Code cleanup branch (#618)

* Make height map fallback layer work again
  * Add documentation to joystick button bindings
  * Removed grouped property headers
  * Add new version number constant generated by CMake
  * Make Joystick deadzone work properly
  * Change the startup date on Earth to today
  * Fix key modifier handling
  * Add debugging indices for TreeNodeDebugging
  * Fix script schedule for OsirisRex
  * Do not open Mission schedule automatically
  * Upload default projection texture automatically

  * General code cleanup
  * Fix check_style_guide warnings
  * Remove .clang-format
  * MacOS compile fixes
  * Clang analyzer fixes
This commit is contained in:
Alexander Bock
2018-06-10 04:47:34 +00:00
committed by GitHub
parent 5de728442d
commit 4952f8f977
796 changed files with 22428 additions and 24063 deletions
@@ -62,150 +62,150 @@ private:
};
// ------------------------------------ STRINGS ------------------------------------//
std::string _identifier; // Name of the Node!
std::string _identifier; // Name of the Node!
// ------------------------------------- FLAGS -------------------------------------//
// Used for 'runtime-states'. True when loading a new state from disk on another
// thread.
std::atomic<bool> _isLoadingStateFromDisk { false};
std::atomic_bool _isLoadingStateFromDisk = false;
// False => states are stored in RAM (using 'in-RAM-states'), True => states are
// loaded from disk during runtime (using 'runtime-states')
bool _loadingStatesDynamically = false;
bool _loadingStatesDynamically = false;
// Used for 'runtime-states': True if new 'runtime-state' must be loaded from disk.
// False => the previous frame's state should still be shown
bool _mustLoadNewStateFromDisk = false;
bool _mustLoadNewStateFromDisk = false;
// Used for 'in-RAM-states' : True if new 'in-RAM-state' must be loaded.
// False => the previous frame's state should still be shown
bool _needsUpdate = false;
bool _needsUpdate = false;
// Used for 'runtime-states'. True when finished loading a new state from disk on
// another thread.
std::atomic<bool> _newStateIsReady = false;
std::atomic_bool _newStateIsReady = false;
// True when new state is loaded or user change which quantity to color the lines by
bool _shouldUpdateColorBuffer = false;
bool _shouldUpdateColorBuffer = false;
// True when new state is loaded or user change which quantity used for masking out
// line segments
bool _shouldUpdateMaskingBuffer = false;
bool _shouldUpdateMaskingBuffer = false;
// --------------------------------- NUMERICALS ----------------------------------- //
// Active index of _states. If(==-1)=>no state available for current time. Always the
// same as _activeTriggerTimeIndex if(_loadingStatesDynamically==true), else
// always = 0
int _activeStateIndex = -1;
int _activeStateIndex = -1;
// Active index of _startTimes
int _activeTriggerTimeIndex = -1;
int _activeTriggerTimeIndex = -1;
// Number of states in the sequence
size_t _nStates = 0;
size_t _nStates = 0;
// In setup it is used to scale JSON coordinates. During runtime it is used to scale
// domain limits.
float _scalingFactor = 1.f;
float _scalingFactor = 1.f;
// Estimated end of sequence.
double _sequenceEndTime;
double _sequenceEndTime;
// OpenGL Vertex Array Object
GLuint _vertexArrayObject = 0;
GLuint _vertexArrayObject = 0;
// OpenGL Vertex Buffer Object containing the extraQuantity values used for coloring
// the lines
GLuint _vertexColorBuffer = 0;
GLuint _vertexColorBuffer = 0;
// OpenGL Vertex Buffer Object containing the extraQuantity values used for masking
// out segments of the lines
GLuint _vertexMaskingBuffer = 0;
GLuint _vertexMaskingBuffer = 0;
// OpenGL Vertex Buffer Object containing the vertex positions
GLuint _vertexPositionBuffer = 0;
GLuint _vertexPositionBuffer = 0;
// ----------------------------------- POINTERS ------------------------------------//
// The Lua-Modfile-Dictionary used during initialization
std::unique_ptr<ghoul::Dictionary> _dictionary;
std::unique_ptr<ghoul::Dictionary> _dictionary;
// Used for 'runtime-states' when switching out current state to a new state
std::unique_ptr<FieldlinesState> _newState;
std::unique_ptr<FieldlinesState> _newState;
std::unique_ptr<ghoul::opengl::ProgramObject> _shaderProgram;
// Transfer function used to color lines when _pColorMethod is set to BY_QUANTITY
std::unique_ptr<TransferFunction> _transferFunction;
std::unique_ptr<TransferFunction> _transferFunction;
// ------------------------------------ VECTORS ----------------------------------- //
// Paths to color tables. One for each 'extraQuantity'
std::vector<std::string> _colorTablePaths;
std::vector<std::string> _colorTablePaths;
// Values represents min & max values represented in the color table
std::vector<glm::vec2> _colorTableRanges;
std::vector<glm::vec2> _colorTableRanges;
// Values represents min & max limits for valid masking range
std::vector<glm::vec2> _maskingRanges;
std::vector<glm::vec2> _maskingRanges;
// Stores the provided source file paths if using 'runtime-states', else emptied after
// initialization
std::vector<std::string> _sourceFiles;
std::vector<std::string> _sourceFiles;
// Contains the _triggerTimes for all FieldlineStates in the sequence
std::vector<double> _startTimes;
std::vector<double> _startTimes;
// Stores the FieldlineStates
std::vector<FieldlinesState> _states;
// ---------------------------------- Properties ---------------------------------- //
// Group to hold the color properties
properties::PropertyOwner _pColorGroup;
properties::PropertyOwner _pColorGroup;
// Uniform/transfer function/topology?
properties::OptionProperty _pColorMethod;
properties::OptionProperty _pColorMethod;
// Index of the extra quantity to color lines by
properties::OptionProperty _pColorQuantity;
properties::OptionProperty _pColorQuantity;
// Color table/transfer function min
properties::StringProperty _pColorQuantityMin;
properties::StringProperty _pColorQuantityMin;
// Color table/transfer function max
properties::StringProperty _pColorQuantityMax;
properties::StringProperty _pColorQuantityMax;
// Color table/transfer function for "By Quantity" coloring
properties::StringProperty _pColorTablePath;
properties::StringProperty _pColorTablePath;
// Uniform Field Line Color
properties::Vec4Property _pColorUniform;
properties::Vec4Property _pColorUniform;
// Whether or not to use additive blending
properties::BoolProperty _pColorABlendEnabled;
properties::BoolProperty _pColorABlendEnabled;
// Whether or not to use Domain
properties::BoolProperty _pDomainEnabled;
properties::BoolProperty _pDomainEnabled;
// Group to hold the Domain properties
properties::PropertyOwner _pDomainGroup;
properties::PropertyOwner _pDomainGroup;
// Domain Limits along x-axis
properties::Vec2Property _pDomainX;
properties::Vec2Property _pDomainX;
// Domain Limits along y-axis
properties::Vec2Property _pDomainY;
properties::Vec2Property _pDomainY;
// Domain Limits along z-axis
properties::Vec2Property _pDomainZ;
properties::Vec2Property _pDomainZ;
// Domain Limits radially
properties::Vec2Property _pDomainR;
properties::Vec2Property _pDomainR;
// Simulated particles' color
properties::Vec4Property _pFlowColor;
properties::Vec4Property _pFlowColor;
// Toggle flow [ON/OFF]
properties::BoolProperty _pFlowEnabled;
properties::BoolProperty _pFlowEnabled;
// Group to hold the flow/particle properties
properties::PropertyOwner _pFlowGroup;
properties::PropertyOwner _pFlowGroup;
// Size of simulated flow particles
properties::IntProperty _pFlowParticleSize;
properties::IntProperty _pFlowParticleSize;
// Size of simulated flow particles
properties::IntProperty _pFlowParticleSpacing;
properties::IntProperty _pFlowParticleSpacing;
// Toggle flow direction [FORWARDS/BACKWARDS]
properties::BoolProperty _pFlowReversed;
properties::BoolProperty _pFlowReversed;
// Speed of simulated flow
properties::IntProperty _pFlowSpeed;
properties::IntProperty _pFlowSpeed;
// Whether or not to use masking
properties::BoolProperty _pMaskingEnabled;
// Whether or not to use masking
properties::BoolProperty _pMaskingEnabled;
// Group to hold the masking properties
properties::PropertyOwner _pMaskingGroup;
properties::PropertyOwner _pMaskingGroup;
// Lower limit for allowed values
properties::StringProperty _pMaskingMin;
properties::StringProperty _pMaskingMin;
// Upper limit for allowed values
properties::StringProperty _pMaskingMax;
properties::StringProperty _pMaskingMax;
// Index of the extra quantity to use for masking
properties::OptionProperty _pMaskingQuantity;
properties::OptionProperty _pMaskingQuantity;
// Button which sets camera focus to parent node of the renderable
properties::TriggerProperty _pFocusOnOriginBtn;
properties::TriggerProperty _pFocusOnOriginBtn;
// Button which executes a time jump to start of sequence
properties::TriggerProperty _pJumpToStartBtn;
properties::TriggerProperty _pJumpToStartBtn;
// --------------------- FUNCTIONS USED DURING INITIALIZATION --------------------- //
void addStateToSequence(FieldlinesState& STATE);
void computeSequenceEndTime();
void definePropertyCallbackFunctions();
bool extractCdfInfoFromDictionary(std::string& seedFilePath, std::string& tracingVar,
std::vector<std::string>& extraVars);
std::vector<std::string>& extraVars);
bool extractJsonInfoFromDictionary(fls::Model& model);
void extractMagnitudeVarsFromStrings(std::vector<std::string>& extraVars,
std::vector<std::string>& extraMagVars);
std::vector<std::string>& extraMagVars);
bool extractMandatoryInfoFromDictionary(SourceFileType& sourceFileType);
void extractOptionalInfoFromDictionary(std::string& outputFolderPath);
void extractOsflsInfoFromDictionary();