Files
OpenSpace/modules/base/rendering/renderablenodearrow.h
Emma Broman d77836d910 Feature/arrow renderable (#2219)
* Create a RenderableNodeLine example asset

* First version of node direction hint renderable (arrow)

* Add possibility to set length as a multiplier of the bounding sphere

* Draw arrow cylinder using index array

* Update exponents and min max values for lengths

* Draw arrow head

* Only update arrow geometry when positions change

* Add some properties to control visuals of arrow

* Implement invert option

* Add normals and shading

* Set arrow head size by length percentage instead of angle

* Add bottom circle to cone

* Cleanup and update examples

* Remove non-existing property from example asset

* Fix vertices not updating if anchor node was changed

And some missing updates on property change

* Start cleaning up some shape rendering helper functions

* Cleanup code and move cylinder function to helper class

* Refactor cylinder creation code (fewer loops over same vector)

* Update transformations to correctly scale and place arrow

* Add the cone to make the arrowhead

* Update faulty triangle normals

* Add property visibilities

* Rename NodeDirectionHint to NodeArrow

* Apply suggestions from code review

Co-authored-by: Alexander Bock <alexander.bock@liu.se>


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Co-authored-by: Alexander Bock <alexander.bock@liu.se>
2023-09-11 11:04:46 +02:00

104 lines
4.4 KiB
C++

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2023 *
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#ifndef __OPENSPACE_MODULE_BASE___RENDERABLENODEARROW___H__
#define __OPENSPACE_MODULE_BASE___RENDERABLENODEARROW___H__
#include <openspace/rendering/renderable.h>
#include <openspace/properties/scalar/boolproperty.h>
#include <openspace/properties/scalar/floatproperty.h>
#include <openspace/properties/scalar/uintproperty.h>
#include <openspace/properties/vector/vec3property.h>
#include <ghoul/opengl/ghoul_gl.h>
#include <ghoul/glm.h>
namespace ghoul::opengl { class ProgramObject; }
namespace openspace {
namespace documentation { struct Documentation; }
class Translation;
/**
* Generates an arrow shape that points from the start node to the
* end node
*/
class RenderableNodeArrow : public Renderable {
public:
RenderableNodeArrow(const ghoul::Dictionary& dictionary);
~RenderableNodeArrow() override = default;
void initializeGL() override;
void deinitializeGL() override;
bool isReady() const override;
void render(const RenderData& data, RendererTasks& rendererTask) override;
static documentation::Documentation Documentation();
private:
struct Shading : properties::PropertyOwner {
Shading();
properties::BoolProperty enabled;
properties::FloatProperty ambientIntensity;
properties::FloatProperty diffuseIntensity;
properties::FloatProperty specularIntensity;
};
void updateShapeTransforms(const RenderData& data);
Shading _shading;
ghoul::opengl::ProgramObject* _shaderProgram;
properties::StringProperty _start;
properties::StringProperty _end;
properties::Vec3Property _color;
properties::UIntProperty _segments;
properties::BoolProperty _invertArrowDirection;
properties::FloatProperty _arrowHeadSize;
properties::FloatProperty _arrowHeadWidthFactor;
properties::FloatProperty _offsetDistance;
properties::BoolProperty _useRelativeOffset;
properties::FloatProperty _length;
properties::BoolProperty _useRelativeLength;
properties::FloatProperty _width;
glm::dmat4 _cylinderTranslation = glm::dmat4(1.0);
glm::dmat4 _cylinderScale = glm::dmat4(1.0);
glm::dmat4 _coneTranslation = glm::dmat4(1.0);
glm::dmat4 _coneScale = glm::dmat4(1.0);
glm::dmat4 _pointDirectionRotation = glm::dmat4(1.0);
};
} // namespace openspace
#endif // __OPENSPACE_MODULE_BASE___RENDERABLENODEARROW___H__