FreeCAD / src /Mod /Mesh /Gui /SoFCIndexedFaceSet.h
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// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2009 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef MESHGUI_SOFCINDEXEDFACESET_H
#define MESHGUI_SOFCINDEXEDFACESET_H
#include <Inventor/engines/SoSubEngine.h>
#include <Inventor/fields/SoMFColor.h>
#include <Inventor/fields/SoSFBool.h>
#include <Inventor/nodes/SoIndexedFaceSet.h>
#include <vector>
#ifndef MESH_GLOBAL_H
# include <Mod/Mesh/MeshGlobal.h>
#endif
class SoGLCoordinateElement;
class SoTextureCoordinateBundle;
using GLuint = unsigned int;
using GLint = int;
using GLfloat = float;
namespace MeshGui
{
// NOLINTBEGIN
class MeshRenderer
{
public:
MeshRenderer();
~MeshRenderer();
void generateGLArrays(
SoGLRenderAction*,
SoMaterialBindingElement::Binding binding,
std::vector<float>& vertex,
std::vector<int32_t>& index
);
void renderFacesGLArray(SoGLRenderAction* action);
void renderCoordsGLArray(SoGLRenderAction* action);
bool canRenderGLArray(SoGLRenderAction* action) const;
bool matchMaterial(SoState*) const;
void update();
bool needUpdate(SoGLRenderAction* action);
static bool shouldRenderDirectly(bool);
private:
class Private;
Private* p;
};
/**
* class SoFCMaterialEngine
* \brief The SoFCMaterialEngine class is used to notify an
* SoFCIndexedFaceSet node about material changes.
*
* @author Werner Mayer
*/
class MeshGuiExport SoFCMaterialEngine: public SoEngine
{
SO_ENGINE_HEADER(SoFCMaterialEngine);
public:
SoFCMaterialEngine();
static void initClass();
SoMFColor diffuseColor;
SoEngineOutput trigger;
private:
~SoFCMaterialEngine() override;
void evaluate() override;
void inputChanged(SoField*) override;
};
/**
* class SoFCIndexedFaceSet
* \brief The SoFCIndexedFaceSet class is designed to optimize redrawing a mesh
* during user interaction.
*
* @author Werner Mayer
*/
class MeshGuiExport SoFCIndexedFaceSet: public SoIndexedFaceSet
{
using inherited = SoIndexedFaceSet;
SO_NODE_HEADER(SoFCIndexedFaceSet);
public:
static void initClass();
SoFCIndexedFaceSet();
SoSFBool updateGLArray;
unsigned int renderTriangleLimit;
void invalidate();
protected:
// Force using the reference count mechanism.
~SoFCIndexedFaceSet() override = default;
void GLRender(SoGLRenderAction* action) override;
void drawFaces(SoGLRenderAction* action);
void drawCoords(
const SoGLCoordinateElement* const vertexlist,
const int32_t* vertexindices,
int numindices,
const SbVec3f* normals,
const int32_t* normalindices,
SoMaterialBundle* materials,
const int32_t* matindices,
const int32_t binding,
const SoTextureCoordinateBundle* const texcoords,
const int32_t* texindices
);
void doAction(SoAction* action) override;
private:
void startSelection(SoAction* action);
void stopSelection(SoAction* action);
void renderSelectionGeometry(const SbVec3f*);
void startVisibility(SoAction* action);
void stopVisibility(SoAction* action);
void renderVisibleFaces(const SbVec3f*);
void generateGLArrays(SoGLRenderAction* action);
private:
MeshRenderer render;
GLuint* selectBuf {nullptr};
};
// NOLINTEND
} // namespace MeshGui
#endif // MESHGUI_SOFCINDEXEDFACESET_H