VolumeMeshObject.hh 8.9 KB
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/*===========================================================================*\
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*                              OpenFlipper                                   *
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\*===========================================================================*/


#ifndef VOLUME_MESH_OBJECT_HH
#define VOLUME_MESH_OBJECT_HH

// Includes
#include <ACG/Utils/SmartPointer.hh>

#include <ACG/Math/VectorT.hh>
#include <ACG/Scenegraph/SeparatorNode.hh>
#include <ACG/Scenegraph/StatusNodesT.hh>
#include <ACG/Scenegraph/ShaderNode.hh>
#include <ACG/Scenegraph/TextureNode.hh>
#include <OpenFlipper/common/ObjectTypeDLLDefines.hh>
#include <OpenFlipper/common/BaseObjectData.hh>
#include <ObjectTypes/VolumeMeshObject/VolumeMeshNode.hh>

#include <OpenVolumeMesh/Attribs/StatusAttrib.hh>
#include <OpenVolumeMesh/Attribs/ColorAttrib.hh>
#include <OpenVolumeMesh/Attribs/NormalAttrib.hh>
#include <OpenVolumeMesh/Attribs/TexCoordAttrib.hh>


template<class MeshT>
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class OBJECTTYPEDLLEXPORTONLY VolumeMeshObject : public BaseObjectData {
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  friend class TypePolyhedralMeshPlugin;
  friend class TypeHexahedralMeshPlugin;
  friend class TypeTetrahedralMeshPlugin;

public:

    /** \brief copy constructor
     *
     *  Create a copy of this object
     */
    VolumeMeshObject(const VolumeMeshObject& _object);

    /** \brief Constructor
    *
    * This is the standard constructor for MeshObjects. As triangle and Poly Meshes are handled by this class, the
    * typeId is passed to the MeshObject to specify it.
    *
    * @param _typeId   This is the type Id the Object will use. Should be typeId("TriangleMesh") or typeId("PolyMesh")
    */
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    explicit VolumeMeshObject(DataType _typeId);
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    /// destructor
    virtual ~VolumeMeshObject();

    /// Reset current object, including all related nodes.
    virtual void cleanup();

  protected:

    /// Initialise current object, including all related nodes.
    virtual void init();

  //===========================================================================
  /** @name Name and Path handling
   * @{ */
  //===========================================================================
  public:

    /// Set the name of the Object
    void setName( QString _name );

  /** @} */

  //===========================================================================
  /** @name Content
   * @{ */
  //===========================================================================

  public:
    /// return a pointer to the mesh
    MeshT* mesh();
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    const MeshT* mesh() const;
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    /** return a full copy of this object ( All scenegraph nodes will be created )
     *  but the object will not be a part of the object tree.
     */
    BaseObject* copy();

    typedef OpenVolumeMesh::ColorAttrib<ACG::Vec4f> ColorAttrib;
    typedef OpenVolumeMesh::NormalAttrib<MeshT> NormalAttrib;
    typedef OpenVolumeMesh::StatusAttrib StatusAttrib;
    typedef OpenVolumeMesh::TexCoordAttrib<ACG::Vec2f> TexCoordAttrib;

    const StatusAttrib& status() const { return statusAttrib_; }
    StatusAttrib& status() { return statusAttrib_; }

    const ColorAttrib& colors() const { return colorAttrib_; }
    ColorAttrib& colors() { return colorAttrib_; }

    const NormalAttrib& normals() const { return normalAttrib_; }
    NormalAttrib& normals() { return normalAttrib_; }

    const TexCoordAttrib& texcoords() const { return texcoordAttrib_; }
    TexCoordAttrib& texcoords() { return texcoordAttrib_; }

  private:
    ptr::shared_ptr<MeshT> mesh_;

    StatusAttrib statusAttrib_;

    ColorAttrib colorAttrib_;

    NormalAttrib normalAttrib_;

    TexCoordAttrib texcoordAttrib_;

  /** @} */

  //===========================================================================
  /** @name Update handling
   *
   *  This is mostly private. Updates have to be triggered via
   *  emit updatedObject()
   *
   * @{ */
  //===========================================================================
  protected:

    /// Update the whole Object (Selection,Topology,...)
    virtual void update(UpdateType _type = UPDATE_ALL);

    /// Call this function to update the selection
    void updateSelection();

    /// Update Geometry of all data structures
    void updateGeometry();

    /// Update Colors of all data structures
    void updateColor();

    /// Update Texture of all data structures
    void updateTexture();

    /// Update Topology of all data structures
    void updateTopology();

  /** @} */
  //===========================================================================
  /** @name Visualization
   * @{ */
  //===========================================================================

  public:

    /// Return pointer to the texture node
    ACG::SceneGraph::TextureNode* textureNode();

    /// Return pointer to the shader node
    ACG::SceneGraph::ShaderNode* shaderNode();

    /// Get the Scenegraph Mesh Node
    ACG::SceneGraph::VolumeMeshNodeT<MeshT>* meshNode();

    /// Get the BoundingBox of this object
    void boundingBox(ACG::Vec3d& _bbMin, typename ACG::Vec3d& _bbMax);

    BaseNode* primaryNode();

  private:

    /// Scenegraph Mesh Node
    ACG::SceneGraph::VolumeMeshNodeT<MeshT>* meshNode_;

    /// Scenegraph Shader Node
    ACG::SceneGraph::ShaderNode* shaderNode_;

    /// Scenegraph Texture Node
    ACG::SceneGraph::TextureNode* textureNode_;

  /** @} */

  //===========================================================================
  /** @name Object Information
   * @{ */
  //===========================================================================
  public:
    /// Get all Info for the Object as a string
    QString getObjectinfo();

  /** @} */

  //===========================================================================
  /** @name Picking
   * @{ */
  //===========================================================================
  public:

    /// detect if the node has been picked
    bool picked(unsigned int _node_idx);

    /// Enable or disable picking for this Node
    void enablePicking(bool _enable);

    /// Check if picking is enabled for this Node
    bool pickingEnabled();

  /** @} */
};

//=============================================================================

#endif