/*
Copyright 2008-2010 Gephi
Authors : Mathieu Bastian <mathieu.bastian@gephi.org>
Website : http://www.gephi.org
This file is part of Gephi.
Gephi is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
Gephi 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 Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Gephi. If not, see <http://www.gnu.org/licenses/>.
*/
package org.gephi.visualization.opengl.compatibility.objects;
import javax.media.opengl.GL;
import javax.media.opengl.glu.GLU;
import org.gephi.graph.api.NodeData;
import org.gephi.visualization.VizController;
import org.gephi.visualization.VizModel;
import org.gephi.visualization.apiimpl.ModelImpl;
import org.gephi.lib.gleem.linalg.Vec3f;
import org.gephi.visualization.GraphLimits;
import org.gephi.visualization.opengl.octree.Octant;
/**
*
* @author Mathieu Bastian
*/
public class SelfLoop3dModel extends SelfLoop2dModel {
protected float[] cameraLocation;
protected static Vec3f transVector = new Vec3f(1, 0, 0);
public SelfLoop3dModel() {
octants = new Octant[1];
cameraLocation = VizController.getInstance().getDrawable().getCameraLocation();
}
@Override
public void display(GL gl, GLU glu, VizModel vizModel) {
gl.glEnd();
//Edge weight
GraphLimits limits = vizModel.getLimits();
float weightRatio;
if (limits.getMinWeight() == limits.getMaxWeight()) {
weightRatio = Edge2dModel.WEIGHT_MINIMUM / limits.getMinWeight();
} else {
weightRatio = Math.abs((Edge2dModel.WEIGHT_MAXIMUM - Edge2dModel.WEIGHT_MINIMUM) / (limits.getMaxWeight() - limits.getMinWeight()));
}
float w = weight;
float edgeScale = vizModel.getEdgeScale();
w = ((w - limits.getMinWeight()) * weightRatio + Edge2dModel.WEIGHT_MINIMUM) * edgeScale;
//
//Params
NodeData node = obj.getSource();
float x = node.x();
float y = node.y();
float z = node.z();
//CameraVector, from camera location to any point on the line
Vec3f cameraVector = new Vec3f(x - cameraLocation[0], y - cameraLocation[1], z - cameraLocation[2]);
cameraVector.normalize();
//Get two vectors perpendicular to cameraVector
Vec3f upVector = transVector.cross(cameraVector);
upVector.normalize();
Vec3f sideVector = cameraVector.cross(upVector);
sideVector.normalize();
//Get thickness points
float baseRightX = x + sideVector.x() * w / 2;
float baseRightY = y + sideVector.y() * w / 2;
float baseRightZ = z + sideVector.z() * w / 2;
float baseLeftX = x - sideVector.x() * w / 2;
float baseLeftY = y - sideVector.y() * w / 2;
float baseLeftZ = z - sideVector.z() * w / 2;
float baseTopX = x + upVector.x() * w / 2;
float baseTopY = y + upVector.y() * w / 2;
float baseTopZ = z + upVector.z() * w / 2;
float baseBottomX = x - upVector.x() * w / 2;
float baseBottomY = y - upVector.y() * w / 2;
float baseBottomZ = z - upVector.z() * w / 2;
//Calculate control points
float height = node.getRadius() * 3;
float controlExterior1X = baseLeftX + upVector.x() * height;
float controlExterior1Y = baseLeftY + upVector.y() * height;
float controlExterior1Z = baseLeftZ + upVector.z() * height;
float controlExterior2X = baseBottomX + sideVector.x() * height;
float controlExterior2Y = baseBottomY + sideVector.y() * height;
float controlExterior2Z = baseBottomZ + sideVector.z() * height;
height /= 1.15f;
float controlInterior1X = baseRightX + upVector.x() * height;
float controlInterior1Y = baseRightY + upVector.y() * height;
float controlInterior1Z = baseRightZ + upVector.z() * height;
float controlInterior2X = baseTopX + sideVector.x() * height;
float controlInterior2Y = baseTopY + sideVector.y() * height;
float controlInterior2Z = baseTopZ + sideVector.z() * height;
//Fill buffer with interior curve
buffer.rewind();
buffer.put(baseRightX);
buffer.put(baseRightY);
buffer.put(baseRightZ);
buffer.put(controlInterior1X);
buffer.put(controlInterior1Y);
buffer.put(controlInterior1Z);
buffer.put(controlInterior2X);
buffer.put(controlInterior2Y);
buffer.put(controlInterior2Z);
buffer.put(baseTopX);
buffer.put(baseTopY);
buffer.put(baseTopZ);
//Fill buffer with exterior curve
buffer.put(baseLeftX);
buffer.put(baseLeftY);
buffer.put(baseLeftZ);
buffer.put(controlExterior1X);
buffer.put(controlExterior1Y);
buffer.put(controlExterior1Z);
buffer.put(controlExterior2X);
buffer.put(controlExterior2Y);
buffer.put(controlExterior2Z);
buffer.put(baseBottomX);
buffer.put(baseBottomY);
buffer.put(baseBottomZ);
buffer.rewind(); //Rewind
//Color
if (!selected) {
float r;
float g;
float b;
float a;
if (vizModel.isEdgeHasUniColor()) {
float[] uni = vizModel.getEdgeUniColor();
r = uni[0];
g = uni[1];
b = uni[2];
a = uni[3];
} else {
r = obj.r();
if (r == -1f) {
NodeData source = obj.getSource();
r = 0.498f * source.r();
g = 0.498f * source.g();
b = 0.498f * source.b();
a = obj.alpha();
} else {
g = 0.498f * obj.g();
b = 0.498f * obj.b();
r *= 0.498f;
a = obj.alpha();
}
}
if (vizModel.getConfig().isLightenNonSelected()) {
float lightColorFactor = vizModel.getConfig().getLightenNonSelectedFactor();
a = a - (a - 0.01f) * lightColorFactor;
gl.glColor4f(r, g, b, a);
} else {
gl.glColor4f(r, g, b, a);
}
} else {
float r = 0f;
float g = 0f;
float b = 0f;
if (vizModel.isEdgeSelectionColor()) {
ModelImpl m1 = (ModelImpl) obj.getSource().getModel();
ModelImpl m2 = (ModelImpl) obj.getTarget().getModel();
if (m1.isSelected() && m2.isSelected()) {
float[] both = vizModel.getEdgeBothSelectionColor();
r = both[0];
g = both[1];
b = both[2];
} else if (m1.isSelected()) {
float[] out = vizModel.getEdgeOutSelectionColor();
r = out[0];
g = out[1];
b = out[2];
} else if (m2.isSelected()) {
float[] in = vizModel.getEdgeInSelectionColor();
r = in[0];
g = in[1];
b = in[2];
}
} else {
r = obj.r();
if (r == -1f) {
NodeData source = obj.getSource();
r = source.r();
g = source.g();
b = source.b();
} else {
g = obj.g();
b = obj.b();
}
}
gl.glColor4f(r, g, b, 1f);
}
//Display
gl.glMap2f(GL.GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 2, buffer); //Map evaluators
gl.glEnable(GL.GL_MAP2_VERTEX_3);
gl.glMapGrid2f(segments, 0, 1, 1, 0, 1); //Grid
gl.glEvalMesh2(GL.GL_FILL, 0, segments, 0, 1); //Display
gl.glDisable(GL.GL_MAP2_VERTEX_3);
gl.glEnd();
gl.glBegin(GL.GL_TRIANGLES);
}
}