m_bSelect) {
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// in prima passata disegno solo le superfici opache
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if ( nPass == 1 && ( ( nGeoType & GEO_SURF) == 0 || nAlpha <= ALPHA_LIM))
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return true ;
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}
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// se shading e non modalità selezione
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bool bSurfSha = false ;
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if ( m_nShowMode == SM_SHADING && ! m_bSelect) {
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// in prima passata disegno solo le superfici opache e metto in un vettore quelle semitrasparenti
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if ( nPass == 1) {
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if ( ( nGeoType & GEO_SURF) == 0)
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return true ;
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else {
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if ( nAlpha > ALPHA_LIM)
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bSurfSha = true ;
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else {
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// recupero matrice MODELVIEW corrente
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GLdouble ModelView[ OGLMAT_DIM] ;
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glGetDoublev( GL_MODELVIEW_MATRIX, ModelView) ;
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Frame3d frModView ;
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OpenGlMatrixToFrame( ModelView, frModView) ;
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// recupero il box dell'oggetto e lo porto nel riferimento MODELVIEW
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BBox3d b3Box ;
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pGraphics->GetLocalBBox( b3Box) ;
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b3Box.ToGlob( frModView) ;
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// inserisco i dati nel vettore
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m_vAlphaSurf.emplace_back( frModView, pGraphics, siObj.nStat, siObj.nMark,
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nAlpha, bShowAux, b3Box.GetMin().z, b3Box.GetMax().z) ;
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return true ;
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}
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}
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}
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// in seconda passata disegno solo dimensioni 0 e curve
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if ( nPass == 2 && ( nGeoType & GEO_SURF) != 0)
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return true ;
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}
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// se in selezione
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if ( m_bSelect) {
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// vaglio per il filtro di tipo
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if ( ( nGeoType & m_nObjFilterForSelect) == 0)
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return true ;
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// carico il nome
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glLoadName( iIter.GetId()) ;
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}
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// eseguo visualizzazione
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return pGraphics->Draw( siObj.nStat, siObj.nMark, bSurfSha, nAlpha, bShowAux) ;
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}
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//----------------------------------------------------------------------------
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bool
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Scene::DrawAlphaSurfVector( void)
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{
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// ordino vettore in senso crescente secondo Zmax (asse Z punta verso osservatore)
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sort( m_vAlphaSurf.begin(), m_vAlphaSurf.end(),
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[]( const AlphaSurf& a, const AlphaSurf&b) { return a.dZmax < b.dZmax ; }) ;
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// eseguo visualizzazione
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for ( const auto& AlphaSurf : m_vAlphaSurf) {
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// imposto matrice MODELVIEW
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double Matrix[OGLMAT_DIM] ;
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FrameToOpenGlMatrix( AlphaSurf.frModView, Matrix) ;
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glPushMatrix() ;
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glLoadMatrixd( Matrix) ;
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// eseguo visualizzazione
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bool bOk = AlphaSurf.pGraph->Draw( AlphaSurf.nStat, AlphaSurf.nMark, true,
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AlphaSurf.nAlpha, AlphaSurf.bShowAux) ;
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// ripristino matrice
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glPopMatrix() ;
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// in caso di errore, esco
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if ( ! bOk)
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return false ;
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}
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return true ;
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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 ( IsNull( 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 ;
|
|
}
|
|
|
|
//------------------------------ 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 ;
|
|
} |