Developer Documentation
LightObject.cc
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41 
42 
43 
44 //=============================================================================
45 //
46 // Light Object
47 //
48 //=============================================================================
49 
50 #define LIGHTOBJECT_C
51 
52 //== INCLUDES =================================================================
53 
57 #include <ACG/QtWidgets/QtSceneGraphWidget.hh>
58 #include "LightWidget.hh"
59 
60 #include <ACG/Scenegraph/MaterialNode.hh>
61 
62 
63 //== DEFINES ==================================================================
64 
65 //== TYPEDEFS =================================================================
66 
67 //== CLASS DEFINITION =========================================================
68 
70  public:
71  // constructor
73  }
74 
75 
76  virtual QWidget* getWidget(ACG::SceneGraph::BaseNode* _node ) {
77 
78  // Check if we can handle this type
79  if ( ! canHandle( _node->className() ) )
80  return 0;
81 
82  // Check if we already have a widget, otherwise generate a new one.
83  if ( widgetMap_.contains(_node) ) {
84  return widgetMap_[_node];
85  } else {
86  QWidget* widget = new LightWidget(_node);
87  widgetMap_[_node] = widget;
88  return widget;
89  }
90 
91  }
92 
93  virtual bool canHandle(std::string _className) {
94  return ( _className == std::string("LightNode") );
95  }
96 
97  virtual std::string handles() {
98  return std::string("LightNode");
99  }
100 
101  virtual QString contextMenuName() {
102  return QString("Edit Light");
103  }
104 };
105 
106 static LightWidgetGenerator lightWidgetGenerator_;
107 
112  BaseObjectData(),
113  lightNode_(0),
114  lightNodeVis_(0)
115 {
117  setTypeIcon(DATA_LIGHT,"LightType.png");
118  init();
119 
120  // Make sure, the generator is added to the widget
121  PluginFunctions::addSceneGraphGenerator( &lightWidgetGenerator_ );
122 }
123 
124 //=============================================================================
125 
126 
131  BaseObjectData(_object),
132  defaultLightSource_(false)
133 {
134 
135  init(_object.lightNode_);
136 
137  setName( name() );
138 }
139 
144 {
145  // Delete the data attached to this object ( this will remove all perObject data)
146  // Not the best way to do it but it will work.
147  // This is only necessary if people use references to the light below and
148  // they do something with the light in the destructor of their
149  // perObjectData.
150  deleteData();
151 
152  // Move children to parent
154 
155  // First, collect all children as the iterator will get invalid if we delete while iterating!
156  std::vector< BaseNode*> children;
158  children.push_back( (*cIt) );
159 
160  // Move the children
161  for (unsigned int i = 0 ; i < children.size(); ++i )
162  children[i]->set_parent(parent);
163 
164  // Delete the scenegraph node
165  delete lightNode_;
166 }
167 
172 
174 
175  lightNode_ = NULL;
176 
178  setTypeIcon(DATA_LIGHT,"LightType.png");
179 
180  init();
181 
182 }
183 
188  LightObject* object = new LightObject(*this);
189  return dynamic_cast< BaseObject* >(object);
190 }
191 
194 void LightObject::init(LightNode* _light, LightNode* _lightVis) {
195 
196  // Light nodes have to be on top of all other nodes.
197  lightNode_ = new LightNode( 0 , "LightNode");
198  lightNode_->visualize(false);
200 
201  lightNodeVis_ = new LightNode( materialNode() , "LightNode Visualization");
202  lightNodeVis_->visualize(true);
203  lightNodeVis_->show();
204 }
205 
206 // ===============================================================================
207 // Name/Path Handling
208 // ===============================================================================
209 
213 void LightObject::setName( QString _name ) {
215 
216  std::string nodename = std::string("LightNode for Light " + _name.toUtf8() );
217  lightNode_->name( nodename );
218 
219  std::string nodenameVis = std::string("LightNode Visualization for Light " + _name.toUtf8() );
220  lightNodeVis_->name( nodenameVis );
221 }
222 
223 // ===============================================================================
224 // Visualization
225 // ===============================================================================
226 
228  return lightNode_;
229 }
230 
232  return lightNodeVis_;
233 }
234 
236  if ( BaseObjectData::hasNode(_node) )
237  return true;
238 
239  if ( _node == lightNode_ )
240  return true;
241 
242  return false;
243 }
244 
245 // ===============================================================================
246 // Object information
247 // ===============================================================================
248 
255  QString output;
256 
257  output += "========================================================================\n";
258  output += BaseObjectData::getObjectinfo();
259 
260  if ( dataType( DATA_LIGHT ) )
261  output += "Object Contains Light : ";
262 
264 // ACG::Vec3f nor = lightNode_->normal();
265 
266  output += " Position ( " + QString::number(pos[0]) + ", " + QString::number(pos[1]) + ", " + QString::number(pos[2]) + ")";
267 // output += " Normal ( " + QString::number(nor[0]) + ", " + QString::number(nor[1]) + ", " + QString::number(nor[2]) + ")";
268 
269  output += "========================================================================\n";
270  return output;
271 }
272 
273 // ===============================================================================
274 // Picking
275 // ===============================================================================
276 
283 bool LightObject::picked( uint _node_idx ) {
284  return ( _node_idx == lightNode_->id() || _node_idx == lightNodeVis_->id() );
285 }
286 
287 void LightObject::enablePicking( bool _enable ) {
288  lightNode_->enablePicking( _enable );
289 }
290 
292  return lightNode_->pickingEnabled();
293 }
294 
296  if ( !visible_ ) {
298  visible_ = true;
299 
300  lightNodeVis_->visualize(true);
301 
302  emit visibilityChanged( id() );
303  }
304 }
305 
307  if ( visible_ ) {
309  visible_ = false;
310 
311  emit visibilityChanged( id() );
312  }
313 }
314 
315 void LightObject::visible(bool _visible) {
316  if ( _visible )
317  show();
318  else
319  hide();
320 }
321 
323  return visible_;
324 }
325 
327  return &lightSource_;
328 }
329 
331 
332  if(lightSource_.enabled()) {
333  lightNode_->setMultipassStatus(ACG::SceneGraph::BaseNode::ALLPASSES);
335  } else {
336  lightNode_->setMultipassStatus(ACG::SceneGraph::BaseNode::NOPASS);
338  }
339 
342 }
343 
344 //=============================================================================
345 
virtual void show()
Sets the whole Scenegraph subtree of this node to visible.
virtual bool hasNode(BaseNode *_node)
Light status node.
Definition: LightObject.cc:235
LightObject()
constructor
Definition: LightObject.cc:111
Update type class.
Definition: UpdateType.hh:60
virtual QString getObjectinfo()
Get all Info for the Object as a string.
Definition: BaseObject.cc:244
void addSceneGraphGenerator(ACG::QtWidgets::SceneGraphWidgetGenerator *_generator)
Add a scenegraph generator ( the handled type will be extracted from the generator) ...
QString getObjectinfo()
Get all Info for the Object as a string.
Definition: LightObject.cc:254
virtual const std::string & className() const =0
Return class name (implemented by the ACG_CLASSNAME macro)
void visibilityChanged(int _objectId)
LightNode * lightNodeVis()
Get the scenegraph Node.
Definition: LightObject.cc:231
bool visible_
Definition: BaseObject.hh:274
virtual void update(UpdateType _type=UPDATE_ALL)
Update the Light Object.
Definition: LightObject.cc:330
LightSource * lightSource()
Definition: LightObject.cc:326
virtual void show()
Show Light Node.
Definition: LightObject.cc:295
MaterialNode * materialNode()
get a pointer to the materialnode
void setDataType(DataType _type)
Definition: BaseObject.cc:233
bool visualize()
Should node be visualized?
Definition: LightNode.hh:290
std::string name() const
Returns: name of node (needs not be unique)
void deleteData()
Delete all data attached to this object ( calls delete on each object )
Definition: BaseObject.cc:812
virtual bool hasNode(BaseNode *_node)
Check if the given node is owned by this object.
virtual std::string handles()
return the type this generator handles
Definition: LightObject.cc:97
Hide this node, but draw children.
Definition: BaseNode.hh:394
virtual void hide()
Hide Light Node.
Definition: LightObject.cc:306
virtual void cleanup()
bool pickingEnabled()
Check if picking is enabled for this Object.
Definition: LightObject.cc:291
void set_status(StatusMode _s)
Set the status of this node.
void enablePicking(bool _enable)
Enable or disable picking for this Object.
Definition: LightObject.cc:287
virtual void setName(QString _name)
path to the file from which the object is loaded ( defaults to "." )
QString name() const
return the name of the object. The name defaults to NONAME if unset.
Definition: BaseObject.cc:730
DLLEXPORT void setTypeIcon(DataType _id, QString _icon)
Set an Icon for a given DataType.
Definition: Types.cc:223
virtual QString contextMenuName()
Return a name for your widget in the context menu.
Definition: LightObject.cc:101
virtual ~LightObject()
destructor
Definition: LightObject.cc:143
void show()
Show node: set status to Active.
Structure to hold options for one LightSource.
Definition: LightNode.hh:85
bool picked(uint _node_idx)
detect if the node has been picked
Definition: LightObject.cc:283
#define DATA_LIGHT
Definition: Light.hh:58
bool enabled() const
Get light source status.
Definition: LightNode.cc:137
void addGlobalStatusNode(ACG::SceneGraph::BaseNode *_node)
Adds a global status node.
bool defaultLightSource_
Definition: LightObject.hh:134
BaseObject * copy()
Definition: LightObject.cc:187
LightSource lightSource_
Definition: LightObject.hh:130
ChildIter childrenBegin()
Returns: begin-iterator of children.
LightNode * lightNode()
Get the scenegraph Node.
Definition: LightObject.cc:227
BaseNode * parent()
Get the nodes parent node.
void position(Vec3d _pos)
Set position for LightSource.
Definition: LightNode.cc:108
virtual bool canHandle(std::string _className)
returns if the widgets can handle the given class
Definition: LightObject.cc:93
Draw node & children.
Definition: BaseNode.hh:392
BaseObject * parent()
Get the parent item ( 0 if rootitem )
Definition: BaseObject.cc:466
ACG::SceneGraph::LightNode LightNode
Simple Name for PlaneNode.
Definition: LightTypes.hh:69
ChildIter childrenEnd()
Returns: end-iterator of children.
virtual bool visible()
Show Light Node.
Definition: LightObject.cc:322
virtual void init(LightNode *_light=0, LightNode *_lightVis=0)
Initialize current object, including all related nodes.
Definition: LightObject.cc:194
void setName(QString _name)
Set the name of the Object.
Definition: LightObject.cc:213
virtual void cleanup()
Reset current object, including all related nodes.
Definition: LightObject.cc:171
std::vector< BaseNode * >::iterator ChildIter
allows to iterate over children
Definition: BaseNode.hh:286
virtual QWidget * getWidget(ACG::SceneGraph::BaseNode *_node)
Get a widget for this Node.
Definition: LightObject.cc:76
void setMultipassStatus(const MultipassBitMask _passStatus)
Set multipass settings for the nodes status functions.
DataType dataType() const
Definition: BaseObject.cc:229
void setLightSource(LightSource _light)
Set the light source parameters.
Definition: LightNode.hh:262
virtual void hide()
Sets the whole Scenegraph subtree of this node to invisible.
LightNode * lightNode_
Light status node.
Definition: LightObject.hh:172
LightNode * lightNodeVis_
Light rendering node (only for rendering purposes)
Definition: LightObject.hh:175