// Lego3DView.cpp : implementation file // #include "lego3dview.h" #include "viewmanager/viewmanager.h" DECOMP_SIZE_ASSERT(Lego3DView, 0xa8) ///////////////////////////////////////////////////////////////////////////// // Lego3DView // FUNCTION: LEGO1 0x100aae90 Lego3DView::Lego3DView() { m_pViewManager = 0; m_previousRenderTime = 0; m_unk0x98 = 0; m_pPointOfView = 0; } // FUNCTION: LEGO1 0x100aaf30 Lego3DView::~Lego3DView() { Destroy(); } // FUNCTION: LEGO1 0x100aaf90 BOOL Lego3DView::Create(const TglSurface::CreateStruct& rCreateStruct, Tgl::Renderer* pRenderer) { double viewAngle = 45; if (rCreateStruct.m_isWideViewAngle) viewAngle = 90; float frontClippingDistance = 0.1; float backClippingDistance = 500; if (!LegoView1::Create(rCreateStruct, pRenderer)) { return FALSE; } assert(GetView()); GetView()->SetFrustrum(frontClippingDistance, backClippingDistance, viewAngle); assert(GetScene()); assert(!m_pViewManager); m_pViewManager = new ViewManager(pRenderer, GetScene(), 0); m_pViewManager->SetResolution(GetWidth(), GetHeight()); m_pViewManager->SetFrustrum(viewAngle, frontClippingDistance, backClippingDistance); m_previousRenderTime = 0; m_unk0x98 = 0; // // NOTE: a derived class must inform view manager when it configures // // its (Tgl) view: calling Tgl::View::SetFrustrum() should be // // accompanied by calling ViewManager::SetFrustrum() return TRUE; } // FUNCTION: LEGO1 0x100ab0b0 void Lego3DView::Destroy() { if (m_pPointOfView) { m_pPointOfView = 0; m_pViewManager->SetPOVSource(0); } delete m_pViewManager; m_pViewManager = 0; LegoView1::Destroy(); } // STUB: LEGO1 0x100ab100 BOOL Lego3DView::Add(ViewROI& rROI) { // assert(m_pViewManager); // m_pViewManager->Add(rROI); return TRUE; } // STUB: LEGO1 0x100ab170 BOOL Lego3DView::Remove(ViewROI& rROI) { // assert(m_pViewManager); // m_pViewManager->Remove(rROI); // if (m_pPointOfView == &rROI) { // m_pPointOfView = 0; // m_pViewManager->SetPOVSource(0); // } return TRUE; } // STUB: LEGO1 0x100ab1b0 BOOL Lego3DView::SetPointOfView(ViewROI& rROI) { // Tgl::DoubleMatrix4 transformation; // Tgl::Result result; // m_pPointOfView = &rROI; // assert(m_pViewManager); // m_pViewManager->SetPOVSource(m_pPointOfView); // assert(GetCamera()); // SETMAT4(transformation, rROI.GetLocalTransform()); // result = GetCamera()->SetTransformation(transformation); // assert(Tgl::Succeeded(result)); return TRUE; } // STUB: LEGO1 0x100ab210 BOOL Lego3DView::Moved(ViewROI& rROI) { // assert(m_pViewManager); // m_pViewManager->Moved(rROI); // if (m_pPointOfView == &rROI) { // // move the camera // Tgl::DoubleMatrix4 transformation; // Tgl::Result result; // assert(GetCamera()); // SETMAT4(transformation, rROI.GetLocalTransform()); // result = GetCamera()->SetTransformation(transformation); // assert(Tgl::Succeeded(result)); // } return TRUE; } // STUB: LEGO1 0x100ab270 double Lego3DView::Render(double p_und) { // assert(m_pViewManager); // m_pViewManager->Update(m_previousRenderTime); // m_previousRenderTime = LegoView1::Render(); return m_previousRenderTime; } /* virtual Tgl::Result Tgl::View::Pick(unsigned long x, unsigned long y, const Tgl::Group** ppGroupsToPickFrom, int groupsToPickFromCount, const Tgl::Group**& rppPickedGroups, int& rPickedGroupCount) = 0; */ // typedef std::map> Group2ROI; // STUB: LEGO1 0x100ab2b0 ViewROI* Lego3DView::Pick(unsigned long x, unsigned long y) { // const ROIList& visible_rois = m_pViewManager->GetVisibleROIs(); // int n_in = 0, n_out; // const Tgl::Group** groups_in = new const Tgl::Group*[visible_rois.size()]; // const Tgl::Group** groups_out = NULL; // Group2ROI roi_map; // ViewROI* viewROI = NULL; // // generate the list of groups to pick from which is all the geometry // // groups of all the currently visible ROIs in the view manager. // // Also, construct a mapping from each group back to it's ROI since that's // // what we need to return. // // // WALK_STL_OBJECT(visible_rois, ROIList, vi) // { // ViewROI* vroi = (ViewROI*) (*vi); // Tgl::Group* g = vroi->GetGeometry(); // assert(g); // groups_in[n_in++] = g; // roi_map[g] = *vi; // } // // perform the pick on our TglView passing the visible groups // // // Tgl::View* tglview = GetView(); // assert(tglview); // tglview->Pick(x, y, groups_in, n_in, groups_out, n_out); // // search the returned group hierarchy from the bottom for the // // first group which was in groups_in. // // // for (int i = n_out - 1; i >= 0; i--) { // const Tgl::Group* g = (const Tgl::Group*) (groups_out[i]); // if (!g) // null entries means group node wasn't in groups_in // continue; // Group2ROI::iterator gi = roi_map.find(g); // if (gi != roi_map.end()) { // viewROI = (ViewROI*) ((*gi).second); // break; // } // } // // delete the heap allocated arrays. // // // delete[] groups_in; // if (groups_out) // delete[] groups_out; return NULL; } // double Lego3DView::GetTargetRenderingRate() const // { // double secondsAllowed; // assert(m_pViewManager); // secondsAllowed = m_pViewManager->GetSecondsAllowed(); // return (secondsAllowed ? (1 / secondsAllowed) : HUGE_VAL); // }