Imported Types
Artwork: TYPE = SVModelTypes.Artwork;
Slice: TYPE = REF SliceObj;
SliceList: TYPE = REF SliceListObj;
SliceListObj: TYPE = SVSceneTypes.SliceListObj;
SliceObj: TYPE = SVSceneTypes.SliceObj;
Camera: TYPE = SVGraphics.Camera;
Classification: TYPE = SVSceneTypes.Classification;
Color: TYPE = Imager.Color;
CoordSysList: TYPE = SVModelTypes.CoordSysList;
CoordSystem: TYPE = SVModelTypes.CoordSystem;
CSGTree: TYPE = SVSceneTypes.CSGTree;
Database: TYPE = REF DatabaseObj;
DatabaseObj: TYPE = SVSceneTypes.DatabaseObj;
DrawStyle: TYPE = SVModelTypes.DrawStyle;
FeedbackData: TYPE = AtomButtonsTypes.FeedbackData;
FileCamera: TYPE = REF FileCameraObj;
FileCameraList: TYPE = SVSceneTypes.FileCameraList;
FileCameraObj: TYPE = SVSceneTypes.FileCameraObj;
FrameBlock: TYPE = REF FrameBlockObj;
FrameBlockObj: TYPE = SVSceneTypes.FrameBlockObj;
FrameBox: TYPE = REF FrameBoxObj;
FrameBoxObj: TYPE = SVModelTypes.FrameBoxObj;
LightSource: TYPE = REF LightSourceObj;
LightSourceList: TYPE = SVModelTypes.LightSourceList;
LightSourceObj: TYPE = SVModelTypes.LightSourceObj;
Matrix4by4: TYPE = SV3d.Matrix4by4;
Plane: TYPE = SV3d.Plane;
Point2d: TYPE = SV2d.Point2d;
Point3d: TYPE = SV3d.Point3d;
PointSetOp: TYPE = SVSceneTypes.PointSetOp;-- {union, intersection, difference}
Poly3d: TYPE = SV3d.Poly3d;
Primitive: TYPE = SVSceneTypes.Primitive;
Projection: TYPE = SVModelTypes.Projection;
Ray: TYPE = SVSceneTypes.Ray;
Scene: TYPE = REF SceneObj;
SceneObj: TYPE = SVSceneTypes.SceneObj;
Shape: TYPE = REF ShapeObj;
ShapeObj: TYPE = SVSceneTypes.ShapeObj; -- allocated in CreateAndAddPrimitiveAssembly, etc.
Skitter: TYPE = REF SkitterObj;
SkitterObj: TYPE = SVSceneTypes.SkitterObj;
ToolData: TYPE = REF ToolDataObj;
ToolDataObj: TYPE = SVSceneTypes.ToolDataObj;
Vector3d: TYPE = SV3d.Vector3d;
Viewer: TYPE = ViewerClasses.Viewer;
MasterObjectClassList:
TYPE = SVSceneTypes.MasterObjectClassList;
UpdateProc: TYPE = SVSceneTypes.UpdateProc;
FileinProc: TYPE = SVSceneTypes.FileinProc;
FileoutProc: TYPE = SVSceneTypes.FileoutProc;
FileoutPolyProc: TYPE = SVSceneTypes.FileoutPolyProc;
MasterObject: TYPE = REF MasterObjectRec;
MasterObjectRec: TYPE = SVSceneTypes.MasterObjectRec;
MasterObjectList: TYPE = SVSceneTypes.MasterObjectList;
RayCastProc: TYPE = SVSceneTypes.RayCastProc;
RayCastNoBBoxesProc: TYPE = SVSceneTypes.RayCastNoBBoxesProc;
RayCastBoundingSpheresProc: TYPE = SVSceneTypes.RayCastBoundingSpheresProc;
GetHedronProc: TYPE = SVSceneTypes.GetHedronProc;
PreprocessProc: TYPE = SVSceneTypes.PreprocessProc;
LineDrawProc: TYPE = SVSceneTypes.LineDrawProc;
NormalsDrawProc: TYPE = SVSceneTypes.NormalsDrawProc;
CountSurfProc: TYPE = SVSceneTypes.CountSurfProc;
GetSurfProc:
TYPE = SVSceneTypes.GetSurfProc;
PlanarSurface: TYPE = REF PlanarSurfaceObj;
PlanarSurfaceObj: TYPE = SVSceneTypes.PlanarSurfaceObj;
PlanarSurfaceList: TYPE = SVSceneTypes.PlanarSurfaceList;
DrawPlanarSurfaceProc: TYPE = SVSceneTypes.DrawPlanarSurfaceProc;
DrawSubBoxesProc: TYPE = SVSceneTypes.DrawSubBoxesProc;
DrawSubSpheresProc: TYPE = SVSceneTypes.DrawSubSpheresProc;
Create Entities
CreateScene:
PUBLIC
PROC [name: Rope.
ROPE]
RETURNS [scene: Scene] = {
Creates scene and adds scene to database. Includes default coordinate systems (WORLD, CAMERA, and SCENE), one default light source, five default master objects (cube, sphere, cone, cylinder, and torus) and seven default cameras (Top, Bottom, Left, Right, Front, UpLeft, and UpRight).
worldCS: CoordSystem ← CoordSys.CreateRoot["WORLD"];
sceneAssemblyCS: CoordSystem;
sceneAssembly: Slice;
ambientLight: LightSource ← CreateAmbientLightSource["Ambient", ImagerColor.ColorFromRGB[[0.2,0.2,0.2]]];
defaultWhiteLight: LightSource ← CreateLightSource["WhiteLight",[800,800,1000], Imager.white];
cameras: FileCameraList ← SVScene.InitialCameraList[];
anchor: Skitter ← NEW[SkitterObj];
anchor.alive ← FALSE;
sceneAssemblyCS ← CoordSys.CreateCoordSysInTree["sceneAssembly", Matrix3d.Identity[], worldCS, worldCS];
sceneAssembly ← CreateSceneAssembly["sceneAssembly", union, sceneAssemblyCS, FALSE, NIL];
scene ←
NEW[SceneObj ← [
name: name,
coordSysRoot: worldCS,
lightSources: CONS[ambientLight, CONS[defaultWhiteLight, NIL]],
masterObjects: SVScenePrivate.CopyMasterObjectList[SVMasterObject.GetMasterObjectList[]], -- Copies the list structure but not the objects.
assembly: sceneAssembly,
tree: DisplayListToTree.CreateEmptyTree[],
cameras: cameras,
anchor: anchor,
cameraOrder: LIST["Front"],
backgroundColor: Imager.white,
shadows: FALSE,
dirty: FALSE
]];
globalDatabase ← AppendToDatabase[scene, globalDatabase];
};
CreateEmptyScene:
PUBLIC
PROC [name: Rope.
ROPE]
RETURNS [scene: Scene] = {
Creates scene and adds scene to database.
anchor: Skitter ← NEW[SkitterObj];
anchor.alive ← FALSE;
scene ←
NEW[SceneObj ← [name: name,
coordSysRoot: NIL,
lightSources: NIL,
masterObjects: NIL,
assembly: NIL,
tree: DisplayListToTree.CreateEmptyTree[],
cameras: NIL,
anchor: anchor,
cameraOrder: NIL,
backgroundColor: Imager.white,
shadows: FALSE,
dirty: FALSE]];
globalDatabase ← AppendToDatabase[scene, globalDatabase];
};
CreateMasterObject:
PUBLIC
PROC [
name: Rope.ROPE,
class: MasterObjectClass,
mainBody: REF ANY,
lineBody: REF ANY,
shadeBody: REF ANY,
rayCastBody: REF ANY] RETURNS [mo: MasterObject] = {
mo ←
NEW[MasterObjectRec ←
[name, class, mainBody, lineBody, shadeBody, rayCastBody]];
};
CopyMasterObject:
PUBLIC
PROC [mo: MasterObject]
RETURNS [copy: MasterObject] = {
copy ← NEW[MasterObjectRec];
copy.name ← mo.name;
copy.class ← mo.class;
copy.mainBody ← mo.mainBody;
copy.lineBody ← mo.lineBody;
copy.shadeBody ← mo.shadeBody;
copy.rayCastBody ← mo.rayCastBody;
};
CreateSceneAssembly:
PUBLIC
PROC [name: Rope.
ROPE, pointSetOp: PointSetOp, coordSys: CoordSystem, isTool:
BOOL ←
FALSE, toolData: ToolData ←
NIL]
RETURNS [assembly: Slice] = {
artwork: Artwork ← SVArtwork.CreateColorArtwork[Imager.white, plastic]; -- white
toolMasterObject: MasterObject;
toolName, base: Rope.ROPE;
num: NAT;
IF toolData = NIL THEN toolMasterObject ← NIL
ELSE {
[base, num] ← CoordSys.BaseAndNumber[name];
IF num > 0 THEN toolName ← Rope.Cat[base, "$$tool.", IO.PutFR["%g", [integer[num]]]]
ELSE toolName ← Rope.Concat[base, "$$tool"];
toolMasterObject ← SVToolObject.ToolMakeMasterObject[toolName, toolData];
};
assembly ←
NEW[SliceObj ←
[name: name, coordSys: NIL, artwork: artwork, showAs: normal, isTool: isTool,
toolMasterObject: toolMasterObject, shape: NEW[SliceListObj ← [NIL, pointSetOp]] ]];
assembly.coordSys ← coordSys;
};
CreateToolData:
PUBLIC
PROC [loX, hiX, loY, hiY, loZ, hiZ:
REAL, plane:
NAT, infinite:
BOOL ←
FALSE, clientData:
REF
ANY ←
NIL]
RETURNS [toolData: ToolData] = {
plane = 1, 2, 3 corresponds to the x=0, y=0, and z=0 planes respectively. plane = 4 means all three of them. ToolDatas are needed by CreatePrimitiveAssembly and CreateClusterAssembly above if the assembly is to be a tool.
block: FrameBlock ← NEW[FrameBlockObj ← [loX, hiX, loY, hiY, loZ, hiZ]];
toolData ← NEW[ToolDataObj ← [block, infinite, plane, clientData]];
};
CreateAmbientLightSource:
PUBLIC
PROC [name: Rope.
ROPE, color: Color]
RETURNS [ls: LightSource] = {
ls ← NEW[LightSourceObj ← [name, [0,0,0], color, ambient]];
};
CreateLightSource:
PUBLIC
PROC [name: Rope.
ROPE, position: Point3d, color: Color]
RETURNS [ls: LightSource] = {
ls ← NEW[LightSourceObj ← [name, position, color, point]];
};
CreateFileCamera:
PUBLIC
PROC [name: Rope.
ROPE, origin: Point3d, focusPoint: Point3d, slant:
REAL, resolution:
REAL, focalLength:
REAL, projection: Projection, frame: FrameBox, clippingPlanes:
LIST
OF Plane, visibleAssemblies:
LIST
OF Rope.
ROPE]
RETURNS [fileCamera: FileCamera] = {
fileCamera ← NEW[FileCameraObj ← [name, origin, focusPoint, slant, resolution, focalLength, projection, frame, clippingPlanes, visibleAssemblies]];
};
CreateCamera:
PUBLIC
PROC [worldCS: CoordSystem, screenCS: CoordSystem, style: DrawStyle]
RETURNS [camera: Camera] = {
Must be done whenever a new scene is to be viewed (including whenever a solidviewer is created. Adding the camera to the scene tree is probably one of the first acts after creating a new coordinate system tree.
cameraName: Rope.ROPE ← CoordSys.UniqueNameFrom["Camera", worldCS];
coordSys: CoordSystem ← CoordSys.CreateCoordSysInTree[name: cameraName, mat: Matrix3d.Identity[], parent: worldCS, root: worldCS]; -- to start with
resolution: REAL ← 72.0;
focalLength: REAL ← 1800.0;
projection: Projection ← perspective;
frame: FrameBox ← NIL;
clippingPlanes: LIST OF Plane ← NIL;
visibleAssemblies: LIST OF Rope.ROPE ← NIL;
colorFilm: BOOL ← TRUE;
useBoundBoxes: BOOL ← TRUE;
useBoundSpheresForShadows: BOOL ← TRUE;
camera ← SVGraphics.CreateCamera["NoPlace", coordSys, screenCS, resolution, focalLength, projection, frame, clippingPlanes, visibleAssemblies, style, colorFilm, useBoundBoxes, useBoundSpheresForShadows];
};
StuffCameraFromFileCamera:
PUBLIC
PROC [camera: Camera, fileCamera: FileCamera, style: DrawStyle, scene: Scene] = {
A conversion from the viewer-independent to the viewer-dependent type of camera. Must be done whenever camera name (Front, Top, etc) changes (and thus whenever the scene changes).
camera.viewName ← fileCamera.name;
CoordSys.SetName[camera.coordSys, fileCamera.name];
camera.resolution ← fileCamera.resolution;
camera.focalLength ← fileCamera.focalLength;
camera.projection ← fileCamera.projection;
camera.frame ← fileCamera.frame;
camera.clippingPlanes ← fileCamera.clippingPlanes;
camera.visibleAssemblies ← fileCamera.visibleAssemblies;
camera.style ← style;
SVGraphics.PlaceCamera[camera, fileCamera.focusPoint, fileCamera.origin, fileCamera.slant];
UpdateBoundBoxes[scene, camera];
};
UpdateBoundBoxes:
PROC [scene: Scene, camera: Camera] = {
g: SVScene.AssemblyGenerator ← SVScene.PrimAssembliesInScene[scene];
FOR slice: Slice ← SVScene.NextAssembly[g], SVScene.NextAssembly[g]
UNTIL slice =
NIL
DO
SVAssembly.UpdateBoundBoxForCamera[slice, camera];
ENDLOOP;
};
InitialCameraList:
PUBLIC
PROC []
RETURNS [cameras: FileCameraList] = {
An initial list of cameras provided with a new scene (or an old scene which was made before named file cameras were introduced).
topMat, bottomMat, leftMat, rightMat, frontMat, upLeftMat, upRightMat: Matrix4by4;
top, bottom, left, right, front, upLeft, upRight: FileCamera;
defaultFocalLength: REAL = 1800;
defaultResolution: REAL ← 72.0;
frame: FrameBox ← NEW[FrameBoxObj ← [[0,0], [0,0], TRUE]];
hither: Plane ← SVPolygon3d.PlaneFromPointAndNormal[[0,0,0], [0,0,1]];
sAList: LIST OF Rope.ROPE ← LIST["sceneAssembly"];
topMat ← Matrix3d.MatMult[Matrix3d.MakeRotateXMat[90], Matrix3d.MakeTranslateMat[0,0,1800]];
bottomMat ← Matrix3d.MatMult[Matrix3d.MakeRotateXMat[-90], Matrix3d.MakeTranslateMat[0,0,1800]];
leftMat ← Matrix3d.MatMult[Matrix3d.MakeRotateYMat[-90], Matrix3d.MakeTranslateMat[0,0,1800]];
rightMat ← Matrix3d.MatMult[Matrix3d.MakeRotateYMat[90], Matrix3d.MakeTranslateMat[0,0,1800]];
frontMat ← Matrix3d.MakeTranslateMat[0,0,1800];
upLeftMat ← Matrix3d.MatMult[Matrix3d.MakeRotateYMat[-20], Matrix3d.MakeTranslateMat[0,0,1800]];
upLeftMat ← Matrix3d.MatMult[Matrix3d.MakeRotateXMat[20], upLeftMat];
upRightMat ← Matrix3d.MatMult[Matrix3d.MakeRotateYMat[20], Matrix3d.MakeTranslateMat[0,0,1800]];
upRightMat ← Matrix3d.MatMult[Matrix3d.MakeRotateXMat[20], upRightMat];
top ← CreateFileCamera[name: "Top", origin: [0,1800,0], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
bottom ← CreateFileCamera[name: "Bottom", origin: [0,-1800,0], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
left ← CreateFileCamera[name: "Left", origin: [-1800,0,0], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
right ← CreateFileCamera[name: "Right", origin: [1800,0,0], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
front ← CreateFileCamera[name: "Front", origin: [0,0,1800], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
upLeft ← CreateFileCamera[name: "UpLeft", origin: [-600,1200,1800], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
upRight ← CreateFileCamera[name: "UpRight", origin: [600,1200,1800], focusPoint: [0,0,0], slant: 0, resolution: defaultResolution, focalLength: defaultFocalLength, projection: perspective, frame: frame, clippingPlanes: LIST[hither], visibleAssemblies: sAList];
cameras ← LIST[top, bottom, left, right, front, upLeft, upRight];
};
Restructure the Tree
RenameAssembly:
PUBLIC
PROC [assem: Slice, newName: Rope.
ROPE, scene: Scene] = {
Rename this assembly and its coordinate system.
assem.name ← newName;
CoordSys.SetName[assem.coordSys, newName];
};
MoveSubassembly:
PUBLIC
PROC [assem: Slice, to: Slice, scene: Scene] = {
Find assem's parent. Remove links from parent to assem. Create links from 'to' to assem. Likewise, assem's coordsys must now refer to the new parent's coordsys. Alter assem's coordinate system matrix so its doesn't actually move at all.
assemWithSameName, parent: Slice;
parentList: SliceList;
found: BOOL;
toCS: CoordSystem ← to.coordSys;
[assemWithSameName, parent] ← FindAssemblyFromName[assem.name, scene];
IF assemWithSameName # assem THEN ERROR;
IF
NOT SVAssembly.IsComposite[to]
THEN SIGNAL AttemptToAddSubassemblyToPrimitive;
Remove links from parent to assembly.
parentList ← NARROW[parent.shape];
[parent.shape, found] ← SVScenePrivate.TemporaryRemoveFromAssemblyList[assem, parentList, scene];
IF
NOT found
THEN
ERROR;
-- it was found just a few lines ago. What happened?
Remove links from assem's coordsys to parent by pointing to new parent's CS. And update assem's coordsys's matrix so it doesn't actually move.
[] ← CoordSys.PutAInTermsOfB[assem.coordSys, to.coordSys];
Create link from 'to' to assem.
to.shape ← SVUtility.AppendToAssemblyList[assem, NARROW[to.shape]]
}; -- end of MoveSubassembly
AttemptToAddSubassemblyToPrimitive: PUBLIC SIGNAL = CODE;
MoveToFrontOfAssembly:
PUBLIC
PROC [subassembly: Slice, assembly: Slice, scene: Scene] = {
Moves subassembly to the first position of assembly's assemblylist.
Make sure "subassembly" is a subassembly of "assembly".
aList: SliceList ← NARROW[assembly.shape];
success: BOOL ← FALSE;
FOR list:
LIST
OF Slice ← aList.list, list.rest
UNTIL list =
NIL
DO
IF list.first = subassembly THEN success←TRUE;
ENDLOOP;
IF NOT success THEN ERROR SubassemblyNotFound;
[aList, success] ← SVScenePrivate.TemporaryRemoveFromAssemblyList[subassembly, aList, scene];
IF NOT success THEN ERROR SubassemblyNotFound;
aList.list ← CONS[subassembly, aList.list];
};
SubassemblyNotFound: PUBLIC ERROR = CODE;
MergeAssemblyIntoScene:
PUBLIC
PROC [originalAssembly: Slice, fromScene: Scene, parentAssembly: Slice, toScene: Scene, feedback: FeedbackData]
RETURNS [copyAssembly: Slice] = {
Copies over any master objects which toScene will need to support newAssembly. Makes a copy of the newAssembly tree, adding suffix numbers to make the names unique in the new scene. Wires up the new assembly to its parent.
copyAssembly ← SVScene.CopyAssemblyAndSonsUniqueNames [assembly: originalAssembly, oldScene: fromScene, newScene: toScene, parent: parentAssembly, feedback: feedback];
};
MergeSceneIntoScene:
PUBLIC
PROC [fromScene: Scene, toScene: Scene, feedback: FeedbackData]
RETURNS [success:
BOOL] = {
Takes all of the assemblies from fromScene which are directly under sceneAssembly and adds them to the sceneAssembly of toScene. Makes sure that all assemblies in fromScene have names unique in toScene first.
fromList: SliceList ← NARROW[fromScene.assembly.shape];
toSceneAssembly: Slice ← toScene.assembly;
FOR list:
LIST
OF Slice ← fromList.list, list.rest
UNTIL list =
NIL
DO
[] ← MergeAssemblyIntoScene[list.first, fromScene, toSceneAssembly, toScene, feedback];
ENDLOOP;
};
SetArtworkAssembly:
PUBLIC
PROC [assembly: Slice, artwork: Artwork, scene: Scene] = {
FOR list: LIST OF Slice ← ListOfPrimAssemblies[assembly, scene], list.rest
UNTIL list =
NIL
DO
list.first.artwork ← artwork;
ENDLOOP;
};
Find Scene Entities from their Names
FindSceneFromName:
PUBLIC
PROC [name: Rope.
ROPE]
RETURNS [scene: Scene] = {
l: LIST OF Scene ← globalDatabase.scenes;
IF l = NIL THEN ERROR DatabaseEmpty;
UNTIL l =
NIL
DO
IF Rope.Equal[l.first.name, name, FALSE] THEN BEGIN scene ← l.first; RETURN END;
l ← l.rest;
ENDLOOP;
SIGNAL SceneNotFound;
};
DatabaseEmpty: PUBLIC SIGNAL = CODE;
SceneNotFound: PUBLIC SIGNAL = CODE;
FindAssemblyFromName:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [assembly: Slice, superAssembly: Slice, success:
BOOL] = {
Finds the named assembly and its immediate superior. superAssembly is NIL if assembly is top level.
t: Slice ← scene.assembly;
[assembly, superAssembly, success] ← FindAssemblyInTree[name, t, NIL];
IF
NOT success
THEN {
Feedback.PutFRaw[$Solidviews, oneLiner, "Slice %g not found", [rope[name]]];
Feedback.BlinkRaw[$Solidviews];
};
};
AssemblyNotFound: PUBLIC SIGNAL = CODE;
AssemblyNameIsPresent:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [
BOOL] = {
dummy1, dummy2: Slice;
isPresent: BOOL;
[dummy1, dummy2, isPresent] ← FindAssemblyInTree[name, scene.assembly, NIL];
RETURN[isPresent];
};
FindAssemblyInTree:
PRIVATE
PROC [name: Rope.
ROPE, t: Slice, super: Slice]
RETURNS [assembly: Slice, superAssembly: Slice, success:
BOOL] = {
IF t = NIL THEN RETURN[NIL,NIL,FALSE];
IF Rope.Equal[t.name, name] THEN RETURN[t, super, TRUE];
WITH t.shape SELECT FROM
as: SliceList => {
FOR l:
LIST
OF Slice ← as.list, l.rest
UNTIL l =
NIL
DO
[assembly, superAssembly, success] ← FindAssemblyInTree[name, l.first, t];
IF success THEN RETURN;
ENDLOOP;
RETURN [NIL, NIL, FALSE];
};
ENDCASE =>
-- t is a primitive assembly with the wrong name
RETURN[NIL,NIL,FALSE];
};
AnyNamesAlreadyPresent:
PUBLIC
PROC [assembly: Slice, scene: Scene]
RETURNS [
BOOL] = {
IF AssemblyNameIsPresent[assembly.name, scene] THEN RETURN [TRUE];
WITH assembly.shape SELECT FROM
shape: Shape => RETURN[FALSE];
aList: SliceList => RETURN[AnyNamesAlreadyPresentInList[aList, scene]];
ENDCASE => RETURN[FALSE];
};
AnyNamesAlreadyPresentInList:
PRIVATE
PROC [assemblyList: SliceList, scene: Scene]
RETURNS [
BOOL] = {
FOR list:
LIST
OF Slice ← assemblyList.list, list.rest
UNTIL list =
NIL
DO
IF AnyNamesAlreadyPresent[list.first, scene] THEN RETURN [TRUE];
ENDLOOP;
RETURN [FALSE];
};
ObjectNameIsPresent:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [
BOOL] = {
FOR ol: MasterObjectList ← scene.masterObjects, ol.rest
UNTIL ol =
NIL
DO
IF Rope.Equal[ol.first.name, name, TRUE] THEN RETURN [TRUE];
ENDLOOP;
RETURN[FALSE];
};
FindObjectFromName:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [object: MasterObject, success:
BOOL] = {
FOR ol: MasterObjectList ← scene.masterObjects, ol.rest
UNTIL ol =
NIL
DO
IF Rope.Equal[ol.first.name, name, TRUE] THEN RETURN [ol.first, TRUE];
ENDLOOP;
RETURN[NIL, FALSE];
};
CoordSysNameIsPresent:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [
BOOL] = {
RETURN[CoordSys.CoordSysNameIsPresent[name, scene.coordSysRoot]];
};
FindLightFromName:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [light: LightSource, success:
BOOL] = {
FOR list: LightSourceList ← scene.lightSources, list.rest
UNTIL list =
NIL
DO
IF Rope.Equal[list.first.name, name, TRUE] THEN RETURN [list.first, TRUE];
ENDLOOP;
RETURN [NIL, FALSE];
};
LightSourceNameIsPresent:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [
BOOL] = {
FOR ll: LightSourceList ← scene.lightSources, ll.rest UNTIL ll = NIL DO
IF Rope.Equal[ll.first.name, name, TRUE] THEN RETURN [TRUE];
ENDLOOP;
RETURN[FALSE];
};
FindFileCameraFromName:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [fileCamera: FileCamera, success:
BOOL] = {
FOR list: FileCameraList ← scene.cameras, list.rest
UNTIL list =
NIL
DO
IF Rope.Equal[list.first.name, name, TRUE] THEN RETURN [list.first, TRUE];
ENDLOOP;
RETURN [NIL, FALSE];
};
FileCameraNameIsPresent:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [
BOOL] = {
FOR list: FileCameraList ← scene.cameras, list.rest
UNTIL list =
NIL
DO
IF Rope.Equal[list.first.name, name, TRUE] THEN RETURN [TRUE];
ENDLOOP;
RETURN[FALSE];
};
CameraOrderNameIsPresent:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [
BOOL] = {
FOR list:
LIST
OF Rope.
ROPE ← scene.cameraOrder, list.rest
UNTIL list =
NIL
DO
IF Rope.Equal[list.first, name, TRUE] THEN RETURN [TRUE];
ENDLOOP;
RETURN[FALSE];
};
UniqueObjectNameFrom:
PUBLIC
PROC [name: Rope.
ROPE, scene: Scene]
RETURNS [unique: Rope.
ROPE] = {
Finds any digits on the end of the name. Looks through the scene extracting a digit and base name from each name. Finds the maximum number, adds one, reconcatenates and returns.
maxNum: NAT ← 0;
targetBase, base: Rope.ROPE;
targetNum, num: NAT;
[targetBase, targetNum] ← CoordSys.BaseAndNumber[name];
FOR ol: MasterObjectList ← scene.masterObjects, ol.rest
UNTIL ol =
NIL
DO
[base, num] ← CoordSys.BaseAndNumber[ol.first.name];
IF Rope.Equal[base, targetBase, TRUE] THEN maxNum ← MAX[num, maxNum];
ENDLOOP;
unique ← IO.PutFR["%g.%g",[rope[targetBase]], [integer[maxNum+1]]];
};
UniqueAssemblyNameFrom: PUBLIC PROC [name: Rope.ROPE, scene: Scene] RETURNS [unique: Rope.ROPE] = {
Finds any digits on the end of the name. Looks through the scene extracting a digit and base name from each name. Finds the maximum number, adds one, reconcatenates and returns.
maxNum: NAT ← 0;
targetBase, base: Rope.ROPE;
g: AssemblyGenerator ← GetAssemblyGenerator[scene];
targetNum, num: NAT;
[targetBase, targetNum] ← BaseAndNumber[name];
FOR assem: Slice ← NextAssembly[g], NextAssembly[g] UNTIL assem = NIL DO
[base, num] ← BaseAndNumber[assem.name];
IF Rope.Equal[base, targetBase, TRUE] THEN maxNum ← MAX[num, maxNum];
ENDLOOP;
unique ← IO.PutFR["%g.%g",[rope[targetBase]], [integer[maxNum+1]]];
};
FindMasterObjectAndNeighborsFromName:
PUBLIC
PROC [moName: Rope.
ROPE, moList: MasterObjectList]
RETURNS [beforeMo, mo, afterMo: MasterObjectList, found:
BOOL] = {
returns found = FALSE if that is the case.
lastL: MasterObjectList ← NIL;
l: MasterObjectList ← moList;
found ← TRUE;
IF l = NIL THEN RETURN[NIL, NIL, NIL, FALSE];
UNTIL l =
NIL
DO
IF Rope.Equal[l.first.name, moName, TRUE] THEN {
beforeMo ← lastL; mo ← l; afterMo ← l.rest; RETURN};
lastL ← l;
l ← l.rest;
ENDLOOP;
RETURN[NIL, NIL, NIL, FALSE];
};
FindLightSourceAndNeighborsFromName:
PUBLIC
PROC [lsName: Rope.
ROPE, lsList: LightSourceList]
RETURNS [beforeLS, ls, afterLS: LightSourceList] = {
Signals LightSourceNotFound if that is the case.
lastL: LightSourceList ← NIL;
l: LightSourceList ← lsList;
IF l = NIL THEN ERROR LightSourceNotFound;
UNTIL l =
NIL
DO
IF Rope.Equal[l.first.name, lsName] THEN {
beforeLS ← lastL; ls ← l; afterLS ← l.rest; RETURN};
lastL ← l;
l ← l.rest;
ENDLOOP;
SIGNAL LightSourceNotFound;
};
LightSourceNotFound: PUBLIC SIGNAL = CODE;
Get Generators of Scene Entities
Scene Generator
GetSceneGenerator:
PUBLIC
PROC
RETURNS [g: SceneGenerator] = {
g ← NEW[SceneGeneratorObj ← [currentPtr: globalDatabase.scenes]];
};
SceneGenerator: TYPE = REF SceneGeneratorObj;
SceneGeneratorObj: TYPE = SVScene.SceneGeneratorObj;
NextScene:
PUBLIC
PROC [g: SceneGenerator]
RETURNS [scene: Scene] = {
IF g.currentPtr = NIL THEN RETURN[NIL];
scene ← g.currentPtr.first;
g.currentPtr ← g.currentPtr.rest;
};
CoordSystem Generator
GetCoordSysGenerator:
PUBLIC
PROC [scene: Scene]
RETURNS [g: CoordSysGenerator] = {
g ← NEW[CoordSysGeneratorObj ← [currentPtr: CoordSys.MakeListFromTree[scene.coordSysRoot]]];
};
CoordSysGenerator: TYPE = REF CoordSysGeneratorObj;
CoordSysGeneratorObj: TYPE = SVScene.CoordSysGeneratorObj;
NextCoordSys:
PUBLIC
PROC [g: CoordSysGenerator]
RETURNS [cs: CoordSystem] = {
IF g.currentPtr = NIL THEN RETURN[NIL];
cs ← g.currentPtr.first;
g.currentPtr ← g.currentPtr.rest;
};
Slice Generator
GetListOfAssembliesFromScene:
PRIVATE
PROC [scene: Scene]
RETURNS [aList:
LIST
OF Slice] = {
aList ← GetListOfAssembliesFromAssembly[scene.assembly];
};
GetListOfAssembliesFromAssembly:
PRIVATE
PROC [assem: Slice]
RETURNS [aList:
LIST
OF Slice] = {
aList ← NIL;
WITH assem.shape
SELECT
FROM
al: SliceList => aList ← CONS[assem, GetListOfAssembliesFromAssemblyList[al]];
ENDCASE => aList ← CONS[assem, NIL];
};
GetListOfAssembliesFromAssemblyList:
PRIVATE
PROC [al: SliceList]
RETURNS [aList:
LIST
OF Slice] = {
aList ← NIL;
FOR list:
LIST
OF Slice ← al.list, list.rest
UNTIL list =
NIL
DO
aList ← AppendDestructiveAssemblies[aList, GetListOfAssembliesFromAssembly[list.first]];
ENDLOOP;
};
AppendDestructiveAssemblies:
PRIVATE
PROC [list1, list2:
LIST
OF Slice]
RETURNS [
LIST
OF Slice] = {
list: LIST OF Slice;
IF list1 = NIL THEN RETURN [list2];
list ← list1;
UNTIL list.rest =
NIL
DO
list ← list.rest;
ENDLOOP;
list.rest ← list2;
RETURN[list1];
}; -- end of AppendDestructiveAssemblies
GetAssemblyGenerator:
PUBLIC
PROC [scene: Scene]
RETURNS [g: AssemblyGenerator] = {
A pretty dumb generator. Walks the tree, makes the whole list and then feeds it to you one item at a time.
aList: LIST OF Slice ← GetListOfAssembliesFromScene[scene];
g ← NEW[AssemblyGeneratorObj ← [currentPtr: aList]];
};
PrimAssembliesInScene:
PUBLIC
PROC [scene: Scene]
RETURNS [g: AssemblyGenerator] = {
aList: LIST OF Slice ← ListOfPrimAssemblies[scene.assembly, scene];
g ← NEW[AssemblyGeneratorObj ← [currentPtr: aList]];
};
AssemblyGenerator: TYPE = REF AssemblyGeneratorObj;
AssemblyGeneratorObj: TYPE = SVScene.AssemblyGeneratorObj;
NextAssembly:
PUBLIC
PROC [g: AssemblyGenerator]
RETURNS [a: Slice] = {
IF g.currentPtr = NIL THEN RETURN[NIL];
a ← g.currentPtr.first;
g.currentPtr ← g.currentPtr.rest;
};
LightSource Generator
GetLightSourceGenerator:
PUBLIC
PROC [scene: Scene]
RETURNS [g: LightSourceGenerator] = {
g ← NEW[LightSourceGeneratorObj ← [currentPtr: scene.lightSources]];
};
LightSourceGenerator: TYPE = REF LightSourceGeneratorObj;
LightSourceGeneratorObj: TYPE = SVScene.LightSourceGeneratorObj;
NextLight:
PUBLIC
PROC [g: LightSourceGenerator]
RETURNS [ls: LightSource] = {
IF g.currentPtr = NIL THEN RETURN[NIL];
ls ← g.currentPtr.first;
g.currentPtr ← g.currentPtr.rest;
};
MasterObject Generator
MasterObjectsOfScene:
PUBLIC
PROC [scene: Scene]
RETURNS [l: MasterObjectList] = {
l ← scene.masterObjects;
};
MasterObjectsOfAssembly:
PUBLIC
PROC [assembly: Slice, scene: Scene]
RETURNS [l: MasterObjectList] = {
Get a list of the leaves of the tree and extract a master object from each. Remove duplicates.
primList: LIST OF Slice ← ListOfPrimAssemblies[assembly, scene];
thisMO: MasterObject;
thisShape: Shape;
l ← NIL;
FOR list:
LIST
OF Slice ← primList, list.rest
UNTIL list =
NIL
DO
thisShape ← NARROW[list.first.shape];
thisMO ← thisShape.mo;
l ← CONS[thisMO, l];
ENDLOOP;
l ← SVScenePrivate.RemoveDuplicateMOs[l];
};
List of Primitive Assemblies
ListOfPrimAssemblies:
PUBLIC
PROC [assembly: Slice, scene: Scene]
RETURNS [primList:
LIST
OF Slice] = {
IF assembly = NIL THEN RETURN[NIL];
WITH assembly.shape
SELECT
FROM
aList: SliceList => primList ← ListOfPrimAssembliesFromAssemblyList[aList.list, scene];
shape: Shape => primList ← CONS[assembly, NIL];
ENDCASE => ERROR;
};
ListOfPrimAssembliesFromAssemblyList:
PRIVATE
PROC [aList:
LIST
OF Slice, scene: Scene]
RETURNS [primList:
LIST
OF Slice] = {
thisList: LIST OF Slice;
IF aList = NIL THEN RETURN[NIL];
thisList ← ListOfPrimAssemblies[aList.first, scene];
IF thisList = NIL THEN primList ← ListOfPrimAssembliesFromAssemblyList[aList.rest, scene]
ELSE primList ← AppendDestructiveAssemblies[thisList,
ListOfPrimAssembliesFromAssemblyList[aList.rest, scene]];
};