MeshObjectT.cc 17.7 KB
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//=============================================================================
//
//                               OpenFlipper
//        Copyright (C) 2008 by Computer Graphics Group, RWTH Aachen
//                           www.openflipper.org
//
//-----------------------------------------------------------------------------
//
//                                License
//
//  OpenFlipper is free software: you can redistribute it and/or modify
//  it under the terms of the GNU Lesser General Public License as published by
//  the Free Software Foundation, either version 3 of the License, or
//  (at your option) any later version.
// 
//  OpenFlipper is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU Lesser General Public License for more details.
// 
//  You should have received a copy of the GNU Lesser General Public License
//  along with OpenFlipper.  If not, see <http://www.gnu.org/licenses/>.
//
//-----------------------------------------------------------------------------
//
//   $Revision$
//   $Author$
//   $Date$
//
//=============================================================================




  //=============================================================================
  //
  //  MyTypes
  //
  //=============================================================================
  
  #define MESHOBJECT_C
  
  
  //== INCLUDES =================================================================
  
  #include "Types.hh"
  #include <ACG/Scenegraph/DrawModes.hh>
  #include <OpenFlipper/common/GlobalOptions.hh>
  
  
  //== TYPEDEFS =================================================================
  
  //== CLASS DEFINITION =========================================================
  
  /** Constructor for Mesh Objects. This object class gets a Separator Node giving 
  *  the root node to which it should be connected. The mesh is generated internally
  *  and all nodes for visualization will be added below the scenegraph node.\n
  *  You dont need to create an object of this type manually. Use 
  *  PluginFunctions::addTriMesh or PluginFunctions::addPolyMesh instead. The 
  *  objectDataType has to match the one of MeshT ( see Types.hh::DataType )
  */
  template < class MeshT , DataType objectDataType >
  MeshObject< MeshT , objectDataType >::MeshObject( SeparatorNode* _rootNode ) :
    BaseObjectData(_rootNode ),
    mesh_(0), 
    statusNode_(0),
    areaNode_(0),
    handleNode_(0),                       
    meshNode_(0),
    textureNode_(0),
    shaderNode_(0),
    triangle_bsp_(0)                 
  {
    setDataType(objectDataType);
    init();
  }
  
  /** Destructor for Mesh Objects. The destructor deletes the mesh and all
  *  Scenegraph nodes associated with the mesh or the object.
  */
  template < class MeshT , DataType objectDataType >
  MeshObject< MeshT , objectDataType >::~MeshObject() 
  { 
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    // Delete the data attached to this object ( this will remove all perObject data)
    // Not the best way to do it but it will work.
    // This is only necessary if people use references to the mesh below and
    // they do something with the mesh in the destructor of their
    // perObjectData.
    deleteData();
    
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    // Delete the Mesh only, if this object contains a mesh
    if ( mesh_ != NULL)  { 
      delete mesh_;
      mesh_ = NULL;
    } else {
      std::cerr << "Destructor error : Mesh already deleted" << std::endl; 
    }
    
    if ( triangle_bsp_ != 0 )
      delete triangle_bsp_;
    triangle_bsp_ = 0;
    
    // No need to delete the scenegraph Nodes as this will be managed by baseplugin
    areaNode_    = 0;
    handleNode_  = 0;
    meshNode_    = 0;
    textureNode_ = 0;
    shaderNode_  = 0;
  }
  
  /** Cleanup Function for Mesh Objects. Deletes the contents of the whole object and
  * calls MeshObject::init afterwards.
  */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::cleanup() {
    // Delete the Mesh only, if this object contains a mesh
    if ( mesh_ != NULL)  { 
      delete mesh_;
      mesh_ = NULL;
    } else {
      std::cerr << "Cleanup error : Triangle Mesh already deleted" << std::endl; 
    }
    
    if ( triangle_bsp_ != 0 )
      delete triangle_bsp_;
    triangle_bsp_ = 0;
          
    BaseObjectData::cleanup();
    
    statusNode_ = 0;
    areaNode_   = 0;
    handleNode_ = 0;
    textureNode_= 0;
    shaderNode_ = 0;
    meshNode_   = 0;
    
    setDataType(objectDataType);
    
    init();
    
  }
  
  /** This function initalizes the mesh object. It creates the scenegraph nodes,
  *  the mesh and requests all required properties for the mesh.
  */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::init() {
    mesh_ = new MeshT();
    
    mesh_->request_vertex_normals();
    mesh_->request_face_normals();
    mesh_->request_vertex_status();
    mesh_->request_halfedge_status();
    mesh_->request_face_status();
    mesh_->request_edge_status();
    mesh_->request_vertex_colors();
    mesh_->request_face_colors();
    mesh_->request_vertex_texcoords2D();  
    mesh_->request_halfedge_texcoords2D();  
    
	if ( manipulatorNode() == NULL)
		std::cerr << "Error when creating Mesh Object! manipulatorNode is NULL!" << std::endl;

    statusNode_ = new ACG::SceneGraph::SelectionNodeT<MeshT>(*mesh_,manipulatorNode(),"NEW StatusNode for mesh " );
    statusNode_->set_point_size(4.0);
    statusNode_->set_color(ACG::Vec4f(1.0,0.0,0.0,1.0));
    
    areaNode_ = new ACG::SceneGraph::StatusNodeT<MeshT, AreaNodeMod<MeshT> >(*mesh_, manipulatorNode(), "NEW AreaNode for mesh ");
    areaNode_->set_round_points(true);
    areaNode_->enable_alpha_test(0.5);
    areaNode_->set_point_size(7.0);
    areaNode_->set_color(ACG::Vec4f(0.4, 0.4, 1.0, 1.0));
    
    handleNode_ = new ACG::SceneGraph::StatusNodeT<MeshT, HandleNodeMod<MeshT> >(*mesh_, manipulatorNode(), "NEW HandleNode for mesh ");
    handleNode_->set_round_points(true);
    handleNode_->enable_alpha_test(0.5);
    handleNode_->set_line_width(2.0);
    handleNode_->set_point_size(7.0);
    handleNode_->set_color(ACG::Vec4f(0.2, 1.0, 0.2, 1.0));
    
	if ( materialNode() == NULL)
		std::cerr << "Error when creating Mesh Object! materialNode is NULL!" << std::endl;

    textureNode_ = new TextureNode(materialNode(),"NEW TextureNode for ");
    
    shaderNode_  = new ACG::SceneGraph::ShaderNode(textureNode() , "NEW ShaderNode for ");
    
    meshNode_    = new ACG::SceneGraph::MeshNodeT<MeshT>(*mesh_, shaderNode_, "NEW MeshNode");
    
    QString shaderDir = OpenFlipper::Options::shaderDirStr() +
                        OpenFlipper::Options::dirSeparator();
    
    std::string shaderDirectory = std::string( shaderDir.toUtf8() );
    shaderNode_->setShaderDir( shaderDirectory );
    
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	if ( !OpenFlipper::Options::isWindows ) {

       if ( QFile( shaderDir + "Phong/Vertex.glsl").exists() && QFile( shaderDir + "Phong/Fragment.glsl" ).exists() ) {
		  shaderNode_->setShader(ACG::SceneGraph::DrawModes::SOLID_PHONG_SHADED, 
                                 "Phong/Vertex.glsl" ,
                                 "Phong/Fragment.glsl" );
       } else
         std::cerr << "Shader Files for Phong not found!" << std::endl;
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       if ( QFile( shaderDir + "Ward/Vertex.glsl").exists() && QFile( shaderDir + "Ward/Fragment.glsl" ).exists() ) {
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          shaderNode_->setShader(ACG::SceneGraph::DrawModes::SOLID_SHADER, 
                                "Ward/Vertex.glsl" ,
                                "Ward/Fragment.glsl" );
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          // Ward shader uses 3 parameters so activate shader, set params and deactivate it again
          GLSL::PtrProgram shader = shaderNode_->getShader( ACG::SceneGraph::DrawModes::SOLID_SHADER );
          if ( shader == 0 ) {
            std::cerr << "Unable to get shader for shader mode" << std::endl; 
          } else {
           shader->use();
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           shader->setUniform("ward_specular" , 0.5f);
           shader->setUniform("ward_diffuse"  , 1.0f);
           shader->setUniform("ward_alpha"    , 0.1f);
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           shader->disable(); 
         }
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       } else
           std::cerr << "Shader Files for Ward not found!!" << std::endl;
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	} else
		std::cerr << "Shader support disabled for windows " << std::endl;
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    // Update all nodes
    update();
  }
  
  // ===============================================================================
  // Name/Path Handling
  // ===============================================================================
  
  /** Set the name of an object. All Scenegraph nodes are renamed too. It also calls 
  * BaseObjectData::setName.
  */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::setName( QString _name ) {
    BaseObjectData::setName(_name);
    
    std::string nodename = std::string("StatusNode for mesh " + _name.toUtf8() );
    statusNode_->name( nodename );
    
    nodename = std::string("AreaNode for mesh   " + _name.toUtf8() );
    areaNode_->name( nodename );
    
    nodename = std::string("HandleNode for mesh " + _name.toUtf8() );
    handleNode_->name( nodename );
    
    nodename = std::string("TextureNode for mesh "+ _name.toUtf8() );
    textureNode_->name( nodename );
    
    nodename = std::string("ShaderNode for mesh "+ _name.toUtf8() );
    shaderNode_->name( nodename );
    
    nodename = std::string("MeshNode for mesh "     + _name.toUtf8() );
    meshNode_->name( nodename );
  }
  
  // ===============================================================================
  // Content
  // ===============================================================================
  
  /** Get a pointer to the objects mesh.
  * @return Pointer to the mesh
  */
  template < class MeshT , DataType objectDataType >
  MeshT* MeshObject< MeshT , objectDataType >::mesh() {
    return mesh_; 
  }
  
  /** Updates the visualization of the object. Calls MeshObject::updateGeometry, 
  *  MeshObject::updateTopology, MeshObject::updateSelection and 
  *  MeshObject::updateModelingRegions.
  */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::update() {
    updateGeometry();
    updateTopology();
    updateSelection();
    updateModelingRegions();
  }
  
  /** Updates the selection scenegraph nodes */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::updateSelection() {
    statusNode_->update_cache();    
  }
  
  /** Updates the geometry information in the mesh scenegraph node */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::updateGeometry() {
    meshNode_->update_geometry();    
  }
  
  /** Updates the topology information in the mesh scenegraph node */
  template < class MeshT , DataType objectDataType >
      void MeshObject< MeshT , objectDataType >::updateTopology() {
    meshNode_->update_topology();    
  }
  
  /** Updates the modeling regions scenegraph nodes */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::updateModelingRegions() {
    areaNode_->update_cache();
    handleNode_->update_cache();
  }
  
  // ===============================================================================
  // Visualization
  // ===============================================================================
  /** Returns a pointer to the texture node
  * @return Pointer to the texture node
  */
  template < class MeshT , DataType objectDataType >
  TextureNode* MeshObject< MeshT , objectDataType >::textureNode() {
    return textureNode_;
  }
  
  /** Returns a pointer to the shader node
  * @return Pointer to the shader node
  */
  template < class MeshT , DataType objectDataType >
  ACG::SceneGraph::ShaderNode* MeshObject< MeshT , objectDataType >::shaderNode() {
    return shaderNode_;
  }
  
  /** Returns a pointer to the mesh node
  * @return Pointer to the mesh node
  */
  template < class MeshT , DataType objectDataType >
  ACG::SceneGraph::MeshNodeT<MeshT>* MeshObject< MeshT , objectDataType >::meshNode() {
    return meshNode_; 
  }
  
  /** Get the Bounding box size of this object
   */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::boundingBox( ACG::Vec3f& _bbMin , ACG::Vec3f& _bbMax ) {
    meshNode_->boundingBox(_bbMin,_bbMax); 
  }
  
  /** Add a texture to the object.
  * @param _property Name of the mesh property handle containing the texture.
  * @param _textureFile Name of the texturefile used (has to be in the Textures dir of OpenFlipper)
  */
  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::addTexture(QString _property, QString _textureFile )
  {
    textures.push_back( std::pair<QString,QString>(_property,_textureFile) );
  }
  
  
  // ===============================================================================
  // Load/Save
  // ===============================================================================
  
  /** Load the mesh data from a file. The loader uses the OpenMesh object loaders and
  * therefore supports all mesh types supported by OpenMesh.
  * 
  * @param _filename Full path of the file to load.
  */
  template < class MeshT , DataType objectDataType >
  bool MeshObject< MeshT , objectDataType >::loadMesh(QString _filename) {
      
    setFromFileName(_filename);
    
    // call the local function to update names
    setName( name() );
    
    std::string filename = std::string( _filename.toUtf8() );
  
    // load file
    bool ok = OpenMesh::IO::read_mesh( (*mesh()) , filename );
    if (!ok) 
    {
      if ( objectDataType == DATA_TRIANGLE_MESH )
        std::cerr << "Main Application : Read error for Triangle Mesh at "<< filename << std::endl;
      if ( objectDataType == DATA_POLY_MESH )
        std::cerr << "Main Application : Read error for Poly Mesh\n";
      return false; 
    }
    
    mesh()->update_normals();
    
    update();
    
    show();
    
    return true;
  }
  
  // ===============================================================================
  // Object information
  // ===============================================================================
  
  /** Returns a string containing all information about the current object. This also
  * includes the information provided by BaseObjectData::getObjectinfo
  * 
  * @return String containing the object information
  */
  template < class MeshT , DataType objectDataType >
  QString MeshObject< MeshT , objectDataType >::getObjectinfo() {
    QString output;
    
    output += "========================================================================\n";
    output += BaseObjectData::getObjectinfo();
    
    if ( dataType( DATA_TRIANGLE_MESH ) ) 
      output += "Object Contains Triangle Mesh : ";
    
    if ( dataType( DATA_POLY_MESH ) ) 
      output += "Object Contains Poly Mesh : ";
    
    output += QString::number( mesh()->n_vertices() ) + " vertices, ";
    output += QString::number( mesh()->n_edges() ) += " edges ";
    output += QString::number( mesh()->n_faces() ) += " faces.\n";
    
    output += "========================================================================\n";
    return output;
  }
  
  // ===============================================================================
  // Picking
  // ===============================================================================
  
  /** Given an node index from PluginFunctions::scenegraph_pick this function can be used to
  * check if the meshNode of the object has been picked.
  * 
  * @param _node_idx Index of the picked mesh node
  * @return bool if the meshNode of this object is the picking target.
  */
  template < class MeshT , DataType objectDataType >
  bool MeshObject< MeshT , objectDataType >::picked( uint _node_idx ) {
    return ( _node_idx == meshNode_->id() );
  }
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  template < class MeshT , DataType objectDataType >
  void MeshObject< MeshT , objectDataType >::enablePicking( bool _enable ) {
    meshNode_->enablePicking( _enable );
    areaNode_->enablePicking( _enable );
    handleNode_->enablePicking( _enable );
    textureNode_->enablePicking( _enable );
    shaderNode_->enablePicking( _enable );
  }

  template < class MeshT , DataType objectDataType >
  bool MeshObject< MeshT , objectDataType >::pickingEnabled() {
    return meshNode_->pickingEnabled();
  }
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  // ===============================================================================
  // Octree
  // ===============================================================================  

  template < class MeshT , DataType objectDataType >
  typename MeshObject< MeshT , objectDataType >::OMTriangleBSP* 
  MeshObject< MeshT , objectDataType >::requestTriangleBsp() {
    
    if ( ! dataType( DATA_TRIANGLE_MESH) ) {
      std::cerr << "Bsps are only supported for triangle meshes." << std::endl;
      return 0;
    }
    
    // Create the tree if needed. 
    if ( triangle_bsp_ == 0 ) 
    {
      // create Triangle BSP
      triangle_bsp_ = new OMTriangleBSP( *mesh() );

      // build Triangle BSP
      triangle_bsp_->reserve(mesh()->n_faces());
  
      typename MeshT::FIter f_it  = mesh()->faces_begin();
      typename MeshT::FIter f_end = mesh()->faces_end();
      
      for (; f_it!=f_end; ++f_it)
	triangle_bsp_->push_back(f_it.handle());

      triangle_bsp_->build(10, 100);
    }

    // return pointer to triangle bsp
    return triangle_bsp_;
  }
  
  template < class MeshT , DataType objectDataType >
  typename MeshObject< MeshT , objectDataType >::OMTriangleBSP* 
  MeshObject< MeshT , objectDataType >::resetTriangleBsp() {
     if ( triangle_bsp_ != 0 )
     {
       delete triangle_bsp_;
       triangle_bsp_ = 0;
     }
     
     return requestTriangleBsp();
  }
  
  
  //=============================================================================