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//=============================================================================
//
//                               OpenFlipper
//        Copyright (C) 2008 by Computer Graphics Group, RWTH Aachen
//                           www.openflipper.org
//
//-----------------------------------------------------------------------------
//
//                                License
//
//  OpenFlipper 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
//  (at your option) any later version.
//
//  OpenFlipper 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 OpenFlipper.  If not, see <http://www.gnu.org/licenses/>.
//
//-----------------------------------------------------------------------------
//
//   $Revision$
//   $Author$
//   $Date$
//
//=============================================================================




//=============================================================================
//
//  Standard Functions
//
//=============================================================================

/**
 * \file PluginFunctions.hh
 * This file contains functions which can be used by plugins to access data in the framework.
 */

//
#ifndef PLUGINFUNCTIONS_HH
#define PLUGINFUNCTIONS_HH

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#include <QPair>

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#include <OpenFlipper/common/Types.hh>

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#include <ACG/Scenegraph/SceneGraph.hh>
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#include <OpenFlipper/BasePlugin/PluginFunctionsViewControls.hh>
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/** The Namespace PluginFunctions contains functions for all plugins. These functions should be used to get the
 *  objects to work on or to set modes in the examiner widget. */
namespace PluginFunctions {

//=======================================
// Get Source/Target objects
/** @name Active Objects
* @{ */
//=======================================

/** \brief Get the picked mesh
 * @param _node_idx Node index returned by examiner picking
 * @param _object returns the object which contains the mesh
 * @return true if mesh was found, false if picked object is not a mesh or not found
 */
DLLEXPORT
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bool getPickedObject(const unsigned int _node_idx , BaseObjectData*& _object);
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/** @} */

//=======================================
// Get Objects by their identifier
    /** @name Identifier handling
    * @{ */
//=======================================

/** \brief Get the identifiers of all objects marked as a source object.
 *
 * @param _identifiers ( vector returning the source object identifiers )
 * @return false, if no object is selected as source
*/
DLLEXPORT
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bool getSourceIdentifiers( std::vector<int>& _identifiers  );
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/** \brief Get the identifiers of all objects marked as a target object.
 *
 * @param _identifiers ( vector returning the target object identifiers )
 * @return false, if no object is selected as target
*/
DLLEXPORT
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bool getTargetIdentifiers( std::vector<int>& _identifiers  );
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/** \brief Get identifiers of all meshes
 *
 * @param _identifiers ( vector returning the identifiers )
 * @return false, if no mesh is found
*/
DLLEXPORT
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bool getAllMeshes( std::vector<int>& _identifiers  );
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/** \brief Get identifiers of all objects
 *
 * @param _identifiers ( vector returning the identifiers )
 * @return false, if no mesh is found
*/
DLLEXPORT
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bool getAllObjectIdentifiers( std::vector<int>& _identifiers  );
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/** \brief Get the object which has the given identifier.
 *
 *  Every loaded object has a unique identifier which is stored in the id field of the object container.
 *  Use this function to get the object which has this id. This can be used for a consistent mapping
 *  even if the data objects change during plugin operations (e.g. selection and main algorithm).\n
 *  This function only returns visible objects.
 * @param _identifier Object id to search for
 * @param _object  returns the object
 * @return Object found?
 */
DLLEXPORT
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bool getObject(  const int _identifier , BaseObject*& _object );
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/** This functions returns the object with the given id regardless of the type of object.
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 * See get_object(  int _identifier , ject*& _object ) for more details.
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 */
DLLEXPORT
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bool getObject(  const int _identifier , BaseObjectData*& _object );
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/** \brief Check if an object with this identifier exists.
 *
 * Searches through the Data containers and checks if the object with the given identifier exists
 * @param _identifier  Object id to search for
 */
DLLEXPORT
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bool objectExists(  const int _identifier );
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/// Get the number of available objects
DLLEXPORT
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int objectCount();
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/// Get the number of target objects
DLLEXPORT
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int targetCount();
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/// Get the number of source objects
DLLEXPORT
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int sourceCount();
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/// Get the number of visible objects
DLLEXPORT
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int visibleCount();
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/** @} */

//=======================================
// Get/set status of examiner
    /** @name Examiner handling
    * @{ */
//=======================================
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/// Get the number of viewers
DLLEXPORT
int viewers( );

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/// Set the active id of the examiner which got the last mouse events
DLLEXPORT
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void setActiveExaminer( const unsigned int _id );
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/// Get the id of the examiner which got the last mouse events
DLLEXPORT
unsigned int activeExaminer();

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/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * Set by mouseevents from the core
 */
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DLLEXPORT
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bool scenegraphPick( ACG::SceneGraph::PickTarget _pickTarget, const QPoint &_mousePos, unsigned int &_nodeIdx, unsigned int &_targetIdx, ACG::Vec3d *_hitPointPtr );
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/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 */
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DLLEXPORT
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bool scenegraphPick( const unsigned int _examiner ,ACG::SceneGraph::PickTarget _pickTarget, const QPoint &_mousePos, unsigned int &_nodeIdx, unsigned int &_targetIdx, ACG::Vec3d *_hitPointPtr );
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/** Execute picking operation on scenegraph
 * This picking function will pick in the last active examiner context which is automatically
 * Set by mouseevents from the core
 */
DLLEXPORT
bool scenegraphRegionPick( ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list);

/** Execute picking operation on scenegraph
 * This picking function will pick in the specified examiner context
 */
DLLEXPORT
bool scenegraphRegionPick( const unsigned int                         _examiner,
                           ACG::SceneGraph::PickTarget                _pickTarget,
                           const QRegion&                             _region,
                           QList<QPair<unsigned int, unsigned int> >& _list);


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/** Execute Scenegraph traversal with action and use the last active examiner
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 *  If you are reacting on a mouseEvent you should use this function as it will
 *  automatically set the right view
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 */
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DLLEXPORT
void traverse( ACG::SceneGraph::MouseEventAction  &_action );

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/// Execute Scenegraph traversal with action and a specified examiner
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void traverse(  const unsigned int _examiner, ACG::SceneGraph::MouseEventAction  &_action );
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/// Get the current Picking mode
DLLEXPORT
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const std::string pickMode ();
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/// Set the current Picking mode for all examiner widgets
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DLLEXPORT
void pickMode ( std::string _mode);

/// Returns a QImage of the current View
DLLEXPORT
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void getCurrentViewImage(QImage& _image);
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/// Get the root node
DLLEXPORT
ACG::SceneGraph::BaseNode* getSceneGraphRootNode();

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/// Get the root node
DLLEXPORT
ACG::SceneGraph::BaseNode* getRootNode();

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/// Add a node under the root node
DLLEXPORT
void addNode(ACG::SceneGraph::BaseNode* _node);

/// Add a node between root node and its children
DLLEXPORT
void addGlobalNode(ACG::SceneGraph::BaseNode* _node);

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/// Set the current Action Mode (PickMode,ExamineMode,...)
DLLEXPORT
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void actionMode ( Viewer::ActionMode _mode);
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/// Get the current Action mode
DLLEXPORT
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Viewer::ActionMode actionMode();

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/** Lock scene rotation via mouse
 *
 * @param _mode allow or disallow rotation
 */
DLLEXPORT
void allowRotation(bool _mode);

/** \brief Map coordinates of GL Widget to global coordinates
 *
 */
DLLEXPORT
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QPoint mapToGlobal( const QPoint _point );
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/** \brief Map global coordinates to GL Widget local coordinates
 *
 */
DLLEXPORT
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QPoint mapToLocal( const QPoint _point );
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/** @} */

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//=======================================
// Iterators for object Access
    /** @name Iterators
    * @{ */
//=======================================

enum IteratorRestriction {
   ALL_OBJECTS,
   TARGET_OBJECTS,
   SOURCE_OBJECTS
};

/** \brief Core Data Iterator
 *
 * This is the core iterator for the whole framework. You should use this iterator to access your data.\n
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 * You can choose if the iterator returns only Target, Source or all objects.\n
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 * Additionally you can set the type of objects returned by the iterator.
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 * The ObjectIterator will only return real Objects. Groups are not considered to be objects
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 */
class DLLEXPORT ObjectIterator {

   public :

      /// type of the Objects the iterator works on
      typedef BaseObjectData  value_type;

      /// handle type (just an int)
      typedef BaseObjectData* value_handle;

      /// reference type
      typedef value_type&     reference;

      /// basic pointer type
      typedef value_type*     pointer;

   /** \brief Use this constructor for iterating through your data.
    *
    * @param _restriction Use this parameter to define which objects will be returned.\n
    *                     You can select between ALL_OBJECTS , TARGET_OBJECTS , SOURCE_OBJECTS.
    * @param _dataType Use this parameter to select the returned object types.
    *                  You can use DATA_ALL DATA_POLY_MESH DATA_TRIANGLE_MESH DATA_VOLUME
    */
   ObjectIterator(IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// additional constructor starting at a given position
   ObjectIterator(BaseObjectData* pos, IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// return the current position of the iterator
   operator value_handle() { return pos_;  };

   /// compare iterators
   bool operator==( const ObjectIterator& _rhs);

   /// compare iterators
   bool operator!=( const ObjectIterator& _rhs);

   /// assign iterators
   ObjectIterator& operator=( const ObjectIterator& _rhs);

   /// dereference
   pointer operator->();

   /// next element
   ObjectIterator& operator++();

   /// last element
   ObjectIterator& operator--();

   /// dereference the iterator
   BaseObjectData* operator*();

   /// return current position of the iterator
   BaseObjectData* index() { return pos_; };

   private :
      /// current position of the iterator
      BaseObjectData* pos_;

      /// returned data types of the iterator
      DataType dataType_;

      /// Restriction of the iterator
      IteratorRestriction restriction_;

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      /** Takes an object and goes through the object tree to the next BaseObjectData
        *  It stops at the root node.
        */
      inline void proceedToNextBaseObjectData(BaseObject*& _object);

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};

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/** \brief Core Data Iterator used to iterate over all objects (Including groups)
 *
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 * This iterator is a more low level one not only returning really visible objects but also
 * Data containers ( e.g. groups... )
 * You can choose if the iterator returns only Target, Source or all objects.\n
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 * Additionally you can set the type of objects returned by the iterator.
 */
class DLLEXPORT BaseObjectIterator {

   public :

      /// type of the Objects the iterator works on
      typedef BaseObject  value_type;

      /// handle type (just an int)
      typedef BaseObject* value_handle;

      /// reference type
      typedef value_type&     reference;

      /// basic pointer type
      typedef value_type*     pointer;

   /** \brief Use this constructor for iterating through your data.
    *
    * @param _restriction Use this parameter to define which objects will be returned.\n
    *                     You can select between ALL_OBJECTS , TARGET_OBJECTS , SOURCE_OBJECTS.
    * @param _dataType Use this parameter to select the returned object types.
    *                  You can use DATA_ALL DATA_POLY_MESH DATA_TRIANGLE_MESH DATA_VOLUME
    */
   BaseObjectIterator(IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// additional constructor starting at a given position
   BaseObjectIterator(BaseObject* pos, IteratorRestriction _restriction = ALL_OBJECTS , DataType _dataType = DATA_ALL );

   /// return the current position of the iterator
   operator value_handle() { return pos_;  };

   /// compare iterators
   bool operator==( const BaseObjectIterator& _rhs);

   /// compare iterators
   bool operator!=( const BaseObjectIterator& _rhs);

   /// assign iterators
   BaseObjectIterator& operator=( const BaseObjectIterator& _rhs);

   /// dereference
   pointer operator->();

   /// next element
   BaseObjectIterator& operator++();

   /// last element
   BaseObjectIterator& operator--();

   /// dereference the iterator
   BaseObject* operator*();

   /// return current position of the iterator
   BaseObject* index() { return pos_; };

   private :
      /// current position of the iterator
      BaseObject* pos_;

      /// returned data types of the iterator
      DataType dataType_;

      /// Restriction of the iterator
      IteratorRestriction restriction_;

};

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// /// Return Iterator to Mesh End
// MeshIterator meshes_end();

/// Return Iterator to Object End
DLLEXPORT
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ObjectIterator objectsEnd();
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/// Return Iterator to Object End
DLLEXPORT
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BaseObjectIterator baseObjectsEnd();
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/** @} */

//=======================================
// Dont Use functions below!!!
    /** @name Do never use!!
    * @{ */
//=======================================

/** Set the global DataContainer*/
DLLEXPORT
void setDataRoot( BaseObject* _root );

/** @} */

//=======================================
    /** @name Getting data from objects and casting between them
     * @{ */
//=======================================

/** \brief Cast an BaseObject to a BaseObjectData if possible
 *
 * @param _object The object should be of type BaseObject. If the content is a BaseObjectData, a
 *                a BaseObjectData is returned. Otherwise a NULL pointer is returned.
 */
DLLEXPORT
BaseObjectData* baseObjectData( BaseObject* _object );

/** @} */

/// Get the root of the object structure
DLLEXPORT
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BaseObject*& objectRoot();
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}

#endif //PLUGINFUNCTIONS_HH