File: Scene3D.h

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/*
 * Copyright (C) 2021 Linux Studio Plugins Project <https://lsp-plug.in/>
 *           (C) 2021 Vladimir Sadovnikov <sadko4u@gmail.com>
 *
 * This file is part of lsp-dsp-units
 * Created on: 9 авг. 2021 г.
 *
 * lsp-dsp-units is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * any later version.
 *
 * lsp-dsp-units 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 Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with lsp-dsp-units. If not, see <https://www.gnu.org/licenses/>.
 */

#ifndef LSP_PLUG_IN_DSP_UNITS_3D_SCENE3D_H_
#define LSP_PLUG_IN_DSP_UNITS_3D_SCENE3D_H_

#include <lsp-plug.in/dsp-units/version.h>
#include <lsp-plug.in/dsp-units/3d/types.h>
#include <lsp-plug.in/dsp-units/3d/Allocator3D.h>
#include <lsp-plug.in/dsp-units/3d/Object3D.h>
#include <lsp-plug.in/dsp/dsp.h>
#include <lsp-plug.in/runtime/LSPString.h>
#include <lsp-plug.in/lltl/parray.h>
#include <lsp-plug.in/io/Path.h>
#include <lsp-plug.in/io/IInStream.h>
#include <lsp-plug.in/io/IInSequence.h>

namespace lsp
{
    namespace dspu
    {
        class Object3D;

        /** 3D scene
         *
         */
        class LSP_DSP_UNITS_PUBLIC Scene3D
        {
            private:
                Scene3D & operator = (const Scene3D &);
                Scene3D(const Scene3D &);

            protected:
                lltl::parray<Object3D>      vObjects;
                Allocator3D<obj_vertex_t>   vVertexes;      // Vertex allocator
                Allocator3D<obj_normal_t>   vNormals;       // Normal allocator
                Allocator3D<obj_normal_t>   vXNormals;      // Extra normal allocator
                Allocator3D<obj_edge_t>     vEdges;         // Edge allocator
                Allocator3D<obj_triangle_t> vTriangles;     // Triangle allocator

                friend class Object3D;

            private:
                status_t do_clone(Scene3D *s);

                status_t    load_internal(io::IInStream *is, size_t flags, const char *charset);
                status_t    load_internal(io::IInSequence *is, size_t flags);

            public:
                /** Default constructor
                 *
                 */
                explicit Scene3D(size_t blk_size = 1024);

                /** Destructor
                 *
                 */
                ~Scene3D();

            public:
                /** Destroy scene
                 *
                 * @param recursive destroy attached objects
                 */
                void        destroy();

                /** Clear scene
                 *
                 */
                inline void clear() { destroy(); };

                /**
                 * Clone contents from another scene
                 * @param src
                 */
                status_t    clone_from(const Scene3D *src);

                /**
                 * Swap contents with another scene
                 * @param scene scene to perform swap
                 */
                void        swap(Scene3D *scene);

            public:
                /**
                 * Load scene from file
                 * @param path path to the file (UTF-8 string)
                 * @param charset character set of file contents
                 * @return status of operation
                 */
                status_t    load(const char *path, const char *charset = NULL);

                /**
                 * Load scene from file
                 * @param path path to the file
                 * @param charset character set of file contents
                 * @return status of operation
                 */
                status_t    load(const LSPString *path, const char *charset = NULL);

                /**
                 * Load scene from file
                 * @param path path to the file
                 * @param charset character set of file contents
                 * @return status of operation
                 */
                status_t    load(const io::Path *path, const char *charset = NULL);

                /**
                 * Load scene from input stream
                 * @param input stream
                 * @param charset character set of file contents
                 * @param flags wrapping flags
                 * @return status of operation
                 */
                status_t    load(io::IInStream *is, size_t flags = WRAP_NONE, const char *charset = NULL);

                /**
                 * Load scene from input sequence
                 * @param input sequence
                 * @param flags wrapping flags
                 * @return status of operation
                 */
                status_t    load(io::IInSequence *is, size_t flags = WRAP_NONE);

            public:
                /**
                 * Do some post-processing after loading scene from file
                 */
                void postprocess_after_loading();

                /** Return number of objects in scene
                 *
                 * @return number of objects in scene
                 */
                inline size_t num_objects() const { return vObjects.size(); }

                /**
                 * Return number of vertexes in scene
                 * @return number of vertexes in scene
                 */
                inline size_t num_vertexes() const { return vVertexes.size(); }

                /**
                 * Return number of normals in scene
                 * @return number of normals in scene
                 */
                inline size_t num_normals() const { return vNormals.size(); }

                /**
                 * Return number of edges in scene
                 * @return number of edges in scene
                 */
                inline size_t num_edges() const { return vEdges.size(); }

                /**
                 * Return number of triangles in scene
                 * @return number of triangles in scene
                 */
                inline size_t num_triangles() const { return vTriangles.size(); }

                /**
                 * Get object by it's index
                 * @param idx object index
                 * @return pointer to object or NULL
                 */
                inline Object3D *object(size_t idx) { return vObjects.get(idx); }

                /**
                 * Get object index
                 * @param obj object index
                 * @return object index
                 */
                size_t index_of(Object3D *obj)      { return vObjects.index_of(obj);    }

                /**
                 * Get vertex by specified index
                 * @param idx vertex index
                 * @return vertex or NULL
                 */
                inline obj_vertex_t *vertex(size_t idx) { return vVertexes.get(idx); }

                /**
                 * Get normal by specified index
                 * @param idx normal index
                 * @return normal or NULL
                 */
                inline obj_normal_t *normal(size_t idx)
                {
                    return (idx < vNormals.size()) ?
                            vNormals.get(idx) :
                            vXNormals.get(idx - vNormals.size());
                }

                /**
                 * Get edge by specified index
                 * @param idx edge index
                 * @return edge or NULL
                 */
                inline obj_edge_t *edge(size_t idx) { return vEdges.get(idx); }

                /**
                 * Get triangle by specified index
                 * @param idx triangle index
                 * @return triangle or NULL
                 */
                inline obj_triangle_t *triangle(size_t idx) { return vTriangles.get(idx); }

                /**
                 * Add object
                 * @param name name of object
                 * @return pointer to object or NULL on error
                 */
                Object3D *add_object(const LSPString *name);

                /**
                 * Add object with UTF8-encoded name
                 * @param utf8_name UTF8-encoded name
                 * @return pointer to object or NULL on error
                 */
                Object3D *add_object(const char *utf8_name);

                /**
                 * Add vertex
                 * @param p vertex to add
                 * @return index of vertex or negative status of operation
                 */
                ssize_t add_vertex(const dsp::point3d_t *p);

                /**
                 * Add vertex
                 * @param n normal to add
                 * @return index of normal or negative status of operation
                 */
                ssize_t add_normal(const dsp::vector3d_t *n);

                /**
                 * Get object by it's index
                 * @param index object index
                 * @return pointer to object or NULL
                 */
                Object3D *get_object(size_t index) { return vObjects.get(index); }

                /**
                 * Initialize all tags (prepare for data manipulations)
                 * @param ptag pointer tag
                 * @param itag integer tag
                 */
                void init_tags(void *ptag, ssize_t itag);

                /**
                 * Get index of the object
                 * @param obj object to search for
                 * @return index of object
                 */
                inline ssize_t get_object_index(Object3D *obj) { return vObjects.index_of(obj); }

                /**
                 * Validate scene consistence
                 * @return true if scene is self-consistent
                 */
                bool validate();
        };
    }
}

#endif /* LSP_PLUG_IN_DSP_UNITS_3D_SCENE3D_H_ */