/usr/include/tulip/GlScene.h is in libtulip-dev 4.4.0dfsg2-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 | /*
*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux 1 and Inria Bordeaux - Sud Ouest
*
* Tulip 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.
*
* Tulip 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.
*
*/
#ifndef Tulip_GLSCENE_H
#define Tulip_GLSCENE_H
#include <tulip/tulipconf.h>
#include <tulip/GlLODCalculator.h>
#include <tulip/GlLayer.h>
#include <tulip/Color.h>
#include <tulip/Observable.h>
namespace tlp {
class GlSimpleEntity;
class Graph;
class GlLODCalculator;
class GlGraphComposite;
/**
* @ingroup OpenGL
* @brief Structure to store selected entities
*
* After a selection, objects of SelectedEntity is returned
* To use this object the first thing to do is to call getEntity type to know the type of Entity
* After that you can :
* - Get the GlSimpleEnity pointer (getSimpleEntity())
* - Get the id of node/edge and the graph associated (getComplexEntityId() and getComplexEntityGraph())
*
*/
struct SelectedEntity {
enum SelectedEntityType {
UNKNOW_SELECTED = 0,
NODE_SELECTED = 1,
EDGE_SELECTED = 2,
SIMPLE_ENTITY_SELECTED = 3
};
SelectedEntity():simpleEntity(NULL),complexEntityId((unsigned int)(-1)),entityType(UNKNOW_SELECTED),complexEntityGraph(NULL) {}
SelectedEntity(GlSimpleEntity *entity):simpleEntity(entity),complexEntityId((unsigned int)(-1)),entityType(SIMPLE_ENTITY_SELECTED),complexEntityGraph(NULL) {}
SelectedEntity(Graph *graph,unsigned int id,SelectedEntityType type):simpleEntity(NULL),complexEntityId(id),entityType(type),complexEntityGraph(graph) {}
GlSimpleEntity *getSimpleEntity() const {
assert(simpleEntity!=NULL);
return simpleEntity;
}
unsigned int getComplexEntityId() const {
assert(complexEntityId!=(unsigned int)(-1));
return complexEntityId;
}
Graph *getComplexEntityGraph() const {
assert(complexEntityGraph!=NULL);
return complexEntityGraph;
}
SelectedEntityType getEntityType() const {
return entityType;
}
/**
* @brief getNode is a convenience method to perform the check on the selected element type and return the corresponding node object. It's equivalent to
* @code
* if(getComplexEntityType()==NODE_SELECTED){
* return node(getComplexEntityId())
* }
* @endcode
* @return the selected node if the entity type is correct or an invalid node else.
*/
node getNode()const {
if(entityType == NODE_SELECTED) {
return node(complexEntityId);
}
else {
return node();
}
}
/**
* @brief getEdge is a convenience method to perform the check on the selected element type and return the corresponding edge object. It's equivalent to
* @code
* if(getComplexEntityType()==EDGE_SELECTED){
* return edge(getComplexEntityId())
* }
* @endcode
* @return the selected edge if the entity type is correct or an invalid edge else.
*/
edge getEdge()const {
if(entityType == EDGE_SELECTED) {
return edge(complexEntityId);
}
else {
return edge();
}
}
protected :
GlSimpleEntity *simpleEntity;
unsigned int complexEntityId;
SelectedEntityType entityType;
Graph *complexEntityGraph;
};
/**
* @ingroup OpenGL
* @brief Tulip scene class
*
* The GlScene class is the core of the tulip rendering system
* This class is used to render entities and graph in OpenGL
*
* If you want to render entities and graph, you have to use GlLayer system. You just have to create GlLayer and add GlEntity in.
* If you create more than one GlLayer, layers are rendered one after one, so the first GlLayer added is rendered in first.
* @see GlLayer
* @see GlSimpleEntity
*
*
* After adding layers you can do a centerScene() and a draw()
*
* \code
* GlLayer *mainLayer=new GlLayer("Main");
* GlGraphComposite *graphComposite=new GlGraphComposite(graph);
* mainLayer->addGlEntity(graphComposite,"graph");
* GlLayer *otherLayer=new GlLayer("Other");
* GlCircle *circle=new GlCircle();
* otherLayer->addGlEntity(circle,"circle");
* glScene.addLayer(mainLayer);
* glScene.addLayer(otherLayer);
* glScene.centerScene();
* glScene.draw();
* \endcode
*
* If you want to create a widget with a visualisation is better to use GlMainWidget class (this class use a GlScene inside)
*/
class TLP_GL_SCOPE GlScene : public Observable {
public:
/** \brief Constructor
* Default scene is empty
* @param calculator By default GlScene use a GlCPULODCalculator to compute LOD but you can change this default lod calculator, to do that : put your calculator in constructor parameters
* Available calculators are : GlCPULODCalculator and GlQuadTreeLODCalculator
*/
GlScene(GlLODCalculator *calculator=NULL);
~GlScene();
/**
* @brief Init scene's OpenGL parameters.
* You don't have to call this function, it is call when you do a draw
*/
void initGlParameters();
/**
* @brief Draw the scene
* This function is the most important function of GlScene. If you want to render a scene into an OpenGL widget : call this function
*/
void draw();
/**
* Center scene
* After this function all entities are visible on the screen
*/
void centerScene();
/**
* Compute information for ajustSceneToSize
* \param width : request width
* \param height : request height
* \param center : the result center will be stored in (if center != NULL)
* \param eye : the result eye will be stored in (if eye != NULL)
* \param sceneRadius : the result sceneRadius will be stored in (if sceneRadius != NULL)
* \param xWhiteFactor : xWhiteFactor is the white part on x borders (left and right), the result xWhiteFactor will be stored in (if xWhiteFactor != NULL)
* \param yWhiteFactor : yWhiteFactor is the white part on y borders (top and bottom), the result yWhiteFactor will be stored in (if yWhiteFactor != NULL)
* \param sceneBoundingBox : the result sceneBoundingBox will be stored in (if sceneBoundingBox != NULL)
*/
void computeAjustSceneToSize(int width, int height, Coord *center, Coord *eye, float *sceneRadius, float *xWhiteFactor, float *yWhiteFactor,BoundingBox *sceneBoundingBox=NULL,float *zoomFactor=NULL);
/**
* Ajust camera to have entities near borders
* @param width requested width
* @param height requested height
*/
void ajustSceneToSize(int width, int height);
/**
* @brief Zoom by step to given x,y screen coordinates
* @param step of zoom
*/
void zoomXY(int step, const int x, const int y);
/**
* @brief Zoom to given world coordinate
* \warning factor parameter isn't be used
*/
void zoom(float factor,const Coord& dest);
/**
* @brief Zoom by step
* @param step of zoom
*/
void zoom(int step);
/**
* @brief Zoom by factor
* @param factor of zoom
*/
void zoomFactor(float factor);
/**
* @brief Translate camera by (x,y,z)
*/
void translateCamera(const int x, const int y, const int z);
/**
* @brief Rotate camera by (x,y,z)
* @param x rotation over X axis in degree
* @param y rotation over Y axis in degree
* @param z rotation over Z axis in degree
*/
void rotateScene(const int x, const int y, const int z);
/**
* @brief Select entities in scene
* @param type Entities type to select (SelectSimpleEntities,SelectNodes,SelectEdges)
* @param x screen coordinates
* @param y screen coordinates
* @param h height in screen coordinates
* @param w width in screen coordinates
* @param layer where the selection will be performed
* @param selectedEntities the result of the selection is stored on it
*/
bool selectEntities(RenderingEntitiesFlag type, int x, int y, int h, int w,GlLayer *layer,std::vector<SelectedEntity>& selectedEntities);
/**
* @brief Output the scene in SVG
*/
void outputSVG(unsigned int size,const std::string& filename);
/**
* @brief Output the scene in EPS
*/
void outputEPS(unsigned int size,const std::string& filename);
/**
* @brief Return the RGB image of GlScene
*/
unsigned char * getImage();
/**
* @brief Set the viewport of the scene with a vector
* The viewport must be in many case the size of the widget containing the scene
*/
void setViewport(Vector<int, 4> &newViewport) {
viewport=newViewport;
}
/**
* @brief Set the viewport of the scene with 4 int
* The viewport must be in many case the size of the widget containing the scene
*/
void setViewport(int x, int y, int width, int height) {
viewport[0]=x;
viewport[1]=y;
viewport[2]=width;
viewport[3]=height;
}
/**
* @brief Get the viewport of the scene
* The viewport will be in many case the size of the widget containing the scene
*/
Vector<int, 4> getViewport() const {
return viewport;
}
/**
* @brief Set the background color of the scene
*/
void setBackgroundColor(const Color& color) {
backgroundColor=color;
}
/**
* @brief Get the background color of the scene
*/
Color getBackgroundColor() const {
return backgroundColor;
}
/**
* @brief Set if scene is render in orthogonal mode
*/
void setViewOrtho(bool viewOrtho) {
this->viewOrtho=viewOrtho;
}
/**
* @brief Scene is render in orthogonal mode ?
*/
bool isViewOrtho() {
return viewOrtho;
}
/**
* @brief Create a layer with the given name in the scene
* This layer is added to the layers list
* Now the scene have the ownership of this GlLayer
* so you don't have to delete this GlLayer
*/
GlLayer *createLayer(const std::string &name);
/**
* @brief Create a layer with the given name in the scene just before layer with given name
* This layer is added to the layers list
* Return NULL if the layer with beforeLayerWithName is not find
* Now the scene have the ownership of this GlLayer
* so you don't have to delete this GlLayer
*/
GlLayer *createLayerBefore(const std::string &layerName,const std::string &beforeLayerWithName);
/**
* @brief Create a layer with the given name in the scene just after layer with given name
* This layer is added to the layers list
* Return NULL if the layer with beforeLayerWithName is not find
* Now the scene have the ownership of this GlLayer
* so you don't have to delete this GlLayer
*/
GlLayer *createLayerAfter(const std::string &layerName,const std::string &afterLayerWithName);
/**
* @brief Add an existing layer in the scene
* Now the scene have the ownership of this GlLayer
* so you don't have to delete this GlLayer
*/
void addExistingLayer(GlLayer *layer);
/**
* @brief Add an existing layer in the scene just before layer with given name
* Return false if the layer with beforeLayerWithName is not find
* Now the scene have the ownership of this GlLayer
* so you don't have to delete this GlLayer
*/
bool addExistingLayerBefore(GlLayer *layer, const std::string &beforeLayerWithName);
/**
* @brief Add an existing layer in the scene just after layer with given name
* Return false if the layer with beforeLayerWithName is not find
* Now the scene have the ownership of this GlLayer
* so you don't have to delete this GlLayer
*/
bool addExistingLayerAfter(GlLayer *layer, const std::string &afterLayerWithName);
/**
* @brief Return the layer with name : name
* Return NULL if the layer doesn't exist in the scene
*/
GlLayer *getLayer(const std::string& name);
/**
* @brief Remove the layer with name
* This GlLayer is automaticaly delete
* If you want to keep this GlLayer you can put false to deleteLayer parameters
* but after that you have the ownership of the GlLayer
*/
void removeLayer(const std::string& name,bool deleteLayer=true);
/**
* @brief Remove the layer with name
* This GlLayer is automaticaly delete
* If you want to keep this GlLayer you can put false to deleteLayer parameters
* but after that you have the ownership of the GlLayer
*/
void removeLayer(GlLayer *layer,bool deleteLayer=true);
/**
* @brief Return the layer list
*/
const std::vector<std::pair<std::string, GlLayer*> > &getLayersList() {
return layersList;
}
/**
* @brief Clear layers list
* Layers will not be deleted in this function
*/
void clearLayersList() {
for(std::vector<std::pair<std::string,GlLayer*> >::iterator it=layersList.begin(); it!=layersList.end(); ++it)
delete it->second;
layersList.clear();
}
/**
* @brief Get XML description of the scene and children and store it in out string
*/
void getXML(std::string &out);
/**
* @brief Get XML description of cameras of the scene and store it in out string
*/
void getXMLOnlyForCameras(std::string &out);
/**
* @brief Set scene's data and children with a XML
*/
void setWithXML(std::string &in,Graph *graph);
/**
* @brief Return lod calculator used to render this scene
*/
GlLODCalculator *getCalculator() {
return lodCalculator;
}
/**
* @brief Set a new lod calculator used to render this scene
*/
void setCalculator(GlLODCalculator *calculator) {
lodCalculator=calculator;
calculator->setScene(*this);
}
/**
* @brief Return the bouding box of the scene (in 3D coordinates)
* \warning This bounding box is compute in rendering, so if you add an entity in a layer the bounding box include this entity if a draw is call
*/
BoundingBox getBoundingBox();
/**
* @brief Return the current GlGraphComposite used by the scene
*/
GlGraphComposite* getGlGraphComposite() {
return glGraphComposite;
}
/**
* @brief Return the layer containing the current GlGraphComposite
*/
GlLayer* getGraphLayer() {
return graphLayer;
}
/**
* @brief By default the most important layer is the layer where the graph is visualized
* This function return the camera of this layer
*/
Camera& getGraphCamera() {
assert(graphLayer!=NULL);
return graphLayer->getCamera();
}
/**
* @brief By default the most important layer is the layer where the graph is visualized
* This function set the camera of this layer
*/
void setGraphCamera(Camera* camera) {
assert(graphLayer!=NULL);
graphLayer->setCamera(camera);
}
/**
* @brief Set if OpenGL buffer will be cleared at draw
*/
void setClearBufferAtDraw(bool clear) {
clearBufferAtDraw = clear;
}
/**
* @brief If false, color buffer will not be cleared before drawing the scene.
*/
bool getClearBufferAtDraw() const {
return clearBufferAtDraw;
}
private:
std::vector<std::pair<std::string,GlLayer *> > layersList;
GlLODCalculator *lodCalculator;
Vector<int, 4> viewport;
Color backgroundColor;
bool viewOrtho;
GlGraphComposite *glGraphComposite;
GlLayer *graphLayer;
bool clearBufferAtDraw;
bool inDraw;
public:
///@cond DOXYGEN_HIDDEN
/**
* @brief You don't have to call this function
* This function is automaticaly call when a GlGraphComposite is added in a layer in the scene
* You don't have to call this function
*/
void glGraphCompositeAdded(GlLayer *layer,GlGraphComposite *composite);
/**
* @brief You don't have to call this function
* This function is automaticaly call when a GlGraphComposite is added in a layer in the scene
* You don't have to call this function
*/
void glGraphCompositeRemoved(GlLayer *layer,GlGraphComposite *composite);
/**
* @brief You don't have to call this function
* This function is called by GlLayer and GlComposite to send layer modification event
*/
void notifyModifyLayer(const std::string &name,GlLayer *layer);
/**
* @brief You don't have to call these functions
* They are called by GlComposite to send entity modification event
*/
void notifyModifyEntity(GlSimpleEntity *entity);
void notifyDeletedEntity(GlSimpleEntity *entity);
///@endcond
};
}
#endif // Tulip_GLSCENE_H
|