Files
uLib/src/Vtk/vtkObjectsContext.cpp

194 lines
5.8 KiB
C++

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