/usr/include/sofa/component/visualmodel/VisualModelImpl.h is in libsofa1-dev 1.0~beta4-12.
This file is owned by root:root, with mode 0o644.
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* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library 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 2.1 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 Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#ifndef SOFA_COMPONENT_VISUALMODEL_VISUALMODELIMPL_H
#define SOFA_COMPONENT_VISUALMODEL_VISUALMODELIMPL_H
#include <string>
#include <sofa/core/VisualModel.h>
#include <sofa/core/objectmodel/DataFileName.h>
#include <sofa/core/componentmodel/behavior/MappedModel.h>
#include <sofa/core/componentmodel/topology/BaseMeshTopology.h>
#include <sofa/defaulttype/Vec.h>
#include <sofa/defaulttype/VecTypes.h>
#include <sofa/defaulttype/RigidTypes.h>
#include <sofa/helper/io/Mesh.h>
#include <sofa/component/component.h>
#include <map>
namespace sofa
{
namespace component
{
namespace visualmodel
{
using namespace sofa::defaulttype;
class RigidMappedModel : public core::componentmodel::behavior::MappedModel< Rigid3fTypes >
{
public:
VecCoord xforms;
bool xformsModified;
RigidMappedModel()
: xformsModified(false)
{
}
const VecCoord* getX() const { return &xforms; }
const VecDeriv* getV() const { return NULL; }
VecCoord* getX() { xformsModified = true; return &xforms; }
VecDeriv* getV() { return NULL; }
const VecCoord* getRigidX() const { return getX(); }
VecCoord* getRigidX() { return getX(); }
};
class ExtVec3fMappedModel : public core::componentmodel::behavior::MappedModel< ExtVec3fTypes >
{
public:
ResizableExtVector<Coord>* inputVertices;
bool modified; ///< True if input vertices modified since last rendering
ExtVec3fMappedModel()
: inputVertices(NULL), modified(false)
{
}
const VecCoord* getX() const { return inputVertices; }
const VecDeriv* getV() const { return NULL; }
VecCoord* getX() { modified = true; return inputVertices; }
VecDeriv* getV() { return NULL; }
const VecCoord* getVecX() const { return getX(); }
VecCoord* getVecX() { return getX(); }
};
/**
* \brief Abstract class which implements partially VisualModel.
*
* This class implemented all non-hardware (i.e OpenGL or DirectX)
* specific functions for rendering. It takes a 3D model (basically a .OBJ model)
* and apply transformations on it.
* At the moment, it is only implemented by OglModel for OpenGL systems.
*
*/
class SOFA_COMPONENT_VISUALMODEL_API VisualModelImpl : public core::VisualModel, public ExtVec3fMappedModel, public RigidMappedModel
{
protected:
// use types from ExtVec3fTypes
typedef ExtVec3fTypes::Real Real;
typedef ExtVec3fTypes::Coord Coord;
typedef ExtVec3fTypes::VecCoord VecCoord;
typedef ExtVec3fTypes::Deriv Deriv;
typedef ExtVec3fTypes::VecDeriv VecDeriv;
typedef Vec<2, float> TexCoord;
typedef helper::fixed_array<int, 3> Triangle;
typedef helper::fixed_array<int, 4> Quad;
//typedef helper::fixed_array<int, 4> Tetrahedron;
//ResizableExtVector<Coord>* inputVertices;
bool useTopology; ///< True if list of facets should be taken from the attached topology
int lastMeshRev; ///< Time stamps from the last time the mesh was updated from the topology
bool useNormals; ///< True if normals should be read from file
bool castShadow; ///< True if object cast shadows
sofa::core::componentmodel::topology::BaseMeshTopology* _topology;
/* Data< ResizableExtVector<Coord> > vertices; */
DataPtr< ResizableExtVector<Coord> > field_vertices;
ResizableExtVector<Coord> vertices;
DataPtr< ResizableExtVector<Coord> > field_vnormals;
ResizableExtVector<Coord> vnormals;
DataPtr< ResizableExtVector<TexCoord> > field_vtexcoords;
ResizableExtVector<TexCoord> vtexcoords;
DataPtr< ResizableExtVector<Triangle> > field_triangles;
ResizableExtVector<Triangle> triangles;
DataPtr< ResizableExtVector<Quad> > field_quads;
ResizableExtVector<Quad> quads;
/// If vertices have multiple normals/texcoords, then we need to separate them
/// This vector store which input position is used for each vertice
/// If it is empty then each vertex correspond to one position
ResizableExtVector<int> vertPosIdx;
/// Similarly this vector store which input normal is used for each vertice
/// If it is empty then each vertex correspond to one normal
ResizableExtVector<int> vertNormIdx;
sofa::core::objectmodel::DataFileName fileMesh;
sofa::core::objectmodel::DataFileName texturename;
Data< Vector3 > translation;
Data< Vector3 > rotation;
Data< SReal > scale;
Data< TexCoord > scaleTex;
Data< TexCoord > translationTex;
Vec3f bbox[2];
virtual void internalDraw()
{}
public:
Data< sofa::helper::io::Mesh::Material > material;
VisualModelImpl();
~VisualModelImpl();
void parse(core::objectmodel::BaseObjectDescription* arg);
bool isTransparent();
void drawVisual();
void drawTransparent();
void drawShadow();
virtual bool loadTexture(const std::string& /*filename*/) { return false; }
bool load(const std::string& filename, const std::string& loader, const std::string& textureName);
void applyTranslation(const double dx, const double dy, const double dz);
//Apply Rotation from Euler angles (in degree!)
void applyRotation (const double rx, const double ry, const double rz);
void applyRotation(const Quat q);
void applyScale(const double s);
virtual void applyUVTransformation();
void applyUVTranslation(const double dU, const double dV);
void applyUVScale(const double su, const double sv);
void flipFaces();
void setFilename(std::string s){fileMesh.setValue(s);}
void setTranslation(double dx,double dy,double dz){translation.setValue(Vector3(dx,dy,dz));};
void setRotation(double rx,double ry,double rz){rotation.setValue(Vector3(rx,ry,rz));};
void setScale(double s){scale.setValue(s);};
std::string getFilename(){return fileMesh.getValue();}
void setColor(float r, float g, float b, float a);
void setColor(std::string color);
void setUseNormals(bool val) { useNormals = val; }
bool getUseNormals() const { return useNormals; }
void setCastShadow(bool val) { castShadow = val; }
bool getCastShadow() const { return castShadow; }
void setMesh(helper::io::Mesh &m, bool tex=false);
bool isUsingTopology() const {return useTopology;};
ResizableExtVector<Coord> * getVertices() {return &vertices;}
void setVertices(ResizableExtVector<Coord> * x){vertices = *x;}
ResizableExtVector<Triangle> * getTriangles() {return &triangles;}
void setTriangles(ResizableExtVector<Triangle> * t){triangles = *t;}
virtual void computePositions();
virtual void computeMesh();
virtual void computeNormals();
virtual void computeBBox();
virtual void updateBuffers() { };
virtual void updateVisual();
// handle topological changes
virtual void handleTopologyChange();
void init();
void initVisual();
bool addBBox(double* minBBox, double* maxBBox);
//const VecCoord* getX() const; // { return &x; }
//const VecDeriv* getV() const { return NULL; }
//VecCoord* getX(); // { return &x; }
//VecDeriv* getV() { return NULL; }
/// Append this mesh to an OBJ format stream.
/// The number of vertices position, normal, and texture coordinates already written is given as parameters
/// This method should update them
virtual void exportOBJ(std::string name, std::ostream* out, std::ostream* mtl, int& vindex, int& nindex, int& tindex);
virtual std::string getTemplateName() const
{
return ExtVec3fMappedModel::getTemplateName();
}
static std::string templateName(const VisualModelImpl* p = NULL)
{
return ExtVec3fMappedModel::templateName(p);
}
};
//typedef Vec<3,GLfloat> GLVec3f;
//typedef ExtVectorTypes<GLVec3f,GLVec3f> GLExtVec3fTypes;
} // namespace visualmodel
} // namespace component
} // namespace sofa
#endif
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