/* * 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 . */ /* * GLWorldScene.cpp * * This is based on the Qt3D example "teaservice", specifically parts of teaservice.cpp. * * Created on: Aug 17, 2011 * Author: heber */ // include config.h #ifdef HAVE_CONFIG_H #include #endif #include "GLWorldScene.hpp" #include #include #include #include #include #include "UIElements/Views/Qt4/Qt3D/GLMoleculeObject.hpp" #include "UIElements/Views/Qt4/Qt3D/GLMoleculeObject_atom.hpp" #include "UIElements/Views/Qt4/Qt3D/GLMoleculeObject_bond.hpp" #include "UIElements/Views/Qt4/Qt3D/GLMoleculeObject_molecule.hpp" #include "UIElements/Views/Qt4/Qt3D/GLMoleculeObject_shape.hpp" #include "UIElements/Views/Qt4/QtSelectionChangedAgent.hpp" #include "CodePatterns/MemDebug.hpp" #include "CodePatterns/Log.hpp" #include "Actions/SelectionAction/Atoms/AtomByIdAction.hpp" #include "Actions/SelectionAction/Atoms/NotAtomByIdAction.hpp" #include "Actions/SelectionAction/Molecules/MoleculeByIdAction.hpp" #include "Actions/SelectionAction/Molecules/NotMoleculeByIdAction.hpp" #include "Atom/atom.hpp" #include "Bond/bond.hpp" #include "Descriptors/AtomIdDescriptor.hpp" #include "Descriptors/MoleculeIdDescriptor.hpp" #include "Helpers/helpers.hpp" #include "Shapes/ShapeRegistry.hpp" #include "molecule.hpp" #include "World.hpp" #include using namespace MoleCuilder; GLWorldScene::GLWorldScene(QObject *parent) : QObject(parent), selectionMode(SelectAtom) { int sphereDetails[] = {5, 3, 2, 0}; int cylinderDetails[] = {16, 8, 6, 3}; for (int i=0;isetOption(QGLSceneNode::CullBoundingBox, true); QGLBuilder cylinderBuilder; cylinderBuilder << QGLCylinder(.25,.25,1.0,cylinderDetails[i]); GLMoleculeObject::meshCylinder[i] = cylinderBuilder.finalizedSceneNode(); GLMoleculeObject::meshCylinder[i]->setOption(QGLSceneNode::CullBoundingBox, true); } connect(this, SIGNAL(moleculePreparedInserted(const moleculeId_t)), this, SLOT(moleculeInserted(const moleculeId_t))); connect(this, SIGNAL(moleculePreparedRemoved(const moleculeId_t)), this, SLOT(moleculeRemoved(const moleculeId_t))); // connect(this, SIGNAL(updated()), this, SLOT(update())); } GLWorldScene::~GLWorldScene() { // remove all elements GLMoleculeObject::cleanMaterialMap(); } ///** Update the WorldScene with molecules and atomsfrom World. // * // * This function should be called after e.g. WorldTime::TimeChanged was // * received or after another molecule has been loaded. // * // */ //void GLWorldScene::update() //{ // const std::vector &molecules = // const_cast(World::getInstance()).getAllMolecules(); // // for (std::vector::const_iterator moliter = molecules.begin(); // moliter != molecules.end(); // moliter++) { // // check whether molecule already exists // const moleculeId_t molid = (*moliter)->getId(); // const bool mol_present = MoleculesinSceneMap.count(molid); // if (!mol_present) // moleculeInserted((*moliter)->getId()); // } // // MoleculeNodeMap::iterator iter = MoleculesinSceneMap.begin(); // for (;iter != MoleculesinSceneMap.end();) { // const moleculeId_t molid = iter->first; // const molecule * const mol = const_cast(World::getInstance()). // getMolecule(MoleculeById(molid)); // const bool mol_absent = (mol == NULL); // // step on to next molecule before possibly removing entry and invalidating iter // ++iter; // if (mol_absent) // moleculeRemoved(molid); // } // //} void GLWorldScene::atomClicked(atomId_t no) { LOG(3, "INFO: GLMoleculeObject_molecule - atom " << no << " has been clicked."); const atom * const Walker = const_cast(World::getInstance()). getAtom(AtomById(no)); ASSERT( Walker != NULL, "GLWorldScene::atomClicked() - clicked atom has disappeared."); if (selectionMode == SelectAtom){ if (!World::getInstance().isSelected(Walker)) SelectionAtomById(std::vector(1,no)); else SelectionNotAtomById(std::vector(1,no)); }else if (selectionMode == SelectMolecule){ const molecule *mol = Walker->getMolecule(); ASSERT(mol, "Atom without molecule has been clicked."); molids_t ids(1, mol->getId()); if (!World::getInstance().isSelected(mol)) SelectionMoleculeById(ids); else SelectionNotMoleculeById(ids); } emit clicked(no); } void GLWorldScene::moleculeClicked(moleculeId_t no) { LOG(3, "INFO: GLMoleculeObject_molecule - mol " << no << " has been clicked."); const molecule * const mol= const_cast(World::getInstance()). getMolecule(MoleculeById(no)); ASSERT(mol, "Atom without molecule has been clicked."); molids_t ids(1, mol->getId()); if (!World::getInstance().isSelected(mol)) SelectionMoleculeById(ids); else SelectionNotMoleculeById(ids); emit clicked(no); } /** Inserts an atom into the scene before molecule is present. * * @param _molid molecule to insert atom for * @param _atomid atom to insert */ void GLWorldScene::atomInserted(const moleculeId_t _molid, const atomId_t _atomid) { LOG(3, "INFO: GLWorldScene: Received signal atomInserted for atom "+toString(_atomid)+"."); boost::recursive_mutex::scoped_lock lock(MoleculeMissedStateMap_mutex); // check of molecule is already present if (MoleculesinSceneMap.count(_molid) != 0) { // pass signal through } else { // store signal for when it is instantiated if (MoleculeMissedStateMap.count(_molid) == 0) MoleculeMissedStateMap.insert( std::make_pair(_molid ,StateChangeMap_t()) ); MoleculeMissedStateMap[_molid].insert( std::make_pair(_atomid, atomInsertedState) ); } } /** Removes an atom into the scene before molecule is present. * * @param _molid molecule to insert atom for * @param _atomid atom to insert */ void GLWorldScene::atomRemoved(const moleculeId_t _molid, const atomId_t _atomid) { LOG(3, "INFO: GLWorldScene: Received signal atomRemoved for atom "+toString(_atomid)+"."); boost::recursive_mutex::scoped_lock lock(MoleculeMissedStateMap_mutex); // check of molecule is already present if (MoleculesinSceneMap.count(_molid) != 0) { // pass signal through } else { // store signal for when it is instantiated if (MoleculeMissedStateMap.count(_molid) == 0) MoleculeMissedStateMap.insert( std::make_pair(_molid ,StateChangeMap_t()) ); MoleculeMissedStateMap[_molid].insert( std::make_pair(_atomid, atomRemovedState) ); } } /** Prepres insertion of a molecule into the scene. * * This function takes up the insertion information, i.e. a molecule has been * inserted and its id, and takes some immediate action (writing id into a map). * But the request is then transmitted indirectly (i.e. not necessarily being * processed in the same thread). Hence, we first take the request via a direction * connection in the thread where the actual World::createMolecule() was called. * However, the creation of the visual representation must occur in the thread * who also contains GLWorldScene and GLWorldView and all further parents. * * That's the reason why we split here into moleculePrepareInserted and * moleculeInserted. * * @param _mol molecule to insert */ void GLWorldScene::moleculePrepareInserted(const moleculeId_t _id) { LOG(3, "INFO: GLWorldScene: Received signal moleculePrepareInserted for molecule "+toString(_id)+"."); boost::recursive_mutex::scoped_lock lock(MoleculeinSceneMap_mutex); MoleculeNodeMap::const_iterator iter = MoleculesinSceneMap.find(_id); ASSERT( iter == MoleculesinSceneMap.end(), "GLWorldScene::moleculeInserted() - molecule's id "+toString(_id)+" already present."); emit moleculePreparedInserted(_id); } /** Inserts a molecule into the scene. * * \sa moleculePrepareInserted() * * @param _mol molecule to insert */ void GLWorldScene::moleculeInserted(const moleculeId_t _id) { boost::recursive_mutex::scoped_lock lock(MoleculeinSceneMap_mutex); // check whether molecule is still present if (RemovalMolecules.count(_id) != 0) { RemovalMolecules.erase(_id); return; } if (const_cast(World::getInstance()).getMolecule(MoleculeById(_id)) == NULL) { ELOG(2, "Molecule with id " << _id << " has disappeared."); return; } // add new object GLMoleculeObject_molecule *molObject = new GLMoleculeObject_molecule(GLMoleculeObject::meshEmpty, this, _id); ASSERT( molObject != NULL, "GLWorldScene::moleculeInserted - could not create molecule object for "+toString(_id)); MoleculesinSceneMap.insert( make_pair(_id, molObject) ); // now handle all state changes that came up before the instantiation while (MoleculeMissedStateMap.count(_id) != 0) { ASSERT( !MoleculeMissedStateMap[_id].empty(), "GLWorldScene::moleculeInserted() - we have an empty state change map for molecule with id " +toString(_id)); boost::recursive_mutex::scoped_lock lock(MoleculeMissedStateMap_mutex); for (StateChangeMap_t::iterator iter = MoleculeMissedStateMap[_id].begin(); !MoleculeMissedStateMap[_id].empty(); iter = MoleculeMissedStateMap[_id].begin()) { std::pair rangeiter = MoleculeMissedStateMap[_id].equal_range(iter->first); const size_t StateCounts = std::distance(rangeiter.first, rangeiter.second); if (StateCounts > 1) { // more than one state change, have to combine typedef std::map StateChangeAmounts_t; StateChangeAmounts_t StateChangeAmounts; for (StateChangeMap_t::const_iterator stateiter = rangeiter.first; stateiter != rangeiter.second; ++stateiter) ++StateChangeAmounts[stateiter->second]; ASSERT( StateChangeAmounts[atomInsertedState] >= StateChangeAmounts[atomRemovedState], "GLWorldScene::moleculeInserted() - more atomRemoved states than atomInserted for atom " +toString(iter->first)); if (StateChangeAmounts[atomInsertedState] > StateChangeAmounts[atomRemovedState]) { LOG(1, "INFO: invoking atomInserted for atom " << iter->first); QMetaObject::invokeMethod(molObject, // pointer to a QObject "atomInserted", // member name (no parameters here) Qt::DirectConnection, // connection type Q_ARG(const atomId_t, iter->first)); // parameters } else { LOG(1, "INFO: Atom " << iter->first << " has been inserted and removed already."); } } else { // can only be an insertion switch (rangeiter.first->second) { case atomRemovedState: ASSERT( 0, "GLWorldScene::moleculeInserted() - atomRemoved state without atomInserted for atom " +toString(iter->first)); break; case atomInsertedState: LOG(1, "INFO: invoking atomInserted for atom " << iter->first); QMetaObject::invokeMethod(molObject, // pointer to a QObject "atomInserted", // member name (no parameters here) Qt::DirectConnection, // connection type Q_ARG(const atomId_t, iter->first)); // parameters break; default: ASSERT( 0, "GLWorldScene::moleculeInserted() - there are unknown change states."); break; } } // removed state changes for this atom MoleculeMissedStateMap[_id].erase(iter); } // remove state change map for the molecule MoleculeMissedStateMap.erase(_id); } // now let the molObject sign on to molecule molObject->activateObserver(); connect (molObject, SIGNAL(changed()), this, SIGNAL(changed())); connect (molObject, SIGNAL(changeOccured()), this, SIGNAL(changeOccured())); connect (molObject, SIGNAL(atomClicked(atomId_t)), this, SLOT(atomClicked(atomId_t))); connect (molObject, SIGNAL(moleculeClicked(moleculeId_t)), this, SLOT(moleculeClicked(moleculeId_t))); connect (molObject, SIGNAL(selectionChanged()), this, SIGNAL(changed())); connect (molObject, SIGNAL(selectionChanged()), this, SIGNAL(changed())); connect (molObject, SIGNAL(hoverChanged(const atomId_t)), this, SIGNAL(hoverChanged(const atomId_t))); connect (molObject, SIGNAL(hoverChanged(const moleculeId_t, int)), this, SIGNAL(hoverChanged(const moleculeId_t, int))); connect (molObject, SIGNAL(indexChanged(GLMoleculeObject_molecule *, const moleculeId_t, const moleculeId_t)), this, SLOT(changeMoleculeId(GLMoleculeObject_molecule *, const moleculeId_t, const moleculeId_t))); emit changed(); emit changeOccured(); } /** Prepares removing a molecule from the scene. * * \sa moleculePrepareInserted() * * @param _id id of molecule to remove */ void GLWorldScene::moleculePrepareRemoved(const moleculeId_t _id) { LOG(3, "INFO: GLWorldScene: Received signal moleculePrepareRemoved for molecule "+toString(_id)+"."); boost::recursive_mutex::scoped_lock lock(MoleculeinSceneMap_mutex); MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_id); if ( iter == MoleculesinSceneMap.end()) RemovalMolecules.insert(_id); emit moleculePreparedRemoved(_id); } /** Removes a molecule from the scene. * * * \sa moleculePrepareRemoved() * * @param _id id of molecule to remove */ void GLWorldScene::moleculeRemoved(const moleculeId_t _id) { boost::recursive_mutex::scoped_lock lock(MoleculeinSceneMap_mutex); MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_id); GLMoleculeObject_molecule *molObject = iter->second; molObject->disconnect(); MoleculesinSceneMap.erase(iter); delete molObject; // remove any possible state changes left { boost::recursive_mutex::scoped_lock lock(MoleculeMissedStateMap_mutex); MoleculeMissedStateMap.erase(_id); } emit changed(); emit changeOccured(); } void GLWorldScene::moleculesVisibilityChanged(const moleculeId_t _id, bool _visible) { MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_id); ASSERT( iter != MoleculesinSceneMap.end(), "GLWorldScene::moleculeInserted() - molecule's id "+toString(_id)+" is unknown."); GLMoleculeObject_molecule *molObject = iter->second; molObject->setVisible(_visible); emit changed(); emit changeOccured(); } /** Adds a shape to the scene. * */ void GLWorldScene::addShape(const std::string &_name) { Shape * const shape = ShapeRegistry::getInstance().getByName(_name); if (shape != NULL) { GLMoleculeObject_shape *shapeObject = new GLMoleculeObject_shape(*shape, this); ShapeNodeMap::iterator iter = ShapesinSceneMap.find(_name); ASSERT(iter == ShapesinSceneMap.end(), "GLWorldScene::addShape() - same shape "+_name+" added again."); ShapesinSceneMap.insert( make_pair(_name, shapeObject) ); } else ELOG(2, "GLWorldScene::addShape() - shape disappeared before we could draw it."); emit changed(); } void GLWorldScene::removeShape(const std::string &_name) { ShapeNodeMap::iterator iter = ShapesinSceneMap.find(_name); ASSERT(iter != ShapesinSceneMap.end(), "GLWorldScene::removeShape() - shape "+_name+" not in scene."); ShapesinSceneMap.erase(iter); delete(iter->second); emit changed(); } void GLWorldScene::updateSelectedShapes() { foreach (QObject *obj, children()) { GLMoleculeObject_shape *shapeobj = qobject_cast(obj); if (shapeobj){ shapeobj->enable(ShapeRegistry::getInstance().isSelected(shapeobj->getShape())); } } emit changed(); } void GLWorldScene::initialize(QGLView *view, QGLPainter *painter) const { // Initialize all of the mesh objects that we have as children. foreach (QObject *obj, children()) { GLMoleculeObject *meshobj = qobject_cast(obj); if (meshobj) meshobj->initialize(view, painter); } } void GLWorldScene::draw(QGLPainter *painter, const QVector4D &cameraPlane) const { // 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); } } void GLWorldScene::setSelectionMode(SelectionModeType mode) { selectionMode = mode; // TODO send update to toolbar } void GLWorldScene::setSelectionChangedAgent(QtSelectionChangedAgent *agent) { connect(agent, SIGNAL(atomSelected(const moleculeId_t, const atomId_t)), this, SLOT(AtomSelected(const moleculeId_t, const atomId_t))); connect(agent, SIGNAL(atomUnselected(const moleculeId_t, const atomId_t)), this, SLOT(AtomUnselected(const moleculeId_t, const atomId_t))); connect(agent, SIGNAL(moleculeSelected(const moleculeId_t)), this, SLOT(MoleculeSelected(const moleculeId_t))); connect(agent, SIGNAL(moleculeUnselected(const moleculeId_t)), this, SLOT(MoleculeUnselected(const moleculeId_t))); } void GLWorldScene::setSelectionModeAtom() { setSelectionMode(SelectAtom); } void GLWorldScene::setSelectionModeMolecule() { setSelectionMode(SelectMolecule); } void GLWorldScene::changeMoleculeId( GLMoleculeObject_molecule *ob, const moleculeId_t oldId, const moleculeId_t newId) { LOG(3, "INFO: GLWorldScene - change molecule id " << oldId << " to " << newId << "."); { // Remove from map. MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(oldId); ASSERT(iter != MoleculesinSceneMap.end(), "GLWorldScene::changeMoleculeId() - molecule with old id "+toString(oldId)+" not on display."); ASSERT(iter->second == ob, "GLWorldScene::changeMoleculeId() - molecule with id " +toString(oldId)+" does not match with object in MoleculesinSceneMap."); MoleculesinSceneMap.erase(iter); // Reinsert with new id. { MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(newId); ASSERT(iter == MoleculesinSceneMap.end(), "GLWorldScene::changeMoleculeId() - moleculewith new id "+toString(newId)+" already known."); } MoleculesinSceneMap.insert( make_pair(newId, ob) ); } { // Remove and re-insert from map if present. MoleculeMissedStateMap_t::iterator iter = MoleculeMissedStateMap.find(oldId); if (iter != MoleculeMissedStateMap.end()) { StateChangeMap_t changemap = iter->second; MoleculeMissedStateMap.erase(iter); MoleculeMissedStateMap.insert( std::make_pair(newId, changemap) ); } } } void GLWorldScene::AtomSelected(const moleculeId_t _molid, const atomId_t _id) { MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_molid); if (iter != MoleculesinSceneMap.end()) QMetaObject::invokeMethod(iter->second, // pointer to a QObject "AtomSelected", // member name (no parameters here) Qt::QueuedConnection, // connection type Q_ARG(const atomId_t, _id)); // parameters else ELOG(2, "DEBUG: GLWorldScene::AtomSelected() - molecule " << _molid << " unknown to GLWorldScene."); } void GLWorldScene::AtomUnselected(const moleculeId_t _molid, const atomId_t _id) { MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_molid); if (iter != MoleculesinSceneMap.end()) QMetaObject::invokeMethod(iter->second, // pointer to a QObject "AtomUnselected", // member name (no parameters here) Qt::QueuedConnection, // connection type Q_ARG(const atomId_t, _id)); // parameters else ELOG(2, "GLWorldScene::AtomUnselected() - molecule " << _molid << " unknown to GLWorldScene."); } void GLWorldScene::MoleculeSelected(const moleculeId_t _molid) { MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_molid); if (iter != MoleculesinSceneMap.end()) QMetaObject::invokeMethod(iter->second, // pointer to a QObject "Selected", // member name (no parameters here) Qt::QueuedConnection); // connection type else ELOG(2, "GLWorldScene::MoleculeSelected() - molecule " << _molid << " unknown to GLWorldScene."); } void GLWorldScene::MoleculeUnselected(const moleculeId_t _molid) { MoleculeNodeMap::iterator iter = MoleculesinSceneMap.find(_molid); if (iter != MoleculesinSceneMap.end()) QMetaObject::invokeMethod(iter->second, // pointer to a QObject "Unselected", // member name (no parameters here) Qt::QueuedConnection); // connection type else ELOG(2, "GLWorldScene::MoleculeUnselected() - molecule " << _molid << " unknown to GLWorldScene."); }