#ifndef FILE_MVDRAW #define FILE_MVDRAW namespace netgen { class VisualScene { protected: static DLL_HEADER Point3d center; static DLL_HEADER double rad; static double lookatmat[16]; static double transmat[16]; static double rotmat[16]; static double centermat[16]; static DLL_HEADER double transformationmat[16]; GLdouble clipplane[4]; int changeval; static DLL_HEADER GLdouble backcolor; static int DLL_HEADER selface; static int selelement; static PointIndex DLL_HEADER selpoint; static PointIndex selpoint2; static int locpi; static int DLL_HEADER seledge; static int selecttimestamp; public: static int viewport[4]; static GLuint coltexname; static int ntexcols; int invcolor; public: DLL_HEADER VisualScene (); DLL_HEADER virtual ~VisualScene(); DLL_HEADER virtual void BuildScene (int zoomall = 0); DLL_HEADER virtual void DrawScene (); DLL_HEADER void CalcTransformationMatrices(); DLL_HEADER void StandardRotation (const char * dir); DLL_HEADER void ArbitraryRotation (const NgArray & alpha, const NgArray & vec); DLL_HEADER void ArbitraryRotation (const double alpha, const Vec3d & vec); DLL_HEADER virtual void MouseMove(int oldx, int oldy, int newx, int newy, char mode); DLL_HEADER void LookAt (const Point<3> & cam, const Point<3> & obj, const Point<3> & camup); DLL_HEADER void SetClippingPlane (); DLL_HEADER virtual void MouseDblClick (int px, int py); DLL_HEADER void SetLight (); static void SetBackGroundColor (double col) { backcolor = col; } DLL_HEADER void CreateTexture (int ncols, int linear, double alpha, int typ); DLL_HEADER void DrawColorBar (double minval, double maxval, int logscale = 0, bool linear = 1); DLL_HEADER void DrawCoordinateCross (); DLL_HEADER void DrawNetgenLogo (); DLL_HEADER void SetOpenGlColor(double val, double valmin, double valmax, int logscale = 0); #ifdef PARALLELGL DLL_HEADER void InitParallelGL (); DLL_HEADER void Broadcast (); #endif }; DLL_HEADER extern void MyOpenGLText (const char * text); DLL_HEADER extern void Set_OpenGLText_Callback ( void (*fun) (const char * text) ); class VisualSceneSurfaceMeshing : public VisualScene { double scalex = 1., scaley = 1., shiftx = 0., shifty = 0.; public: shared_ptr> locpointsptr; shared_ptr> loclinesptr; shared_ptr> plainpointsptr; int oldnl; bool clearptr; VisualSceneSurfaceMeshing (); virtual ~VisualSceneSurfaceMeshing (); void BuildScene (int zoomall = 0) override; void DrawScene () override; void MouseMove(int oldx, int oldy, int newx, int newy, char mode) override; }; class VisualSceneMesh : public VisualScene { int filledlist; int linelist; int edgelist; int pointnumberlist; int tetlist; int prismlist; int pyramidlist; int hexlist; int badellist; int identifiedlist; int domainsurflist; int vstimestamp;//, selecttimestamp; int filledtimestamp; int linetimestamp; int edgetimestamp; int pointnumbertimestamp; int tettimestamp; int prismtimestamp; int pyramidtimestamp; int hextimestamp; int badeltimestamp; int identifiedtimestamp; int domainsurftimestamp; #ifdef PARALLELGL NgArray par_linelists; NgArray par_filledlists; #endif MouseEventHandler * user_me_handler; NgLock *lock; // int selface, selelement; // int selpoint, selpoint2, locpi; // int seledge; double minh, maxh; // for meshsize coloring // weak_ptr wp_mesh; public: DLL_HEADER VisualSceneMesh (); DLL_HEADER virtual ~VisualSceneMesh (); DLL_HEADER virtual void BuildScene (int zoomall = 0); DLL_HEADER virtual void DrawScene (); DLL_HEADER virtual void MouseDblClick (int px, int py); // void SetMesh (shared_ptr mesh) { wp_mesh = mesh; } // shared_ptr GetMesh () { return shared_ptr(wp_mesh); } shared_ptr GetMesh () const { return shared_ptr(global_mesh); } void SetMouseEventHandler (MouseEventHandler * handler) { user_me_handler = handler; } DLL_HEADER int SelectedFace () const { return selface; } DLL_HEADER void SetSelectedFace (int asf); // { selface = asf; selecttimestamp = GetTimeStamp(); } DLL_HEADER int SelectedEdge () const { return seledge; } DLL_HEADER int SelectedElement () const { return selelement; } DLL_HEADER int SelectedPoint () const { return selpoint; } void BuildFilledList (bool names); // private: void BuildLineList(); void BuildEdgeList(); void BuildPointNumberList(); void BuildTetList(); void BuildPrismList(); void BuildPyramidList(); void BuildHexList(); void BuildBadelList(); void BuildIdentifiedList(); void BuildDomainSurfList(); }; DLL_HEADER extern VisualSceneMesh vsmesh; class DLL_HEADER VisualSceneSpecPoints : public VisualScene { public: VisualSceneSpecPoints (); virtual ~VisualSceneSpecPoints (); virtual void BuildScene (int zoomall = 0); virtual void DrawScene (); double len; }; // extern struct Tcl_Interp * hinterp; extern void AddVisualizationScene (const string & name, VisualScene * vs); void MouseDblClickSelect (const int px, const int py, const GLdouble * clipplane, const GLdouble backcolor, const double * transformationmat, const Point3d & center, const double rad, const int displaylist, int & selelement, int & selface, int & seledge, PointIndex & selpoint, PointIndex & selpoint2, int & locpi); } #endif