GrpcPrint/PrintS/external/vl/include/vlVG/SceneManagerVectorGraphics.hpp

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/**************************************************************************************/
/* */
/* Visualization Library */
/* http://visualizationlibrary.org */
/* */
/* Copyright (c) 2005-2020, Michele Bosi */
/* All rights reserved. */
/* */
/* Redistribution and use in source and binary forms, with or without modification, */
/* are permitted provided that the following conditions are met: */
/* */
/* - Redistributions of source code must retain the above copyright notice, this */
/* list of conditions and the following disclaimer. */
/* */
/* - Redistributions in binary form must reproduce the above copyright notice, this */
/* list of conditions and the following disclaimer in the documentation and/or */
/* other materials provided with the distribution. */
/* */
/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
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/* */
/**************************************************************************************/
#ifndef SceneManagerVectorGraphics_INCLUDE_ONCE
#define SceneManagerVectorGraphics_INCLUDE_ONCE
#include <vlGraphics/SceneManager.hpp>
#include <vlCore/Collection.hpp>
#include <vlGraphics/Frustum.hpp>
namespace vl
{
class VectorGraphics;
//-------------------------------------------------------------------------------------------------------------------------------------------
// SceneManagerVectorGraphics
//-------------------------------------------------------------------------------------------------------------------------------------------
/** The SceneManagerVectorGraphics class is a SceneManager that contains VectorGraphics objects.
* The VectorGraphics objects are rendered in the order in which they are added to the SceneManagerVectorGraphics.
* \sa
* - Actor
* - ActorKdTree
* - ActorTree
* - SceneManager
* - SceneManagerBVH
* - SceneManagerActorKdTree
* - SceneManagerActorTree
* - SceneManagerPortals */
class SceneManagerVectorGraphics: public SceneManager
{
VL_INSTRUMENT_CLASS(vl::SceneManagerVectorGraphics, SceneManager)
public:
SceneManagerVectorGraphics() { mActorRenderRankStart = 0; mVectorGraphicObjects.setAutomaticDelete(false); }
/** Defines the Actor's render rank to be used when extracting them from the scene manager during the rendering.
* During the rendering when the Actor[s] are extracted they are assigned a progressive render rank starting from
* rank_start so that they are rendered in the same order in which they were created by their VectorGraphics. Also
* the order in which a VectorGraphics is inserted in the SceneManagerVectorGraphics determines the rendering order. */
void setActorRenderRankStart(int rank_start) { mActorRenderRankStart = rank_start; }
//! Returns the rendering rank start value used during the rendering of the VectorGraphics objects. See setActorRenderRankStart() for more information.
int actorRenderRankStart() const { return mActorRenderRankStart; }
virtual void extractVisibleActors(ActorCollection& queue, const Camera*)
{
if (cullingEnabled())
// FIXME: implement 2d culling?
extractActors(queue);
else
extractActors(queue);
}
virtual void extractActors(ActorCollection& queue)
{
int actor_rank = mActorRenderRankStart;
for(int i=0; i<vectorGraphicObjects()->size(); ++i)
{
for(int j=0; j<vectorGraphicObjects()->at(i)->actors()->size(); ++j)
{
vectorGraphicObjects()->at(i)->actors()->at(j)->setRenderRank( actor_rank++ );
queue.push_back( vectorGraphicObjects()->at(i)->actors()->at(j) );
}
}
}
//! Returns the list of VectorGraphics objects bound to a SceneManagerVectorGraphics
Collection<VectorGraphics>* vectorGraphicObjects() { return &mVectorGraphicObjects; }
//! Returns the list of VectorGraphics objects bound to a SceneManagerVectorGraphics
const Collection<VectorGraphics>* vectorGraphicObjects() const { return &mVectorGraphicObjects; }
protected:
Collection<VectorGraphics> mVectorGraphicObjects;
int mActorRenderRankStart;
};
//-------------------------------------------------------------------------------------------------------------------------------------------
}
#endif