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/*
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 *  VisObj.h
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 *  GEL
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 *
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 *  Created by J. Andreas Bærentzen on 20/09/08.
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 *  Copyright 2008 __MyCompanyName__. All rights reserved.
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 *
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 */
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#ifndef __MESHEDIT_VISOBJ_H__
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#define __MESHEDIT_VISOBJ_H__
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#include <string>
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#include "../GL/glew.h"
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#include "../HMesh/Manifold.h"
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#include "../CGLA/Vec3d.h"
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#include "../GLGraphics/draw.h"
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#include "../GLGraphics/Console.h"
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#include "../GLGraphics/GLViewController.h"
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#include "../GLGraphics/ManifoldRenderer.h"
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#include "../HMesh/harmonics.h"
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extern int WINX;
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extern int WINY;
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namespace GLGraphics {
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class VisObj
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{
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    std::string file = "";
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    GLGraphics::GLViewController view_ctrl;
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    bool create_display_list = true;
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    HMesh::Manifold mani;
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    HMesh::Manifold old_mani;
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    GLGraphics::ManifoldRenderer* renderer = nullptr;
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    bool active_selection = false;
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    HMesh::VertexAttributeVector<int> vertex_selection;
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    HMesh::VertexAttributeVector<double> scalar_field;
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    HMesh::VertexAttributeVector<CGLA::Vec3d> line_field;
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    HMesh::Harmonics* harm;
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    CGLA::Vec3d bsphere_center;
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    float bsphere_radius;
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    void produce_renderer(const std::string& display_method , Console& cs, bool smooth, float gamma);
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    void draw_selection();
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public:
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    VisObj(): view_ctrl(WINX,WINY, CGLA::Vec3f(0), 1.0) {}
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    HMesh::VertexAttributeVector<int>& get_vertex_selection() {
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        return vertex_selection;
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    }
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    bool select_vertex(const CGLA::Vec2i& pos);
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    void clear_selection() {
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        for(auto vid : mani.vertices()) vertex_selection[vid] = 0;
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        active_selection = false;
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    }
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    HMesh::VertexAttributeVector<double>& get_scalar_field_attrib_vector() {
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        return scalar_field;
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    }
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    HMesh::VertexAttributeVector<CGLA::Vec3d>& get_line_field_attrib_vector() {
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        return line_field;
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    }
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    const std::string& file_name() const {return file;}
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    float get_bsphere_radius() const { return bsphere_radius;}
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    HMesh::Manifold& mesh() {return mani;}
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    const HMesh::Manifold& mesh_old() const {return old_mani;}
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    void save_old() {old_mani = mani;}
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    void restore_old() {mani = old_mani;}
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    GLGraphics::GLViewController& view_control() {return view_ctrl;}
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    void refit();
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    bool reload(std::string _file);
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    bool add_mesh(std::string _file);
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    void display(const std::string& display_method , GLGraphics::Console& cs, bool smooth, float gamma);
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    void post_create_display_list()
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    {
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        create_display_list = true;
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    }
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    void harmonics_analyze() {
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        harm = new HMesh::Harmonics(mani);
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    }
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    void harmonics_reset_shape() {
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        harm->reset_shape();
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    }
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    void harmonics_partial_reconstruct(int E0, int E1, float scale) {
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        harm->partial_reconstruct(E0,E1, scale);
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    }
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};
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}
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#endif