/usr/include/miaviewit-1.0/viewit/drawable.hh is in libmiaviewit-dev 1.0.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*
* This file is part of viewitgui - a library and program for the
* visualization of 3D data sets.
*
* Copyright (c) Leipzig, Madrid 1999-2013 Mirco Hellmann, Gert Wollny
*
* viewitgui is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* viewitgui 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with viewitgui; if not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __drawable_hh
#define __drawable_hh
#include <GL/gl.h>
#include <mia.hh>
using namespace mia;
#include <map>
//#include <sigc++/sigc++.h>
#define DRAW_VISIBLE 0x01
#define DRAW_TRANSPARENT 0x02
#define DRAW_HAS_ROTATION 0x04
#define DRAW_HAS_TRANSLATION 0x08
#define DRAW_HAS_TRANFORMATION (DRAW_HAS_TRANSLATION | DRAW_HAS_ROTATION)
#define DRAW_NEED_LIGHT 0x10
#define DRAW_CULL_ENABLE 0x20
#define DRAW_CULL_FRONT_FACE 0x40
#define DRAW_CULL_BACK_FACE 0x80
#define DRAW_USE_XY_CLIP_PLANE 0x100
#define DRAW_USE_XZ_CLIP_PLANE 0x200
#define DRAW_USE_YZ_CLIP_PLANE 0x400
#define DRAW_USE_FREE_CLIP_PLANE 0x800
#define DRAW_USE_CLIP_PLANE_MASK (DRAW_USE_XY_CLIP_PLANE | DRAW_USE_XZ_CLIP_PLANE | DRAW_USE_YZ_CLIP_PLANE | DRAW_USE_FREE_CLIP_PLANE)
#define DRAW_SHINY 0x2000
#define DRAWABLE_CLASSNAME "TDrawable"
#define DEBUG_LOG(s) s
#include <list>
using namespace std;
//#include "status.hh"
#include <viewit/event.hh>
#include <viewit/glerror.hh>
#include <viewit/camera.hh>
#include <stdexcept>
class TGLText;
/// typedef to store some vertices
typedef list<C3DFVector> TVertexList;
const string type_TDrawable("TDrawable");
/// the basic class for all objects, then can appear in a GL-scene.
/**
This is the basic class for all objects , that can appear in an OpenGL-scene.
It can be visible, transparent, individually moved, supports three colors (think this over)
can be illuminated and enable/ diabel each available clip plane.
\todo improve the interface to save the state of the drawable
\todo create a cleaner minimal interface that can be used as a basis for drawable plugins
*/
class TDrawable : public TEventHandler {
private:
/** a zero vector for comparison reasons.
\remark where is this used?
*/
const static C3DFVector zero;
/// the name of the drawable.
string name;
///
bool animated;
/** the current status of the drawable
\remark this should be replaced by something better
*/
struct {
int flags;
C3DFVector position;
C3DFVector rotation;
TColor color1;
TColor color2;
TColor color3;
TColor ambient_light_color;
TColor diffuse_front_color;
TColor diffuse_back_color;
int light_model;
bool is_selected;
float alpha;
} drawable_state ;
public:
/// construct a drawable with the given name
TDrawable(const string& _name);
/// copy a drawable, but give a new name
TDrawable(const string& _name,const TDrawable& org);
/// destruct drawable -< ensures a virtual destructor
virtual ~TDrawable();
/** gives a string literal for the type of the drawable
\remark obsolete
*/
virtual const string& get_type() const;
/// \returns a string literal for the classname of the object
virtual const char *get_classname() const;
/** fills the list with the names of the base classes recursively
\param pointer to an allocated stringlist
*/
virtual void get_classname_list(list<string> *classlist) const;
/// \returns the name of the drawable
const string& get_name() const;
/// toggles the visible status of the drawable
void toggle_visible();
/// turns the visible status of the drawable on
void show();
/// turns the visible status of the drawable off
void hide();
/// returns the visible status of the drawable
bool is_visible() const;
/// toggles the transparency status of the drawable
void toggle_transparent();
/// turns on the transparency status of the drawable
void transparent_on();
/// turns off the transparency status of the drawable
void transparent_off();
/// returns the transparency status of the drawable
bool is_transparent() const;
/// returns the transparency value of the drawable
float get_transparency() const;
/// sets the transparency value of the drawable
virtual void set_transparency(float alpha);
/// returns the select status of this drawable
bool is_selected()const;
/// query whether shiny drawing is on
bool draw_shiny() const;
/// turn the shiny flag on
void shiny_on();
/// turn the shiny flag off
void shiny_off();
/// switch between the lightning models
void toggle_lightmodel();
/// toggle the shiny-flag
void toggle_draw_shiny() {
drawable_state.flags ^= DRAW_SHINY;
}
/// togle the culling flag
void toggle_culling_enable();
/// turn culling on
void culling_on();
/// \returns the whether the drawable needs animation or not
bool is_animated() const;
#if 0
/// set the value of a attribute
void set_attribute(const std::string& name, const std::string& value);
/// restore the state of the object from an XML tree
virtual void set_state(const TStatusNode& root);
#endif
/// turn off culling
void culling_off();
/// \retuns whether culling is enabled
bool culling_is_enabled() const;
/// cull front faces
void cull_front();
/// \returns true if the front faces are culled
bool do_cull_front()const;
/// cull back-faces
void cull_back();
/// \returns true if the back faces are culled
bool do_cull_back()const;
/// toggle lightning for this drawable
void toggle_light();
/// turn on lightning for this drawable
void light_on();
/** set a specific lightning model
\param lm 0 = on-sided, 1 = two-sided
*/
void set_light_model(int lm);
/// turn off lightning for this drawable
void light_off();
/// tells whether lightning is wanted/needed for this drawable
bool need_light() const;
/// toggle the usage of clip planes for this drawable
void toggle_enable_clip_plane(int flags);
/// returns the clip plane usage flags
int use_clip_plane();
/** set an object specific rotation
\param new_rot the rotation around the x,y,z-axis (in that order applied)
*/
void set_rotation(const C3DFVector& new_rot);
/** add an object specific rotation
\param add_rot rotation to add
\remark this is an addition of components and no true concatation
*/
void add_rotation(const C3DFVector& add_rot);
/** set a new object specific position in the object coordinate system
\param pos new position
*/
void set_position(const C3DFVector& pos);
/** move the object in the object coordinate system
\param shift incremental position change
*/
void move(const C3DFVector& shift);
/** \returns the drawable color 1
\todo replace this with some more general approach
*/
const TColor& get_color1()const;
/** set the drawable color 1
\todo replace this with some more general approach
*/
void set_color1(const TColor& color);
/** \returns the drawable color 1
\todo replace this with some more general approach
*/
const TColor& get_color2()const;
/** set the drawable color 2
\todo replaca this with some more general approach
*/
void set_color2(const TColor& _color);
/** \returns the drawable color 1
\todo replace this with some more general approach
*/
const TColor& get_color3()const;
/** set the drawable color 3
\param color new color no 3
\todo replaca this with some more general approach
*/
void set_color3(const TColor& color);
/** \returns the ambient color
\todo replace this with some more general approach
*/
const TColor& get_ambient_light_color()const;
void set_ambient_light_color(const TColor& color);
const TColor& get_diffuse_front_color()const;
void set_diffuse_front_color(const TColor& _color);
const TColor& get_diffuse_back_color()const;
void set_diffuse_back_color(const TColor& _color);
virtual void povray_output_object(FILE *f)const;
void povray_output_attributes(FILE *f)const;
virtual void povray_output_description(FILE *f)const;
/**
Draw the drawable using the given camera.
It checks whether the drawable is visible, applys additional transforations and
turns on lightning if neccessary.
Then it calls the virtual method {\em do_gl_draw} which does the actual drawing.
*/
void gl_draw(const TCamera& c) const;
/** Draw decoration (scales, text, ...) for this drawable
\param viewport area where we may write
\param writer the text writer object
*/
virtual void draw_decoration(const C2DBounds& viewport,const TGLText& writer);
/** set this drawable as selected */
void select();
/** set this drawable as unselected */
void unselect();
/** apply initializations which are only possible
with a valid OPenGL rendering context
*/
virtual void gl_attach();
/** cleanups which are necessary before the OpenGL rendering context
becomes invalid.
*/
virtual void gl_detach();
/** Animate the drawable if nesseccary
*/
virtual bool animate();
/// export the object to a text file called {\em name}{\tt + .obj}
void export_object() const;
private:
/** special action if the drawable is selected
The standart implementation does nothing.
*/
virtual void do_select();
/** special action if the drawable is un-selected
The standart implementation does nothing.
*/
virtual void do_unselect();
/** The actual display method of the drawable. This one has to be overwritten
\param camera the actual camera defining viewport, projecttion et al.
*/
virtual void do_gl_draw(const TCamera& camera) const = 0;
/** The actual object export method,
\param f is the file to write to
\returns true if the object was succesfully exported
*/
virtual bool do_export(FILE *f)const;
protected:
/**
The Key-event handler for a drawable. It obeys the following keys:
\begin{itemize}
\item 'v' - toggle visible
\item 't' - toggle transparency
\end{itemize}
*/
bool do_handle_key_event(int key);
bool do_handle_command_event(PEventInfo info);
void pre_transformation()const;
void set_material()const;
void turn_on_light()const;
void turn_off_light()const;
/** set the animation capability for this drawable
\param animate enables or disables the animation
*/
void set_animated(bool animate);
void end_transformation()const;
};
/// Type for a map where all the drawable of a scene go in.
typedef map<string, TDrawable *> TDrawMap;
// Dummy class will see if we need it.
class TDummyDrawable: public TDrawable {
public:
TDummyDrawable();
private:
virtual void do_gl_draw(const TCamera& ) const{};
virtual void povray_output_object(FILE *)const{};
virtual void povray_output_attributes(FILE *)const{};
virtual void povray_output_description(FILE *)const{};
};
// inline implementation
inline const char* TDrawable::get_classname() const
{
return DRAWABLE_CLASSNAME;
}
inline void TDrawable::toggle_visible()
{
drawable_state.flags ^= DRAW_VISIBLE;
}
inline const string& TDrawable::get_name() const
{
return name;
}
inline void TDrawable::toggle_lightmodel()
{
drawable_state.light_model ^= 1;
}
inline void TDrawable::show()
{
drawable_state.flags |= DRAW_VISIBLE;
}
inline void TDrawable::hide()
{
drawable_state.flags &= ~DRAW_VISIBLE;
}
inline bool TDrawable::is_visible() const
{
return drawable_state.flags & DRAW_VISIBLE;
}
inline void TDrawable::toggle_light()
{
drawable_state.flags ^= DRAW_NEED_LIGHT;
}
inline void TDrawable::light_on()
{
drawable_state.flags |= DRAW_NEED_LIGHT;
}
inline void TDrawable::light_off()
{
drawable_state.flags &= ~DRAW_NEED_LIGHT;
}
inline bool TDrawable::need_light() const
{
return drawable_state.flags & DRAW_NEED_LIGHT;
}
inline void TDrawable::set_rotation(const C3DFVector& new_rot)
{
drawable_state.rotation = new_rot;
if (drawable_state.rotation == zero)
drawable_state.flags &= ~DRAW_HAS_ROTATION;
else
drawable_state.flags |= DRAW_HAS_ROTATION;
}
inline void TDrawable::add_rotation(const C3DFVector& add_rot)
{
drawable_state.rotation += add_rot;
if (drawable_state.rotation == zero)
drawable_state.flags &= ~DRAW_HAS_ROTATION;
else
drawable_state.flags |= DRAW_HAS_ROTATION;
}
inline void TDrawable::set_position(const C3DFVector& pos)
{
drawable_state.position = pos;
if (drawable_state.position == zero)
drawable_state.flags &= ~DRAW_HAS_TRANSLATION;
else
drawable_state.flags |= DRAW_HAS_TRANSLATION;
}
inline void TDrawable::move(const C3DFVector& shift)
{
drawable_state.position += shift;
if (drawable_state.position == zero)
drawable_state.flags &= ~DRAW_HAS_TRANSLATION;
else
drawable_state.flags |= DRAW_HAS_TRANSLATION;
}
inline void TDrawable::toggle_transparent()
{
drawable_state.flags ^= DRAW_TRANSPARENT;
}
inline void TDrawable::transparent_on()
{
drawable_state.flags |= DRAW_TRANSPARENT;
}
inline void TDrawable::transparent_off()
{
drawable_state.flags &= ~DRAW_TRANSPARENT;
}
inline bool TDrawable::is_transparent() const
{
return drawable_state.flags & DRAW_TRANSPARENT;
}
inline float TDrawable::get_transparency() const
{
return drawable_state.alpha;
}
inline void TDrawable::toggle_culling_enable()
{
drawable_state.flags ^= DRAW_CULL_ENABLE;
}
inline void TDrawable::culling_on()
{
drawable_state.flags |= DRAW_CULL_ENABLE;
}
inline void TDrawable::culling_off()
{
drawable_state.flags &= ~DRAW_CULL_ENABLE;
}
inline bool TDrawable::culling_is_enabled() const
{
return drawable_state.flags & DRAW_CULL_ENABLE;
}
inline void TDrawable::cull_front()
{
drawable_state.flags |= DRAW_CULL_FRONT_FACE;
}
inline bool TDrawable::do_cull_front()const
{
return drawable_state.flags & DRAW_CULL_FRONT_FACE;
}
inline void TDrawable::cull_back()
{
drawable_state.flags &= ~DRAW_CULL_FRONT_FACE;
}
inline bool TDrawable::do_cull_back()const
{
return ! (drawable_state.flags & DRAW_CULL_FRONT_FACE);
}
inline bool TDrawable::is_animated() const
{
return animated;
}
inline void TDrawable::set_animated(bool animate)
{
animated = animate;
}
inline const TColor& TDrawable::get_color1()const
{
return drawable_state.color1;
}
inline const TColor& TDrawable::get_color2()const
{
return drawable_state.color2;
}
inline const TColor& TDrawable::get_color3()const
{
return drawable_state.color3;
}
inline const TColor& TDrawable::get_ambient_light_color()const
{
return drawable_state.ambient_light_color;
}
inline void TDrawable::set_ambient_light_color(const TColor& color)
{
drawable_state.ambient_light_color = color;
}
inline const TColor& TDrawable::get_diffuse_front_color()const
{
return drawable_state.diffuse_front_color;
}
inline void TDrawable::set_diffuse_front_color(const TColor& _color)
{
drawable_state.diffuse_front_color = _color;
}
inline const TColor& TDrawable::get_diffuse_back_color()const
{
return drawable_state.diffuse_back_color;
}
inline void TDrawable::set_diffuse_back_color(const TColor& _color)
{
drawable_state.diffuse_back_color = _color;
}
inline void TDrawable::end_transformation()const
{
if (drawable_state.flags & DRAW_HAS_TRANFORMATION)
glPopMatrix();
}
inline void TDrawable::toggle_enable_clip_plane(int flags)
{
drawable_state.flags ^= (flags & DRAW_USE_CLIP_PLANE_MASK);
}
inline int TDrawable::use_clip_plane()
{
return (drawable_state.flags & DRAW_USE_CLIP_PLANE_MASK);
}
inline bool TDrawable::is_selected()const
{
return (drawable_state.is_selected);
}
inline void TDrawable::set_light_model(int model)
{
drawable_state.light_model = model;
}
inline void TDrawable::shiny_on()
{
drawable_state.flags |= DRAW_SHINY;
}
inline void TDrawable::shiny_off()
{
drawable_state.flags &= ~DRAW_SHINY;
}
inline bool TDrawable::draw_shiny() const
{
return drawable_state.flags & DRAW_SHINY;
};
#endif
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