/* * Project: MoleCuilder * Description: creates and alters molecular systems * Copyright (C) 2010-2012 University of Bonn. All rights reserved. * Copyright (C) 2013 Frederik Heber. All rights reserved. * * * This file is part of MoleCuilder. * * MoleCuilder is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * MoleCuilder is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with MoleCuilder. If not, see . */ /* * GLMoleculeObject_molecule.cpp * * Created on: Mar 30, 2012 * Author: ankele */ // include config.h #ifdef HAVE_CONFIG_H #include #endif #include "GLMoleculeObject_molecule.hpp" #include #include #include "UIElements/Views/Qt4/Qt3D/GLMoleculeObject_atom.hpp" #include "CodePatterns/MemDebug.hpp" #include "CodePatterns/Assert.hpp" #include "CodePatterns/IteratorAdaptors.hpp" #include "CodePatterns/Log.hpp" #include "LinearAlgebra/Vector.hpp" #include "LinkedCell/PointCloudAdaptor.hpp" #include "LinkedCell/linkedcell.hpp" #include "Tesselation/tesselation.hpp" #include "Tesselation/BoundaryLineSet.hpp" #include "Tesselation/BoundaryTriangleSet.hpp" #include "Tesselation/CandidateForTesselation.hpp" #include "UIElements/Qt4/InstanceBoard/QtObservedInstanceBoard.hpp" #include "Atom/TesselPoint.hpp" static QGLSceneNode *createMoleculeMesh(const QGeometryData &_geo) { // Build a mesh from the geometry. QGLBuilder builder; builder.addTriangles(_geo); QGLSceneNode *mesh = builder.finalizedSceneNode(); return mesh; } GLMoleculeObject_molecule::GLMoleculeObject_molecule( QObject *parent, QtObservedMolecule::ptr &_ObservedMolecule) : GLMoleculeObject((QGLSceneNode *)NULL, parent), hoverAtomId(-1), ObservedMolecule(_ObservedMolecule) { init(); } GLMoleculeObject_molecule::GLMoleculeObject_molecule( QGLSceneNode *mesh[], QObject *parent, QtObservedMolecule::ptr &_ObservedMolecule) : GLMoleculeObject(mesh, parent), TesselationUptodate(false), hoverAtomId(-1), ObservedMolecule(_ObservedMolecule) { init(); } void GLMoleculeObject_molecule::init() { setObjectId(ObservedMolecule->getMolIndex()); setMaterial(getMaterial(1)); m_selected = ObservedMolecule->getMolSelected(); // initially, atoms and bonds should be visible m_visible = false; connect (ObservedMolecule.get(), SIGNAL(tesselationhullChanged()), this, SLOT(setTesselationOutOfDate())); connect (ObservedMolecule.get(), SIGNAL(boundingboxChanged()), this, SLOT(resetBoundingBox())); connect (ObservedMolecule.get(), SIGNAL(indexChanged()), this, SLOT(resetIndex())); /// these are channeled through GLWorldScene instead to ensure synchronicity // connect (ObservedMolecule.get(), SIGNAL(atomInserted(QtObservedAtom::ptr)), // this, SLOT(atomInserted(QtObservedAtom::ptr)) ); // connect (ObservedMolecule.get(), SIGNAL(atomRemoved(const atomId_t)), // this, SLOT(atomRemoved(const atomId_t)) ); connect (ObservedMolecule.get(), SIGNAL(selectedChanged()), this, SLOT(resetSelected())); } GLMoleculeObject_molecule::~GLMoleculeObject_molecule() {} QGeometryData GLMoleculeObject_molecule::updateTesselationHull() const { QGeometryData geo; const molecule * const molref = QtObservedMolecule::getMolecule(ObservedMolecule->getMolIndex()); if (molref == NULL) { ELOG(1, "Could not createMoleculeMesh, molecule with id " << ObservedMolecule->getMolIndex() << " already gone."); return geo; } double minradius = 2.; // TODO: set to maximum bond length value LOG(3, "DEBUG: Molecule fits into sphere of radius " << minradius); // check minimum bond radius in molecule double minlength = std::numeric_limits::max(); size_t NoAtoms = 0; for (molecule::const_iterator iter = molref->begin(); iter != molref->end(); ++iter) { const BondList &ListOfBonds = (*iter)->getListOfBonds(); for (BondList::const_iterator bonditer = ListOfBonds.begin(); bonditer != ListOfBonds.end(); ++bonditer) { const double bond_distance = (*bonditer)->GetDistance(); minlength = std::min(bond_distance, minlength); } ++NoAtoms; } minradius = std::max( std::max(minradius, minlength), 1.); // we need at least three points for tesselation if (NoAtoms >= 3) { // Tesselate the points. Tesselation T; PointCloudAdaptor cloud( const_cast(molref), ObservedMolecule->getMolName()); T(cloud, minradius); // Fill the points into a Qt geometry. LinkedCell_deprecated LinkedList(cloud, minradius); std::map indices; std::map normals; int index = 0; for (PointMap::const_iterator piter = T.PointsOnBoundary.begin(); piter != T.PointsOnBoundary.end(); ++piter) { const Vector &point = piter->second->getPosition(); // add data to the primitive geo.appendVertex(QVector3D(point[0], point[1], point[2])); Vector normalvector; for (LineMap::const_iterator lineiter = piter->second->lines.begin(); lineiter != piter->second->lines.end(); ++lineiter) for (TriangleMap::const_iterator triangleiter = lineiter->second->triangles.begin(); triangleiter != lineiter->second->triangles.end(); ++triangleiter) normalvector += triangleiter->second->NormalVector; normalvector.Normalize(); geo.appendNormal(QVector3D(normalvector[0], normalvector[1], normalvector[2])); geo.appendColor(QColor(1, 1, 1, 1)); geo.appendTexCoord(QVector2D(0, 0)); indices.insert( std::make_pair( piter->second->getNr(), index++)); } // Fill the tesselated triangles into the geometry. for (TriangleMap::const_iterator runner = T.TrianglesOnBoundary.begin(); runner != T.TrianglesOnBoundary.end(); runner++) { int v[3]; for (size_t i=0; i<3; ++i) v[i] = runner->second->endpoints[i]->getNr(); // Sort the vertices so the triangle is clockwise (relative to the normal vector). Vector cross = T.PointsOnBoundary[v[1]]->getPosition() - T.PointsOnBoundary[v[0]]->getPosition(); cross.VectorProduct(T.PointsOnBoundary[v[2]]->getPosition() - T.PointsOnBoundary[v[0]]->getPosition()); if (cross.ScalarProduct(runner->second->NormalVector) > 0) geo.appendIndices(indices[v[0]], indices[v[1]], indices[v[2]]); else geo.appendIndices(indices[v[0]], indices[v[2]], indices[v[1]]); } } return geo; } void GLMoleculeObject_molecule::setTesselationOutOfDate() { TesselationUptodate = false; } void GLMoleculeObject_molecule::resetTesselationHull() { if (!TesselationUptodate) { TesselationHull = updateTesselationHull(); updateMesh(createMoleculeMesh(TesselationHull)); TesselationUptodate = true; } } void GLMoleculeObject_molecule::resetBoundingBox() { molecule::BoundingBoxInfo info = ObservedMolecule->getBoundingBox(); setPosition(QVector3D(info.position[0], info.position[1], info.position[2])); setScale(info.radius + 0.3); // getBoundingSphere() only sees atoms as points, so make the box a bit bigger } void GLMoleculeObject_molecule::resetIndex() { const atomId_t newId = ObservedMolecule->getMolIndex(); const size_t oldId = objectId(); ASSERT( newId != oldId, "GLMoleculeObject_molecule::resetIndex() - index "+toString(newId)+" did not change."); LOG(4, "INFO: GLMoleculeObject_molecule: new index is "+toString(newId)+"."); setObjectId(newId); } void GLMoleculeObject_molecule::resetSelected() { const bool new_selected = ObservedMolecule->getMolSelected(); m_selected = new_selected; emit changed(); } void GLMoleculeObject_molecule::initialize(QGLView *view, QGLPainter *painter) { // Initialize all of the mesh objects that we have as children. if (m_visible) { GLMoleculeObject::initialize(view, painter); } else { foreach (QObject *obj, children()) { GLMoleculeObject *meshobj = qobject_cast(obj); if (meshobj) meshobj->initialize(view, painter); } } } void GLMoleculeObject_molecule::draw(QGLPainter *painter, const QVector4D &cameraPlane) { // draw either molecule's mesh or all atoms and bonds if (m_visible) { resetTesselationHull(); painter->modelViewMatrix().push(); // Apply the material and effect to the painter. QGLMaterial *material; if (m_hovering) material = m_hoverMaterial; else if (m_selected) material = m_selectionMaterial; else material = m_material; ASSERT(material, "GLMoleculeObject::draw: chosen material is NULL"); painter->setColor(material->diffuseColor()); painter->setFaceMaterial(QGL::AllFaces, material); if (m_effect) painter->setUserEffect(m_effect); else painter->setStandardEffect(QGL::LitMaterial); // Mark the object for object picking purposes. int prevObjectId = painter->objectPickId(); if (m_objectId != -1) painter->setObjectPickId(m_objectId); m_mesh[0]->draw(painter); // Turn off the user effect, if present. if (m_effect) painter->setStandardEffect(QGL::LitMaterial); // Revert to the previous object identifier. painter->setObjectPickId(prevObjectId); // Restore the modelview matrix. painter->modelViewMatrix().pop(); // GLMoleculeObject::draw(painter, cameraPlane); } else { // Draw all of the mesh objects that we have as children. foreach (QObject *obj, children()) { GLMoleculeObject *meshobj = qobject_cast(obj); if (meshobj) meshobj->draw(painter, cameraPlane); } // update bounding box prior to selection resetBoundingBox(); painter->modelViewMatrix().push(); painter->modelViewMatrix().translate(m_position); if (m_rotationAngle != 0.0f) painter->modelViewMatrix().rotate(m_rotationAngle, m_rotationVector); if ((m_scaleX != 1.0f) || (m_scaleY != 1.0f) || (m_scaleZ != 1.0f)) painter->modelViewMatrix().scale(m_scaleX, m_scaleY, m_scaleZ); // Draw a box around the mesh, if selected. if (m_selected) drawSelectionBox(painter); // Restore the modelview matrix. painter->modelViewMatrix().pop(); } } void GLMoleculeObject_molecule::setVisible(bool value) { // first update the mesh if we are going to be visible now if (value) updateTesselationHull(); // then emit onward GLMoleculeObject::setVisible(value); emit changed(); emit changeOccured(); } std::ostream &operator<<(std::ostream &ost, const GLMoleculeObject_molecule::BondIds &t) { ost << t.first << "," << t.second; return ost; }