source: nanovis/tags/1.1.4/FlowBox.cpp @ 5049

Last change on this file since 5049 was 4904, checked in by ldelgass, 9 years ago

Merge serveral changes from trunk. Does not include threading, world space
changes, etc.

  • 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 nv;
24using namespace vrmath;
25
26FlowBox::FlowBox(const char *name) :
27    _name(name)
28{
29    _sv.isHidden = false;
30    _sv.corner1.x = 0.0f;
31    _sv.corner1.y = 0.0f;
32    _sv.corner1.z = 0.0f;
33    _sv.corner2.x = 1.0f;
34    _sv.corner2.y = 1.0f;
35    _sv.corner2.z = 1.0f;
36    _sv.lineWidth = 1.2f;
37    _sv.color.r = _sv.color.b = _sv.color.g = _sv.color.a = 1.0f;
38}
39
40FlowBox::~FlowBox()
41{
42    TRACE("Freeing switches");
43    FreeSwitches(_switches, &_sv, 0);
44}
45
46void
47FlowBox::getWorldSpaceBounds(Vector3f& bboxMin,
48                             Vector3f& bboxMax,
49                             const Volume *vol) const
50{
51    bboxMin.set(FLT_MAX, FLT_MAX, FLT_MAX);
52    bboxMax.set(-FLT_MAX, -FLT_MAX, -FLT_MAX);
53
54    Vector3f origin = vol->getPosition();
55    Vector3f scale = vol->getPhysicalScaling();
56
57    Matrix4x4d mat;
58    mat.makeTranslation(origin);
59    Matrix4x4d mat2;
60    mat2.makeScale(scale);
61
62    mat.multiply(mat2);
63
64    Vector3f min, max;
65    min.x = vol->xAxis.min();
66    min.y = vol->yAxis.min();
67    min.z = vol->zAxis.min();
68    max.x = vol->xAxis.max();
69    max.y = vol->yAxis.max();
70    max.z = vol->zAxis.max();
71
72    float x0, y0, z0, x1, y1, z1;
73    x0 = y0 = z0 = 0.0f;
74    x1 = y1 = z1 = 0.0f;
75    if (max.x > min.x) {
76        x0 = (_sv.corner1.x - min.x) / (max.x - min.x);
77        x1 = (_sv.corner2.x - min.x) / (max.x - min.x);
78    }
79    if (max.y > min.y) {
80        y0 = (_sv.corner1.y - min.y) / (max.y - min.y);
81        y1 = (_sv.corner2.y - min.y) / (max.y - min.y);
82    }
83    if (max.z > min.z) {
84        z0 = (_sv.corner1.z - min.z) / (max.z - min.z);
85        z1 = (_sv.corner2.z - min.z) / (max.z - min.z);
86    }
87
88    TRACE("Box model bounds: (%g,%g,%g) - (%g,%g,%g)",
89          x0, y0, z0, x1, y1, z1);
90
91    Vector3f modelMin(x0, y0, z0);
92    Vector3f modelMax(x1, y1, z1);
93
94    Vector4f bvert[8];
95    bvert[0] = Vector4f(modelMin.x, modelMin.y, modelMin.z, 1);
96    bvert[1] = Vector4f(modelMax.x, modelMin.y, modelMin.z, 1);
97    bvert[2] = Vector4f(modelMin.x, modelMax.y, modelMin.z, 1);
98    bvert[3] = Vector4f(modelMin.x, modelMin.y, modelMax.z, 1);
99    bvert[4] = Vector4f(modelMax.x, modelMax.y, modelMin.z, 1);
100    bvert[5] = Vector4f(modelMax.x, modelMin.y, modelMax.z, 1);
101    bvert[6] = Vector4f(modelMin.x, modelMax.y, modelMax.z, 1);
102    bvert[7] = Vector4f(modelMax.x, modelMax.y, modelMax.z, 1);
103
104    for (int i = 0; i < 8; i++) {
105        Vector4f worldVert = mat.transform(bvert[i]);
106        if (worldVert.x < bboxMin.x) bboxMin.x = worldVert.x;
107        if (worldVert.x > bboxMax.x) bboxMax.x = worldVert.x;
108        if (worldVert.y < bboxMin.y) bboxMin.y = worldVert.y;
109        if (worldVert.y > bboxMax.y) bboxMax.y = worldVert.y;
110        if (worldVert.z < bboxMin.z) bboxMin.z = worldVert.z;
111        if (worldVert.z > bboxMax.z) bboxMax.z = worldVert.z;
112    }
113
114    TRACE("Box world bounds: (%g,%g,%g) - (%g,%g,%g)",
115          bboxMin.x, bboxMin.y, bboxMin.z,
116          bboxMax.x, bboxMax.y, bboxMax.z);
117}
118
119void
120FlowBox::render(Volume *vol)
121{
122    TRACE("Box: '%s'", _name.c_str());
123
124    glPushAttrib(GL_ENABLE_BIT);
125
126    glEnable(GL_DEPTH_TEST);
127    glDisable(GL_TEXTURE_2D);
128    glDisable(GL_BLEND);
129
130    glMatrixMode(GL_MODELVIEW);
131    glPushMatrix();
132
133    Vector3f origin = vol->getPosition();
134    glTranslatef(origin.x, origin.y, origin.z);
135
136    Vector3f scale = vol->getPhysicalScaling();
137    glScalef(scale.x, scale.y, scale.z);
138
139    Vector3f min, max;
140    min.x = vol->xAxis.min();
141    min.y = vol->yAxis.min();
142    min.z = vol->zAxis.min();
143    max.x = vol->xAxis.max();
144    max.y = vol->yAxis.max();
145    max.z = vol->zAxis.max();
146
147    TRACE("box is %g,%g %g,%g %g,%g",
148          _sv.corner1.x, _sv.corner2.x,
149          _sv.corner1.y, _sv.corner2.y,
150          _sv.corner1.z, _sv.corner2.z);
151    TRACE("world is %g,%g %g,%g %g,%g",
152          min.x, max.x, min.y, max.y, min.z, max.z);
153
154    float x0, y0, z0, x1, y1, z1;
155    x0 = y0 = z0 = 0.0f;
156    x1 = y1 = z1 = 0.0f;
157    if (max.x > min.x) {
158        x0 = (_sv.corner1.x - min.x) / (max.x - min.x);
159        x1 = (_sv.corner2.x - min.x) / (max.x - min.x);
160    }
161    if (max.y > min.y) {
162        y0 = (_sv.corner1.y - min.y) / (max.y - min.y);
163        y1 = (_sv.corner2.y - min.y) / (max.y - min.y);
164    }
165    if (max.z > min.z) {
166        z0 = (_sv.corner1.z - min.z) / (max.z - min.z);
167        z1 = (_sv.corner2.z - min.z) / (max.z - min.z);
168    }
169    TRACE("box bounds: %g,%g %g,%g %g,%g",
170          x0, x1, y0, y1, z0, z1);
171
172    glColor4d(_sv.color.r, _sv.color.g, _sv.color.b, _sv.color.a);
173    glLineWidth(_sv.lineWidth);
174    glBegin(GL_LINE_LOOP);
175    {
176        glVertex3d(x0, y0, z0);
177        glVertex3d(x1, y0, z0);
178        glVertex3d(x1, y1, z0);
179        glVertex3d(x0, y1, z0);
180    }
181    glEnd();
182    glBegin(GL_LINE_LOOP);
183    {
184        glVertex3d(x0, y0, z1);
185        glVertex3d(x1, y0, z1);
186        glVertex3d(x1, y1, z1);
187        glVertex3d(x0, y1, z1);
188    }
189    glEnd();
190   
191    glBegin(GL_LINE_LOOP);
192    {
193        glVertex3d(x0, y0, z0);
194        glVertex3d(x0, y0, z1);
195        glVertex3d(x0, y1, z1);
196        glVertex3d(x0, y1, z0);
197    }
198    glEnd();
199   
200    glBegin(GL_LINE_LOOP);
201    {
202        glVertex3d(x1, y0, z0);
203        glVertex3d(x1, y0, z1);
204        glVertex3d(x1, y1, z1);
205        glVertex3d(x1, y1, z0);
206    }
207    glEnd();
208
209    glPopMatrix();
210    glPopAttrib();
211
212    assert(CheckGL(AT));
213}
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