/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoBoxHighlightRenderAction SoBoxHighlightRenderAction.h Inventor/actions/SoBoxHighlightRenderAction.h \brief The SoBoxHighlightRenderAction class renders the scene with highlighted boxes around selections. \ingroup actions This action performs the same tasks as its parent class, SoGLRenderAction, with the added ability to render highlighted bounding boxes around geometry in selected nodes. This is a simple but convenient way of giving feedback to the user upon interaction with the scene graph. To have the highlighting actually happen (and to be able to automatically "select" nodes by picking with the mouse cursor), you need to use SoSelection nodes in place of group nodes. \sa SoLineHighlightRenderAction, SoSelection */ #include #include #include #include #include #include #include #include #include #include #include #include #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H /*! \var SoBoxHighlightRenderAction::hlVisible Boolean which decides whether or not the highlights for selected nodes should be visible. */ #ifndef DOXYGEN_SKIP_THIS class SoBoxHighlightRenderActionP { public: SoBoxHighlightRenderActionP(SoBoxHighlightRenderAction * master) : master(master) { } SoBoxHighlightRenderAction * master; SoSearchAction * searchaction; SoSearchAction * camerasearch; SoGetBoundingBoxAction * bboxaction; SoBaseColor * basecolor; SoTempPath * postprocpath; SoSeparator * bboxseparator; SoMatrixTransform * bboxtransform; SoCube * bboxcube; SoDrawStyle * drawstyle; SoColorPacker colorpacker; void initBoxGraph(); void drawHighlightBox(const SoPath * path); }; #undef PRIVATE #define PRIVATE(p) ((p)->pimpl) #undef PUBLIC #define PUBLIC(p) ((p)->master) // used to initialize the internal storage class with variables void SoBoxHighlightRenderActionP::initBoxGraph() { this->bboxseparator = new SoSeparator; this->bboxseparator->ref(); this->bboxseparator->renderCaching = SoSeparator::OFF; this->bboxseparator->boundingBoxCaching = SoSeparator::OFF; this->bboxtransform = new SoMatrixTransform; this->bboxcube = new SoCube; this->drawstyle = new SoDrawStyle; this->drawstyle->style = SoDrawStyleElement::LINES; this->basecolor = new SoBaseColor; SoLightModel * lightmodel = new SoLightModel; lightmodel->model = SoLazyElement::BASE_COLOR; SoComplexity * complexity = new SoComplexity; complexity->textureQuality = 0.0f; complexity->type = SoComplexityTypeElement::BOUNDING_BOX; this->bboxseparator->addChild(this->drawstyle); this->bboxseparator->addChild(this->basecolor); this->bboxseparator->addChild(lightmodel); this->bboxseparator->addChild(complexity); this->bboxseparator->addChild(this->bboxtransform); this->bboxseparator->addChild(this->bboxcube); } // used to render shape and non-shape nodes (usually SoGroup or SoSeparator). void SoBoxHighlightRenderActionP::drawHighlightBox(const SoPath * path) { if (this->camerasearch == NULL) { this->camerasearch = new SoSearchAction; } // find camera used to render node this->camerasearch->setFind(SoSearchAction::TYPE); this->camerasearch->setInterest(SoSearchAction::LAST); this->camerasearch->setType(SoCamera::getClassTypeId()); this->camerasearch->apply((SoPath*) path); if (!this->camerasearch->getPath()) { // if there is no camera there is no point rendering the bbox return; } this->bboxseparator->insertChild(this->camerasearch->getPath()->getTail(), 0); this->camerasearch->reset(); if (this->bboxaction == NULL) { this->bboxaction = new SoGetBoundingBoxAction(SbViewportRegion(100, 100)); } this->bboxaction->setViewportRegion(PUBLIC(this)->getViewportRegion()); this->bboxaction->apply((SoPath*) path); SbXfBox3f & box = this->bboxaction->getXfBoundingBox(); if (!box.isEmpty()) { // set cube size float x, y, z; box.getSize(x, y, z); this->bboxcube->width = x; this->bboxcube->height = y; this->bboxcube->depth = z; SbMatrix transform = box.getTransform(); // get center (in the local bbox coordinate system) SbVec3f center = box.SbBox3f::getCenter(); // if center != (0,0,0), move the cube if (center != SbVec3f(0.0f, 0.0f, 0.0f)) { SbMatrix t; t.setTranslate(center); transform.multLeft(t); } this->bboxtransform->matrix = transform; PUBLIC(this)->SoGLRenderAction::apply(this->bboxseparator); } // remove camera this->bboxseparator->removeChild(0); } #endif // DOXYGEN_SKIP_THIS SO_ACTION_SOURCE(SoBoxHighlightRenderAction); // Overridden from parent class. void SoBoxHighlightRenderAction::initClass(void) { SO_ACTION_INTERNAL_INIT_CLASS(SoBoxHighlightRenderAction, SoGLRenderAction); } /*! Default constructor. Note: passes a default SbViewportRegion to the parent constructor. */ SoBoxHighlightRenderAction::SoBoxHighlightRenderAction(void) : inherited(SbViewportRegion()) { this->init(); } /*! Constructor, taking an explicit \a viewportregion to render. */ SoBoxHighlightRenderAction::SoBoxHighlightRenderAction(const SbViewportRegion & viewportregion) : inherited(viewportregion) { this->init(); } // // private. called by both constructors // void SoBoxHighlightRenderAction::init(void) { SO_ACTION_CONSTRUCTOR(SoBoxHighlightRenderAction); PRIVATE(this) = new SoBoxHighlightRenderActionP(this); // Initialize local variables PRIVATE(this)->initBoxGraph(); this->hlVisible = TRUE; PRIVATE(this)->basecolor->rgb.setValue(1.0f, 0.0f, 0.0f); PRIVATE(this)->drawstyle->linePattern = 0xffff; PRIVATE(this)->drawstyle->lineWidth = 3.0f; PRIVATE(this)->searchaction = NULL; PRIVATE(this)->camerasearch = NULL; PRIVATE(this)->bboxaction = NULL; // SoBase-derived objects should be dynamically allocated. PRIVATE(this)->postprocpath = new SoTempPath(32); PRIVATE(this)->postprocpath->ref(); } /*! Destructor. */ SoBoxHighlightRenderAction::~SoBoxHighlightRenderAction(void) { PRIVATE(this)->postprocpath->unref(); PRIVATE(this)->bboxseparator->unref(); delete PRIVATE(this)->searchaction; delete PRIVATE(this)->camerasearch; delete PRIVATE(this)->bboxaction; delete PRIVATE(this); } // Documented in superclass. Overridden to add highlighting after the // "ordinary" rendering. void SoBoxHighlightRenderAction::apply(SoNode * node) { SoGLRenderAction::apply(node); if (this->hlVisible) { if (PRIVATE(this)->searchaction == NULL) { PRIVATE(this)->searchaction = new SoSearchAction; } PRIVATE(this)->searchaction->setType(SoSelection::getClassTypeId()); PRIVATE(this)->searchaction->setInterest(SoSearchAction::ALL); PRIVATE(this)->searchaction->apply(node); const SoPathList & pathlist = PRIVATE(this)->searchaction->getPaths(); if ( pathlist.getLength() > 0 ) { int i; for ( i = 0; i < pathlist.getLength(); i++ ) { SoPath * path = pathlist[i]; assert(path); SoSelection * selection = (SoSelection *) path->getTail(); assert(selection->getTypeId().isDerivedFrom(SoSelection::getClassTypeId())); if ( selection->getNumSelected() > 0 ) this->drawBoxes(path, selection->getList()); } } PRIVATE(this)->searchaction->reset(); } } // Documented in superclass. This method will just call the // SoGLRenderAction::apply() method (so no highlighting will be done). // // It has been overridden to avoid confusing the compiler, which // typically want to see either all or none of the apply() methods // overridden. void SoBoxHighlightRenderAction::apply(SoPath * path) { SoGLRenderAction::apply(path); } // Documented in superclass. This method will just call the // SoGLRenderAction::apply() method (so no highlighting will be done). // // It has been overridden to avoid confusing the compiler, which // typically want to see either all or none of the apply() methods // overridden. void SoBoxHighlightRenderAction::apply(const SoPathList & pathlist, SbBool obeysrules) { SoGLRenderAction::apply(pathlist, obeysrules); } /*! Sets if highlighted boxes should be \a visible when rendering. Defaults to \c TRUE. */ void SoBoxHighlightRenderAction::setVisible(const SbBool visible) { this->hlVisible = visible; } /*! Return if highlighted boxes are to be visible. */ SbBool SoBoxHighlightRenderAction::isVisible(void) const { return this->hlVisible; } /*! Sets the \a color for the highlighted boxes. Defaults to completely red. */ void SoBoxHighlightRenderAction::setColor(const SbColor & color) { PRIVATE(this)->basecolor->rgb = color; } /*! Returns rendering color of the highlighted boxes. */ const SbColor & SoBoxHighlightRenderAction::getColor(void) { return PRIVATE(this)->basecolor->rgb[0]; } /*! Sets the line \a pattern used for the highlighted boxes. Defaults to \c 0xffff (i.e. drawn with no stipples). */ void SoBoxHighlightRenderAction::setLinePattern(unsigned short pattern) { PRIVATE(this)->drawstyle->linePattern = pattern; } /*! Returns line pattern used when drawing boxes. */ unsigned short SoBoxHighlightRenderAction::getLinePattern(void) const { return PRIVATE(this)->drawstyle->linePattern.getValue(); } /*! Sets the line \a width used when drawing boxes, in screen pixels (as for all OpenGL rendering). Defaults to 3. */ void SoBoxHighlightRenderAction::setLineWidth(const float width) { PRIVATE(this)->drawstyle->lineWidth = width; } /*! Returns the line width used when drawing highlight boxes. */ float SoBoxHighlightRenderAction::getLineWidth(void) const { return PRIVATE(this)->drawstyle->lineWidth.getValue(); } void SoBoxHighlightRenderAction::drawBoxes(SoPath * pathtothis, const SoPathList * pathlist) { int i; int thispos = ((SoFullPath *)pathtothis)->getLength()-1; assert(thispos >= 0); PRIVATE(this)->postprocpath->truncate(0); // reset for (i = 0; i < thispos; i++) PRIVATE(this)->postprocpath->append(pathtothis->getNode(i)); // we need to disable accumulation buffer antialiasing while // rendering selected objects int oldnumpasses = this->getNumPasses(); this->setNumPasses(1); SoState * thestate = this->getState(); thestate->push(); for (i = 0; i < pathlist->getLength(); i++) { SoFullPath * path = (SoFullPath *)(*pathlist)[i]; for (int j = 0; j < path->getLength(); j++) { PRIVATE(this)->postprocpath->append(path->getNode(j)); } // Previously SoGLRenderAction was used to draw the bounding boxes // of shapes in selection paths, by overriding renderstyle state // elements to lines drawstyle and simply doing: // // SoGLRenderAction::apply(PRIVATE(this)->postprocpath); // Bug // // This could have the unwanted side effect of rendering // non-selected shapes, as they could be part of the path (due to // being placed below SoGroup nodes (instead of SoSeparator // nodes)) up to the selected shape. // // // A better approach turned out to be to soup up and draw only the // bounding boxes of the selected shapes: PRIVATE(this)->drawHighlightBox(PRIVATE(this)->postprocpath); // Remove temporary path from path buffer PRIVATE(this)->postprocpath->truncate(thispos); } this->setNumPasses(oldnumpasses); thestate->pop(); } #undef PRIVATE #undef PUBLIC