refactor: migrate vtk classes to use ObjectWrapper for model management and update registration logic
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@@ -1,24 +1,23 @@
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#include "vtkObjectsContext.h"
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#include "Vtk/Math/vtkAssembly.h"
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#include "Vtk/Math/vtkContainerBox.h"
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#include "Vtk/Math/vtkCylinder.h"
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#include "Vtk/Math/vtkAssembly.h"
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#include "Vtk/Math/vtkVoxImage.h"
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#include "Vtk/HEP/Detectors/vtkDetectorChamber.h"
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#include "Vtk/HEP/Geant/vtkBoxSolid.h"
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#include <cstring>
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#include <iostream>
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#include <vtkAssembly.h>
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#include <vtkPropCollection.h>
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#include <iostream>
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#include <cstring>
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#include "Math/ContainerBox.h"
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#include "Math/Cylinder.h"
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#include "Math/Assembly.h"
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#include "Math/VoxImage.h"
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#include "HEP/Detectors/DetectorChamber.h"
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#include "HEP/Geant/Solid.h"
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#include "Math/Assembly.h"
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#include "Math/ContainerBox.h"
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#include "Math/Cylinder.h"
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#include "Math/VoxImage.h"
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namespace uLib {
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namespace Vtk {
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@@ -27,35 +26,41 @@ ObjectsContext::ObjectsContext(uLib::ObjectsContext *context)
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: m_Context(context), m_Assembly(::vtkAssembly::New()) {
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this->SetProp(m_Assembly);
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if (m_Context) {
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Object::connect(m_Context, &uLib::ObjectsContext::ObjectAdded, this, &ObjectsContext::OnObjectAdded);
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Object::connect(m_Context, &uLib::ObjectsContext::ObjectRemoved, this, &ObjectsContext::OnObjectRemoved);
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Object::connect(m_Context, &uLib::ObjectsContext::ObjectAdded, this,
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&ObjectsContext::OnObjectAdded);
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Object::connect(m_Context, &uLib::ObjectsContext::ObjectRemoved, this,
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&ObjectsContext::OnObjectRemoved);
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this->Synchronize();
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}
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}
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ObjectsContext::~ObjectsContext() {
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for (auto const& [obj, prop3d] : m_Prop3Ds) {
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for (auto const &[obj, prop3d] : m_Prop3Ds) {
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delete prop3d;
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}
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m_Assembly->Delete();
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}
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void ObjectsContext::Synchronize() {
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if (!m_Context) return;
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if (!m_Context)
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return;
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// 1. Identify objects to add and remove
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const auto& objects = m_Context->GetObjects();
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std::map<uLib::Object*, bool> currentObjects;
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for (auto obj : objects) currentObjects[obj] = true;
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const auto &objects = m_Context->GetObjects();
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std::map<uLib::Object *, bool> currentObjects;
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for (auto obj : objects)
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currentObjects[obj] = true;
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// Remove Prop3Ds for objects no longer in context
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for (auto it = m_Prop3Ds.begin(); it != m_Prop3Ds.end(); ) {
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for (auto it = m_Prop3Ds.begin(); it != m_Prop3Ds.end();) {
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if (currentObjects.find(it->first) == currentObjects.end()) {
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it->second->DisconnectRenderer(nullptr); // If we have a ref to a renderer we should disconnect but Prop3D doesn't store it easily
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it->second->DisconnectRenderer(
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nullptr); // If we have a ref to a renderer we should disconnect but
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// Prop3D doesn't store it easily
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// Actually Prop3D::DisconnectRenderer(vtkRenderer*) needs the renderer.
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// For now we just remove from assembly
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if (auto* p3d = vtkProp3D::SafeDownCast(it->second->GetProp()))
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m_Assembly->RemovePart(p3d);
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if (auto *p3d = vtkProp3D::SafeDownCast(it->second->GetProp()))
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m_Assembly->RemovePart(p3d);
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this->Prop3DRemoved(it->second);
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delete it->second;
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it = m_Prop3Ds.erase(it);
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@@ -67,92 +72,97 @@ void ObjectsContext::Synchronize() {
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// Add Prop3Ds for new objects
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for (auto obj : objects) {
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if (m_Prop3Ds.find(obj) == m_Prop3Ds.end()) {
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Prop3D* prop3d = this->CreateProp3D(obj);
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Prop3D *prop3d = this->CreateProp3D(obj);
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if (prop3d) {
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m_Prop3Ds[obj] = prop3d;
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if (auto* p3d = vtkProp3D::SafeDownCast(prop3d->GetProp()))
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m_Assembly->AddPart(p3d);
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if (auto *p3d = vtkProp3D::SafeDownCast(prop3d->GetProp()))
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m_Assembly->AddPart(p3d);
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this->Prop3DAdded(prop3d);
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}
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}
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}
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}
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void ObjectsContext::OnObjectAdded(uLib::Object* obj) {
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if (!obj) return;
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void ObjectsContext::OnObjectAdded(uLib::Object *obj) {
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if (!obj)
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return;
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if (m_Prop3Ds.find(obj) == m_Prop3Ds.end()) {
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Prop3D* prop3d = this->CreateProp3D(obj);
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Prop3D *prop3d = this->CreateProp3D(obj);
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if (prop3d) {
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m_Prop3Ds[obj] = prop3d;
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if (auto* p3d = vtkProp3D::SafeDownCast(prop3d->GetProp()))
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m_Assembly->AddPart(p3d);
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if (auto *p3d = vtkProp3D::SafeDownCast(prop3d->GetProp()))
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m_Assembly->AddPart(p3d);
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this->Prop3DAdded(prop3d);
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}
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}
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}
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void ObjectsContext::OnObjectRemoved(uLib::Object* obj) {
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if (!obj) return;
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auto it = m_Prop3Ds.find(obj);
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if (it != m_Prop3Ds.end()) {
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// For now we just remove from assembly.
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// Prop3D::DisconnectRenderer(vtkRenderer*) needs the renderer, but we don't have it here easily.
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if (auto* p3d = vtkProp3D::SafeDownCast(it->second->GetProp()))
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m_Assembly->RemovePart(p3d);
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this->Prop3DRemoved(it->second);
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delete it->second;
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m_Prop3Ds.erase(it);
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}
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void ObjectsContext::OnObjectRemoved(uLib::Object *obj) {
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if (!obj)
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return;
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auto it = m_Prop3Ds.find(obj);
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if (it != m_Prop3Ds.end()) {
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// For now we just remove from assembly.
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// Prop3D::DisconnectRenderer(vtkRenderer*) needs the renderer, but we don't
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// have it here easily.
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if (auto *p3d = vtkProp3D::SafeDownCast(it->second->GetProp()))
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m_Assembly->RemovePart(p3d);
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this->Prop3DRemoved(it->second);
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delete it->second;
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m_Prop3Ds.erase(it);
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}
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}
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Prop3D* ObjectsContext::GetProp3D(uLib::Object* obj) {
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Prop3D *ObjectsContext::GetProp3D(uLib::Object *obj) {
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auto it = m_Prop3Ds.find(obj);
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if (it != m_Prop3Ds.end()) return it->second;
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if (it != m_Prop3Ds.end())
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return it->second;
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return nullptr;
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}
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void ObjectsContext::Update() {
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for (auto const& [obj, prop3d] : m_Prop3Ds) {
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for (auto const &[obj, prop3d] : m_Prop3Ds) {
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prop3d->Update();
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}
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}
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void ObjectsContext::SyncFromVtk() {
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for (auto const& [obj, prop3d] : m_Prop3Ds) {
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for (auto const &[obj, prop3d] : m_Prop3Ds) {
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prop3d->SyncFromVtk();
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}
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}
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Prop3D* ObjectsContext::CreateProp3D(uLib::Object* obj) {
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if (!obj) return nullptr;
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Prop3D *ObjectsContext::CreateProp3D(uLib::Object *obj) {
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if (!obj)
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return nullptr;
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if (auto* vox = dynamic_cast<uLib::Abstract::VoxImage*>(obj)) {
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return new VoxImage(*vox);
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} else if (auto* box = dynamic_cast<uLib::ContainerBox*>(obj)) {
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if (auto *vox = dynamic_cast<uLib::Abstract::VoxImage *>(obj)) {
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return new VoxImage(vox);
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} else if (auto *box = dynamic_cast<uLib::ContainerBox *>(obj)) {
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return new ContainerBox(box);
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} else if (auto* chamber = dynamic_cast<uLib::DetectorChamber*>(obj)) {
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} else if (auto *chamber = dynamic_cast<uLib::DetectorChamber *>(obj)) {
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return new DetectorChamber(chamber);
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} else if (auto* cylinder = dynamic_cast<uLib::Cylinder*>(obj)) {
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} else if (auto *cylinder = dynamic_cast<uLib::Cylinder *>(obj)) {
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return new Cylinder(cylinder);
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} else if (auto* assembly = dynamic_cast<uLib::Assembly*>(obj)) {
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} else if (auto *assembly = dynamic_cast<uLib::Assembly *>(obj)) {
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return new Assembly(assembly);
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} else if (auto* box = dynamic_cast<uLib::Geant::BoxSolid*>(obj)) {
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} else if (auto *box = dynamic_cast<uLib::Geant::BoxSolid *>(obj)) {
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return new BoxSolid(box);
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}
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// Fallback if we don't know the exact class but it might be a context itself
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if (auto subCtx = dynamic_cast<uLib::ObjectsContext*>(obj)) {
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return new ObjectsContext(subCtx);
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if (auto subCtx = dynamic_cast<uLib::ObjectsContext *>(obj)) {
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return new ObjectsContext(subCtx);
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}
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return nullptr;
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}
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void ObjectsContext::Prop3DAdded(Prop3D* prop3d) {
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void ObjectsContext::Prop3DAdded(Prop3D *prop3d) {
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ULIB_SIGNAL_EMIT(ObjectsContext::Prop3DAdded, prop3d);
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}
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void ObjectsContext::Prop3DRemoved(Prop3D* prop3d) {
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void ObjectsContext::Prop3DRemoved(Prop3D *prop3d) {
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ULIB_SIGNAL_EMIT(ObjectsContext::Prop3DRemoved, prop3d);
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}
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