source: nanovis/tags/1.1.2/FlowBox.cpp @ 4890

Last change on this file since 4890 was 3567, checked in by ldelgass, 11 years ago

Refactor and cleanups in nanovis, mainly to switch to using STL hash tables
(TR1 required) instead of Tcl hash tables, split out Flow particles and boxes
to separate implementation files. The goal is to achieve better separation of
Tcl command parsing and the core graphics rendering objects and code.

  • Property svn:eol-style set to native
File size: 5.7 KB
Line 
1/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */
2/*
3 * Copyright (c) 2004-2013  HUBzero Foundation, LLC
4 *
5 * Authors:
6 *   Wei Qiao <qiaow@purdue.edu>
7 *   Insoo Woo <iwoo@purdue.edu>
8 *   George A. Howlett <gah@purdue.edu>
9 *   Leif Delgass <ldelgass@purdue.edu>
10 */
11
12#include <float.h>
13#include <assert.h>
14
15#include <vrmath/Vector3f.h>
16#include <vrmath/Vector4f.h>
17#include <vrmath/Matrix4x4d.h>
18
19#include "FlowBox.h"
20#include "Volume.h"
21#include "Trace.h"
22
23using namespace vrmath;
24
25FlowBox::FlowBox(const char *name) :
26    _name(name)
27{
28    _sv.isHidden = false;
29    _sv.corner1.x = 0.0f;
30    _sv.corner1.y = 0.0f;
31    _sv.corner1.z = 0.0f;
32    _sv.corner2.x = 1.0f;
33    _sv.corner2.y = 1.0f;
34    _sv.corner2.z = 1.0f;
35    _sv.lineWidth = 1.2f;
36    _sv.color.r = _sv.color.b = _sv.color.g = _sv.color.a = 1.0f;
37}
38
39FlowBox::~FlowBox()
40{
41    TRACE("Freeing switches");
42    Rappture::FreeSwitches(_switches, &_sv, 0);
43}
44
45void
46FlowBox::getWorldSpaceBounds(Vector3f& bboxMin,
47                             Vector3f& bboxMax,
48                             const Volume *vol) const
49{
50    bboxMin.set(FLT_MAX, FLT_MAX, FLT_MAX);
51    bboxMax.set(-FLT_MAX, -FLT_MAX, -FLT_MAX);
52
53    Vector3f origin = vol->location();
54    Vector3f scale = vol->getPhysicalScaling();
55
56    Matrix4x4d mat;
57    mat.makeTranslation(origin);
58    Matrix4x4d mat2;
59    mat2.makeScale(scale);
60
61    mat.multiply(mat2);
62
63    Vector3f min, max;
64    min.x = vol->xAxis.min();
65    min.y = vol->yAxis.min();
66    min.z = vol->zAxis.min();
67    max.x = vol->xAxis.max();
68    max.y = vol->yAxis.max();
69    max.z = vol->zAxis.max();
70
71    float x0, y0, z0, x1, y1, z1;
72    x0 = y0 = z0 = 0.0f;
73    x1 = y1 = z1 = 0.0f;
74    if (max.x > min.x) {
75        x0 = (_sv.corner1.x - min.x) / (max.x - min.x);
76        x1 = (_sv.corner2.x - min.x) / (max.x - min.x);
77    }
78    if (max.y > min.y) {
79        y0 = (_sv.corner1.y - min.y) / (max.y - min.y);
80        y1 = (_sv.corner2.y - min.y) / (max.y - min.y);
81    }
82    if (max.z > min.z) {
83        z0 = (_sv.corner1.z - min.z) / (max.z - min.z);
84        z1 = (_sv.corner2.z - min.z) / (max.z - min.z);
85    }
86
87    TRACE("Box model bounds: (%g,%g,%g) - (%g,%g,%g)",
88          x0, y0, z0, x1, y1, z1);
89
90    Vector3f modelMin(x0, y0, z0);
91    Vector3f modelMax(x1, y1, z1);
92
93    Vector4f bvert[8];
94    bvert[0] = Vector4f(modelMin.x, modelMin.y, modelMin.z, 1);
95    bvert[1] = Vector4f(modelMax.x, modelMin.y, modelMin.z, 1);
96    bvert[2] = Vector4f(modelMin.x, modelMax.y, modelMin.z, 1);
97    bvert[3] = Vector4f(modelMin.x, modelMin.y, modelMax.z, 1);
98    bvert[4] = Vector4f(modelMax.x, modelMax.y, modelMin.z, 1);
99    bvert[5] = Vector4f(modelMax.x, modelMin.y, modelMax.z, 1);
100    bvert[6] = Vector4f(modelMin.x, modelMax.y, modelMax.z, 1);
101    bvert[7] = Vector4f(modelMax.x, modelMax.y, modelMax.z, 1);
102
103    for (int i = 0; i < 8; i++) {
104        Vector4f worldVert = mat.transform(bvert[i]);
105        if (worldVert.x < bboxMin.x) bboxMin.x = worldVert.x;
106        if (worldVert.x > bboxMax.x) bboxMax.x = worldVert.x;
107        if (worldVert.y < bboxMin.y) bboxMin.y = worldVert.y;
108        if (worldVert.y > bboxMax.y) bboxMax.y = worldVert.y;
109        if (worldVert.z < bboxMin.z) bboxMin.z = worldVert.z;
110        if (worldVert.z > bboxMax.z) bboxMax.z = worldVert.z;
111    }
112
113    TRACE("Box world bounds: (%g,%g,%g) - (%g,%g,%g)",
114          bboxMin.x, bboxMin.y, bboxMin.z,
115          bboxMax.x, bboxMax.y, bboxMax.z);
116}
117
118void
119FlowBox::render(Volume *vol)
120{
121    TRACE("Box: '%s'", _name.c_str());
122
123    glPushAttrib(GL_ENABLE_BIT);
124
125    glEnable(GL_DEPTH_TEST);
126    glDisable(GL_TEXTURE_2D);
127    glDisable(GL_BLEND);
128
129    glMatrixMode(GL_MODELVIEW);
130    glPushMatrix();
131
132    Vector3f origin = vol->location();
133    glTranslatef(origin.x, origin.y, origin.z);
134
135    Vector3f scale = vol->getPhysicalScaling();
136    glScalef(scale.x, scale.y, scale.z);
137
138    Vector3f min, max;
139    min.x = vol->xAxis.min();
140    min.y = vol->yAxis.min();
141    min.z = vol->zAxis.min();
142    max.x = vol->xAxis.max();
143    max.y = vol->yAxis.max();
144    max.z = vol->zAxis.max();
145
146    TRACE("box is %g,%g %g,%g %g,%g",
147          _sv.corner1.x, _sv.corner2.x,
148          _sv.corner1.y, _sv.corner2.y,
149          _sv.corner1.z, _sv.corner2.z);
150    TRACE("world is %g,%g %g,%g %g,%g",
151          min.x, max.x, min.y, max.y, min.z, max.z);
152
153    float x0, y0, z0, x1, y1, z1;
154    x0 = y0 = z0 = 0.0f;
155    x1 = y1 = z1 = 0.0f;
156    if (max.x > min.x) {
157        x0 = (_sv.corner1.x - min.x) / (max.x - min.x);
158        x1 = (_sv.corner2.x - min.x) / (max.x - min.x);
159    }
160    if (max.y > min.y) {
161        y0 = (_sv.corner1.y - min.y) / (max.y - min.y);
162        y1 = (_sv.corner2.y - min.y) / (max.y - min.y);
163    }
164    if (max.z > min.z) {
165        z0 = (_sv.corner1.z - min.z) / (max.z - min.z);
166        z1 = (_sv.corner2.z - min.z) / (max.z - min.z);
167    }
168    TRACE("box bounds: %g,%g %g,%g %g,%g",
169          x0, x1, y0, y1, z0, z1);
170
171    glColor4d(_sv.color.r, _sv.color.g, _sv.color.b, _sv.color.a);
172    glLineWidth(_sv.lineWidth);
173    glBegin(GL_LINE_LOOP);
174    {
175        glVertex3d(x0, y0, z0);
176        glVertex3d(x1, y0, z0);
177        glVertex3d(x1, y1, z0);
178        glVertex3d(x0, y1, z0);
179    }
180    glEnd();
181    glBegin(GL_LINE_LOOP);
182    {
183        glVertex3d(x0, y0, z1);
184        glVertex3d(x1, y0, z1);
185        glVertex3d(x1, y1, z1);
186        glVertex3d(x0, y1, z1);
187    }
188    glEnd();
189   
190    glBegin(GL_LINE_LOOP);
191    {
192        glVertex3d(x0, y0, z0);
193        glVertex3d(x0, y0, z1);
194        glVertex3d(x0, y1, z1);
195        glVertex3d(x0, y1, z0);
196    }
197    glEnd();
198   
199    glBegin(GL_LINE_LOOP);
200    {
201        glVertex3d(x1, y0, z0);
202        glVertex3d(x1, y0, z1);
203        glVertex3d(x1, y1, z1);
204        glVertex3d(x1, y1, z0);
205    }
206    glEnd();
207
208    glPopMatrix();
209    glPopAttrib();
210
211    assert(CheckGL(AT));
212}
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