1174 lines
34 KiB
C++
1174 lines
34 KiB
C++
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 Robert Osfield
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* Copyright (C) 2014 Pawel Ksiezopolski
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*
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*/
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#include "ShapeToGeometry.h"
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#include <osg/Matrix>
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FakeGLBeginEndAdapter::FakeGLBeginEndAdapter()
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: osg::GLBeginEndAdapter(NULL)
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{
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geometry = new osg::Geometry;
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}
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void FakeGLBeginEndAdapter::PushMatrix()
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{
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if (_matrixStack.empty())
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_matrixStack.push_back(osg::Matrixd());
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else
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_matrixStack.push_back(_matrixStack.back());
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}
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void FakeGLBeginEndAdapter::MultMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty())
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_matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd(m));
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}
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void FakeGLBeginEndAdapter::Translated(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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_matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMultTranslate(osg::Vec3d(x,y,z));
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}
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void FakeGLBeginEndAdapter::Scaled(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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_matrixStack.push_back(osg::Matrixd());
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}
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_matrixStack.back().preMultScale(osg::Vec3d(x,y,z));
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}
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void FakeGLBeginEndAdapter::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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_matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMultRotate(osg::Quat(osg::DegreesToRadians(angle), osg::Vec3d(x,y,z)));
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}
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void FakeGLBeginEndAdapter::End()
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{
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if (!_vertices || _vertices->empty()) return;
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if (!_matrixStack.empty())
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{
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const osg::Matrixd& matrix = _matrixStack.back();
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osg::Matrixd inverse;
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inverse.invert(matrix);
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for(osg::Vec3Array::iterator itr = _vertices->begin();
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itr != _vertices->end();
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++itr)
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{
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*itr = *itr * matrix;
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}
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if (_normalAssigned && _normals.valid())
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{
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for(osg::Vec3Array::iterator itr = _normals->begin();
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itr != _normals->end();
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++itr)
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{
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*itr = osg::Matrixd::transform3x3(inverse, *itr);
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(*itr).normalize();
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}
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}
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else
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{
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_overallNormal = osg::Matrixd::transform3x3(inverse, _overallNormal);
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_overallNormal.normalize();
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}
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}
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if (_colorAssigned)
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{
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if(geometry->getColorArray() == NULL )
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geometry->setColorArray( new osg::Vec4Array, osg::Array::BIND_PER_VERTEX );
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osg::Vec4Array* gColors = dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
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gColors->insert( gColors->end(), _colors->begin(), _colors->end() );
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}
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else if (_overallColorAssigned)
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{
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if(geometry->getColorArray() == NULL )
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geometry->setColorArray( new osg::Vec4Array, osg::Array::BIND_PER_VERTEX );
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osg::Vec4Array* gColors=dynamic_cast<osg::Vec4Array*>(geometry->getColorArray());
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gColors->insert( gColors->end(), _vertices->size(), _overallColor );
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}
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if (_normalAssigned)
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{
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if(geometry->getNormalArray() == NULL )
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geometry->setNormalArray( new osg::Vec3Array, osg::Array::BIND_PER_VERTEX );
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osg::Vec3Array* gNormals = dynamic_cast<osg::Vec3Array*>(geometry->getNormalArray());
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gNormals->insert( gNormals->end(), _normals->begin(), _normals->end() );
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}
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else if (_overallNormalAssigned)
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{
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if(geometry->getNormalArray() == NULL )
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geometry->setNormalArray( new osg::Vec3Array, osg::Array::BIND_PER_VERTEX );
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osg::Vec3Array* gNormals = dynamic_cast<osg::Vec3Array*>(geometry->getNormalArray());
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gNormals->insert( gNormals->end(), _vertices->size(), _overallNormal );
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}
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for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
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{
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if (_texCoordAssignedList[unit] && _texCoordsList[unit].valid())
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{
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if(geometry->getTexCoordArray(unit) == NULL )
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geometry->setTexCoordArray( unit, new osg::Vec4Array, osg::Array::BIND_PER_VERTEX );
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osg::Vec4Array* gTexCoords = dynamic_cast<osg::Vec4Array*>(geometry->getTexCoordArray(unit));
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gTexCoords->insert( gTexCoords->end(), _texCoordsList[unit]->begin(), _texCoordsList[unit]->end() );
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}
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}
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for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
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{
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if (_vertexAttribAssignedList[unit] && _vertexAttribsList[unit].valid())
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{
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if(geometry->getVertexAttribArray(unit) == NULL )
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geometry->setVertexAttribArray( unit, new osg::Vec4Array, osg::Array::BIND_PER_VERTEX );
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osg::Vec4Array* gVertexAttribs = dynamic_cast<osg::Vec4Array*>(geometry->getVertexAttribArray(unit));
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gVertexAttribs->insert( gVertexAttribs->end(), _vertexAttribsList[unit]->begin(), _vertexAttribsList[unit]->end() );
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}
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}
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if(geometry->getVertexArray() == NULL )
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geometry->setVertexArray( new osg::Vec3Array );
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osg::Vec3Array* gVertices = dynamic_cast<osg::Vec3Array*>(geometry->getVertexArray());
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unsigned int vOffset = gVertices->size();
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unsigned int vSize = _vertices->size();
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gVertices->insert( gVertices->end(), _vertices->begin(), _vertices->end() );
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if (_primitiveMode==GL_QUAD_STRIP) // will the winding be wrong? Do we need to swap it?
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geometry->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLE_STRIP, vOffset, vSize ) );
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else if (_primitiveMode==GL_POLYGON)
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geometry->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLE_FAN, vOffset, vSize ) );
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else
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geometry->addPrimitiveSet( new osg::DrawArrays( _primitiveMode, vOffset, vSize ) );
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}
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void ShapeToGeometryVisitor::drawCylinderBody(unsigned int numSegments, float radius, float height)
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{
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const float angleDelta = 2.0f*osg::PI/(float)numSegments;
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const float texCoordDelta = 1.0f/(float)numSegments;
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const float r = radius;
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const float h = height;
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float basez = -h*0.5f;
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float topz = h*0.5f;
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float angle = 0.0f;
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float texCoord = 0.0f;
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bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
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bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
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// The only difference between the font & back face loops is that the
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// normals are inverted and the order of the vertex pairs is reversed.
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// The code is mostly duplicated in order to hoist the back/front face
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// test out of the loop for efficiency
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gl.Begin(GL_QUAD_STRIP);
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if (drawFrontFace) {
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for(unsigned int bodyi=0;
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bodyi<numSegments;
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++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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gl.Normal3f(c,s,0.0f);
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gl.TexCoord2f(texCoord,1.0f);
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gl.Vertex3f(c*r,s*r,topz);
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gl.TexCoord2f(texCoord,0.0f);
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gl.Vertex3f(c*r,s*r,basez);
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}
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// do last point by hand to ensure no round off errors.
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gl.Normal3f(1.0f,0.0f,0.0f);
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gl.TexCoord2f(1.0f,1.0f);
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gl.Vertex3f(r,0.0f,topz);
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gl.TexCoord2f(1.0f,0.0f);
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gl.Vertex3f(r,0.0f,basez);
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}
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if (drawBackFace) {
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for(unsigned int bodyi=0;
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bodyi<numSegments;
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++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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gl.Normal3f(-c,-s,0.0f);
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gl.TexCoord2f(texCoord,0.0f);
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gl.Vertex3f(c*r,s*r,basez);
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gl.TexCoord2f(texCoord,1.0f);
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gl.Vertex3f(c*r,s*r,topz);
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}
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// do last point by hand to ensure no round off errors.
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gl.Normal3f(-1.0f,0.0f,0.0f);
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gl.TexCoord2f(1.0f,0.0f);
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gl.Vertex3f(r,0.0f,basez);
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gl.TexCoord2f(1.0f,1.0f);
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gl.Vertex3f(r,0.0f,topz);
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}
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gl.End();
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}
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void ShapeToGeometryVisitor::drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset)
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{
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float lDelta = osg::PI/(float)numRows;
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float vDelta = 1.0f/(float)numRows;
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bool top = (which==SphereTopHalf);
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bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
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bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
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float angleDelta = osg::PI*2.0f/(float)numSegments;
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float texCoordHorzDelta = 1.0f/(float)numSegments;
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float lBase=-osg::PI*0.5f + (top?(lDelta*(numRows/2)):0.0f);
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float rBase=(top?(cosf(lBase)*radius):0.0f);
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float zBase=(top?(sinf(lBase)*radius):-radius);
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float vBase=(top?(vDelta*(numRows/2)):0.0f);
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float nzBase=(top?(sinf(lBase)):-1.0f);
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float nRatioBase=(top?(cosf(lBase)):0.0f);
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unsigned int rowbegin = top?numRows/2:0;
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unsigned int rowend = top?numRows:numRows/2;
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for(unsigned int rowi=rowbegin; rowi<rowend; ++rowi)
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{
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float lTop = lBase+lDelta;
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float rTop = cosf(lTop)*radius;
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float zTop = sinf(lTop)*radius;
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float vTop = vBase+vDelta;
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float nzTop= sinf(lTop);
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float nRatioTop= cosf(lTop);
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gl.Begin(GL_QUAD_STRIP);
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float angle = 0.0f;
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float texCoord = 0.0f;
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// The only difference between the font & back face loops is that the
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// normals are inverted and the order of the vertex pairs is reversed.
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// The code is mostly duplicated in order to hoist the back/front face
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// test out of the loop for efficiency
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if (drawFrontFace) {
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for(unsigned int topi=0; topi<numSegments;
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++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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gl.Normal3f(c*nRatioTop,s*nRatioTop,nzTop);
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gl.TexCoord2f(texCoord,vTop);
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gl.Vertex3f(c*rTop,s*rTop,zTop+zOffset);
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gl.Normal3f(c*nRatioBase,s*nRatioBase,nzBase);
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gl.TexCoord2f(texCoord,vBase);
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gl.Vertex3f(c*rBase,s*rBase,zBase+zOffset);
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}
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// do last point by hand to ensure no round off errors.
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gl.Normal3f(nRatioTop,0.0f,nzTop);
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gl.TexCoord2f(1.0f,vTop);
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gl.Vertex3f(rTop,0.0f,zTop+zOffset);
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gl.Normal3f(nRatioBase,0.0f,nzBase);
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gl.TexCoord2f(1.0f,vBase);
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gl.Vertex3f(rBase,0.0f,zBase+zOffset);
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}
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if (drawBackFace) {
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for(unsigned int topi=0; topi<numSegments;
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++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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gl.Normal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
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gl.TexCoord2f(texCoord,vBase);
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gl.Vertex3f(c*rBase,s*rBase,zBase+zOffset);
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gl.Normal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
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gl.TexCoord2f(texCoord,vTop);
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gl.Vertex3f(c*rTop,s*rTop,zTop+zOffset);
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}
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// do last point by hand to ensure no round off errors.
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gl.Normal3f(-nRatioBase,0.0f,-nzBase);
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gl.TexCoord2f(1.0f,vBase);
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gl.Vertex3f(rBase,0.0f,zBase+zOffset);
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gl.Normal3f(-nRatioTop,0.0f,-nzTop);
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gl.TexCoord2f(1.0f,vTop);
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gl.Vertex3f(rTop,0.0f,zTop+zOffset);
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}
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gl.End();
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lBase=lTop;
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rBase=rTop;
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zBase=zTop;
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vBase=vTop;
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nzBase=nzTop;
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nRatioBase=nRatioTop;
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}
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}
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void ShapeToGeometryVisitor::apply(const osg::Sphere& sphere)
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{
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gl.PushMatrix();
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gl.Translated(sphere.getCenter().x(),sphere.getCenter().y(),sphere.getCenter().z());
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bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
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bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
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unsigned int numSegments = 40;
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unsigned int numRows = 20;
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float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
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if (ratio > 0.0f && ratio != 1.0f) {
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numRows = (unsigned int) (numRows * ratio);
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if (numRows < MIN_NUM_ROWS)
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numRows = MIN_NUM_ROWS;
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numSegments = (unsigned int) (numSegments * ratio);
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if (numSegments < MIN_NUM_SEGMENTS)
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numSegments = MIN_NUM_SEGMENTS;
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}
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float lDelta = osg::PI/(float)numRows;
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float vDelta = 1.0f/(float)numRows;
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float angleDelta = osg::PI*2.0f/(float)numSegments;
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float texCoordHorzDelta = 1.0f/(float)numSegments;
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||
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|
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if (drawBackFace)
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{
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float lBase=-osg::PI*0.5f;
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||
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float rBase=0.0f;
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||
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float zBase=-sphere.getRadius();
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float vBase=0.0f;
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||
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float nzBase=-1.0f;
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float nRatioBase=0.0f;
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for(unsigned int rowi=0; rowi<numRows; ++rowi)
|
||
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{
|
||
|
|
||
|
float lTop = lBase+lDelta;
|
||
|
float rTop = cosf(lTop)*sphere.getRadius();
|
||
|
float zTop = sinf(lTop)*sphere.getRadius();
|
||
|
float vTop = vBase+vDelta;
|
||
|
float nzTop= sinf(lTop);
|
||
|
float nRatioTop= cosf(lTop);
|
||
|
|
||
|
gl.Begin(GL_QUAD_STRIP);
|
||
|
|
||
|
float angle = 0.0f;
|
||
|
float texCoord = 0.0f;
|
||
|
|
||
|
for(unsigned int topi=0; topi<numSegments;
|
||
|
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
|
||
|
{
|
||
|
|
||
|
float c = cosf(angle);
|
||
|
float s = sinf(angle);
|
||
|
|
||
|
gl.Normal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
|
||
|
|
||
|
gl.TexCoord2f(texCoord,vBase);
|
||
|
gl.Vertex3f(c*rBase,s*rBase,zBase);
|
||
|
|
||
|
gl.Normal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
|
||
|
|
||
|
gl.TexCoord2f(texCoord,vTop);
|
||
|
gl.Vertex3f(c*rTop,s*rTop,zTop);
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
// do last point by hand to ensure no round off errors.
|
||
|
gl.Normal3f(-nRatioBase,0.0f,-nzBase);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,vBase);
|
||
|
gl.Vertex3f(rBase,0.0f,zBase);
|
||
|
|
||
|
gl.Normal3f(-nRatioTop,0.0f,-nzTop);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,vTop);
|
||
|
gl.Vertex3f(rTop,0.0f,zTop);
|
||
|
|
||
|
gl.End();
|
||
|
|
||
|
|
||
|
lBase=lTop;
|
||
|
rBase=rTop;
|
||
|
zBase=zTop;
|
||
|
vBase=vTop;
|
||
|
nzBase=nzTop;
|
||
|
nRatioBase=nRatioTop;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if (drawFrontFace)
|
||
|
{
|
||
|
float lBase=-osg::PI*0.5f;
|
||
|
float rBase=0.0f;
|
||
|
float zBase=-sphere.getRadius();
|
||
|
float vBase=0.0f;
|
||
|
float nzBase=-1.0f;
|
||
|
float nRatioBase=0.0f;
|
||
|
|
||
|
for(unsigned int rowi=0; rowi<numRows; ++rowi)
|
||
|
{
|
||
|
|
||
|
float lTop = lBase+lDelta;
|
||
|
float rTop = cosf(lTop)*sphere.getRadius();
|
||
|
float zTop = sinf(lTop)*sphere.getRadius();
|
||
|
float vTop = vBase+vDelta;
|
||
|
float nzTop= sinf(lTop);
|
||
|
float nRatioTop= cosf(lTop);
|
||
|
|
||
|
gl.Begin(GL_QUAD_STRIP);
|
||
|
|
||
|
float angle = 0.0f;
|
||
|
float texCoord = 0.0f;
|
||
|
|
||
|
for(unsigned int topi=0; topi<numSegments;
|
||
|
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
|
||
|
{
|
||
|
|
||
|
float c = cosf(angle);
|
||
|
float s = sinf(angle);
|
||
|
|
||
|
gl.Normal3f(c*nRatioTop,s*nRatioTop,nzTop);
|
||
|
|
||
|
gl.TexCoord2f(texCoord,vTop);
|
||
|
gl.Vertex3f(c*rTop,s*rTop,zTop);
|
||
|
|
||
|
gl.Normal3f(c*nRatioBase,s*nRatioBase,nzBase);
|
||
|
|
||
|
gl.TexCoord2f(texCoord,vBase);
|
||
|
gl.Vertex3f(c*rBase,s*rBase,zBase);
|
||
|
|
||
|
}
|
||
|
|
||
|
// do last point by hand to ensure no round off errors.
|
||
|
gl.Normal3f(nRatioTop,0.0f,nzTop);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,vTop);
|
||
|
gl.Vertex3f(rTop,0.0f,zTop);
|
||
|
|
||
|
gl.Normal3f(nRatioBase,0.0f,nzBase);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,vBase);
|
||
|
gl.Vertex3f(rBase,0.0f,zBase);
|
||
|
|
||
|
gl.End();
|
||
|
|
||
|
|
||
|
lBase=lTop;
|
||
|
rBase=rTop;
|
||
|
zBase=zTop;
|
||
|
vBase=vTop;
|
||
|
nzBase=nzTop;
|
||
|
nRatioBase=nRatioTop;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gl.PopMatrix();
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::Box& box)
|
||
|
{
|
||
|
// evaluate hints
|
||
|
bool createBody = (_hints ? _hints->getCreateBody() : true);
|
||
|
bool createTop = (_hints ? _hints->getCreateTop() : true);
|
||
|
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
|
||
|
|
||
|
float dx = box.getHalfLengths().x();
|
||
|
float dy = box.getHalfLengths().y();
|
||
|
float dz = box.getHalfLengths().z();
|
||
|
|
||
|
gl.PushMatrix();
|
||
|
|
||
|
gl.Translated(box.getCenter().x(),box.getCenter().y(),box.getCenter().z());
|
||
|
|
||
|
if (!box.zeroRotation())
|
||
|
{
|
||
|
osg::Matrixd rotation(box.computeRotationMatrix());
|
||
|
gl.MultMatrixd(rotation.ptr());
|
||
|
}
|
||
|
|
||
|
gl.Begin(GL_QUADS);
|
||
|
|
||
|
if (createBody) {
|
||
|
// -ve y plane
|
||
|
gl.Normal3f(0.0f,-1.0f,0.0f);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,1.0f);
|
||
|
gl.Vertex3f(-dx,-dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,0.0f);
|
||
|
gl.Vertex3f(-dx,-dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(dx,-dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,1.0f);
|
||
|
gl.Vertex3f(dx,-dy,dz);
|
||
|
|
||
|
// +ve y plane
|
||
|
gl.Normal3f(0.0f,1.0f,0.0f);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,1.0f);
|
||
|
gl.Vertex3f(dx,dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,0.0f);
|
||
|
gl.Vertex3f(dx,dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(-dx,dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,1.0f);
|
||
|
gl.Vertex3f(-dx,dy,dz);
|
||
|
|
||
|
// +ve x plane
|
||
|
gl.Normal3f(1.0f,0.0f,0.0f);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,1.0f);
|
||
|
gl.Vertex3f(dx,-dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,0.0f);
|
||
|
gl.Vertex3f(dx,-dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(dx,dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,1.0f);
|
||
|
gl.Vertex3f(dx,dy,dz);
|
||
|
|
||
|
// -ve x plane
|
||
|
gl.Normal3f(-1.0f,0.0f,0.0f);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,1.0f);
|
||
|
gl.Vertex3f(-dx,dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,0.0f);
|
||
|
gl.Vertex3f(-dx,dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(-dx,-dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,1.0f);
|
||
|
gl.Vertex3f(-dx,-dy,dz);
|
||
|
}
|
||
|
|
||
|
if (createTop) {
|
||
|
// +ve z plane
|
||
|
gl.Normal3f(0.0f,0.0f,1.0f);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,1.0f);
|
||
|
gl.Vertex3f(-dx,dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,0.0f);
|
||
|
gl.Vertex3f(-dx,-dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(dx,-dy,dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,1.0f);
|
||
|
gl.Vertex3f(dx,dy,dz);
|
||
|
}
|
||
|
|
||
|
if (createBottom) {
|
||
|
// -ve z plane
|
||
|
gl.Normal3f(0.0f,0.0f,-1.0f);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,1.0f);
|
||
|
gl.Vertex3f(dx,dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(0.0f,0.0f);
|
||
|
gl.Vertex3f(dx,-dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(-dx,-dy,-dz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,1.0f);
|
||
|
gl.Vertex3f(-dx,dy,-dz);
|
||
|
}
|
||
|
|
||
|
gl.End();
|
||
|
|
||
|
gl.PopMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::Cone& cone)
|
||
|
{
|
||
|
gl.PushMatrix();
|
||
|
|
||
|
gl.Translated(cone.getCenter().x(),cone.getCenter().y(),cone.getCenter().z());
|
||
|
|
||
|
if (!cone.zeroRotation())
|
||
|
{
|
||
|
osg::Matrixd rotation(cone.computeRotationMatrix());
|
||
|
gl.MultMatrixd(rotation.ptr());
|
||
|
}
|
||
|
|
||
|
// evaluate hints
|
||
|
bool createBody = (_hints ? _hints->getCreateBody() : true);
|
||
|
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
|
||
|
|
||
|
unsigned int numSegments = 40;
|
||
|
unsigned int numRows = 10;
|
||
|
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
|
||
|
if (ratio > 0.0f && ratio != 1.0f) {
|
||
|
numRows = (unsigned int) (numRows * ratio);
|
||
|
if (numRows < MIN_NUM_ROWS)
|
||
|
numRows = MIN_NUM_ROWS;
|
||
|
numSegments = (unsigned int) (numSegments * ratio);
|
||
|
if (numSegments < MIN_NUM_SEGMENTS)
|
||
|
numSegments = MIN_NUM_SEGMENTS;
|
||
|
}
|
||
|
|
||
|
float r = cone.getRadius();
|
||
|
float h = cone.getHeight();
|
||
|
|
||
|
float normalz = r/(sqrtf(r*r+h*h));
|
||
|
float normalRatio = 1.0f/(sqrtf(1.0f+normalz*normalz));
|
||
|
normalz *= normalRatio;
|
||
|
|
||
|
float angleDelta = 2.0f*osg::PI/(float)numSegments;
|
||
|
float texCoordHorzDelta = 1.0/(float)numSegments;
|
||
|
float texCoordRowDelta = 1.0/(float)numRows;
|
||
|
float hDelta = cone.getHeight()/(float)numRows;
|
||
|
float rDelta = cone.getRadius()/(float)numRows;
|
||
|
|
||
|
float topz=cone.getHeight()+cone.getBaseOffset();
|
||
|
float topr=0.0f;
|
||
|
float topv=1.0f;
|
||
|
float basez=topz-hDelta;
|
||
|
float baser=rDelta;
|
||
|
float basev=topv-texCoordRowDelta;
|
||
|
float angle;
|
||
|
float texCoord;
|
||
|
|
||
|
if (createBody) {
|
||
|
for(unsigned int rowi=0; rowi<numRows;
|
||
|
++rowi,topz=basez, basez-=hDelta, topr=baser, baser+=rDelta, topv=basev, basev-=texCoordRowDelta) {
|
||
|
// we can't use a fan for the cone top
|
||
|
// since we need different normals at the top
|
||
|
// for each face..
|
||
|
gl.Begin(GL_QUAD_STRIP);
|
||
|
|
||
|
angle = 0.0f;
|
||
|
texCoord = 0.0f;
|
||
|
for(unsigned int topi=0; topi<numSegments;
|
||
|
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta) {
|
||
|
|
||
|
float c = cosf(angle);
|
||
|
float s = sinf(angle);
|
||
|
|
||
|
gl.Normal3f(c*normalRatio,s*normalRatio,normalz);
|
||
|
|
||
|
gl.TexCoord2f(texCoord,topv);
|
||
|
gl.Vertex3f(c*topr,s*topr,topz);
|
||
|
|
||
|
gl.TexCoord2f(texCoord,basev);
|
||
|
gl.Vertex3f(c*baser,s*baser,basez);
|
||
|
}
|
||
|
|
||
|
// do last point by hand to ensure no round off errors.
|
||
|
gl.Normal3f(normalRatio,0.0f,normalz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,topv);
|
||
|
gl.Vertex3f(topr,0.0f,topz);
|
||
|
|
||
|
gl.TexCoord2f(1.0f,basev);
|
||
|
gl.Vertex3f(baser,0.0f,basez);
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (createBottom) {
|
||
|
gl.Begin(GL_TRIANGLE_FAN);
|
||
|
|
||
|
angle = osg::PI*2.0f;
|
||
|
texCoord = 1.0f;
|
||
|
basez = cone.getBaseOffset();
|
||
|
|
||
|
gl.Normal3f(0.0f,0.0f,-1.0f);
|
||
|
gl.TexCoord2f(0.5f,0.5f);
|
||
|
gl.Vertex3f(0.0f,0.0f,basez);
|
||
|
|
||
|
for(unsigned int bottomi=0;bottomi<numSegments;
|
||
|
++bottomi,angle-=angleDelta,texCoord-=texCoordHorzDelta) {
|
||
|
|
||
|
float c = cosf(angle);
|
||
|
float s = sinf(angle);
|
||
|
|
||
|
gl.TexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
|
||
|
gl.Vertex3f(c*r,s*r,basez);
|
||
|
}
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.0f);
|
||
|
gl.Vertex3f(r,0.0f,basez);
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
|
||
|
gl.PopMatrix();
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::Cylinder& cylinder)
|
||
|
{
|
||
|
gl.PushMatrix();
|
||
|
|
||
|
gl.Translated(cylinder.getCenter().x(),cylinder.getCenter().y(),cylinder.getCenter().z());
|
||
|
|
||
|
if (!cylinder.zeroRotation())
|
||
|
{
|
||
|
osg::Matrixd rotation(cylinder.computeRotationMatrix());
|
||
|
gl.MultMatrixd(rotation.ptr());
|
||
|
}
|
||
|
|
||
|
// evaluate hints
|
||
|
bool createBody = (_hints ? _hints->getCreateBody() : true);
|
||
|
bool createTop = (_hints ? _hints->getCreateTop() : true);
|
||
|
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
|
||
|
|
||
|
unsigned int numSegments = 40;
|
||
|
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
|
||
|
if (ratio > 0.0f && ratio != 1.0f) {
|
||
|
numSegments = (unsigned int) (numSegments * ratio);
|
||
|
if (numSegments < MIN_NUM_SEGMENTS)
|
||
|
numSegments = MIN_NUM_SEGMENTS;
|
||
|
}
|
||
|
|
||
|
|
||
|
// cylinder body
|
||
|
if (createBody)
|
||
|
drawCylinderBody(numSegments, cylinder.getRadius(), cylinder.getHeight());
|
||
|
|
||
|
float angleDelta = 2.0f*osg::PI/(float)numSegments;
|
||
|
float texCoordDelta = 1.0f/(float)numSegments;
|
||
|
|
||
|
float r = cylinder.getRadius();
|
||
|
float h = cylinder.getHeight();
|
||
|
|
||
|
float basez = -h*0.5f;
|
||
|
float topz = h*0.5f;
|
||
|
|
||
|
float angle = 0.0f;
|
||
|
float texCoord = 0.0f;
|
||
|
|
||
|
// cylinder top
|
||
|
if (createTop) {
|
||
|
gl.Begin(GL_TRIANGLE_FAN);
|
||
|
|
||
|
gl.Normal3f(0.0f,0.0f,1.0f);
|
||
|
gl.TexCoord2f(0.5f,0.5f);
|
||
|
gl.Vertex3f(0.0f,0.0f,topz);
|
||
|
|
||
|
angle = 0.0f;
|
||
|
texCoord = 0.0f;
|
||
|
for(unsigned int topi=0;
|
||
|
topi<numSegments;
|
||
|
++topi,angle+=angleDelta,texCoord+=texCoordDelta)
|
||
|
{
|
||
|
float c = cosf(angle);
|
||
|
float s = sinf(angle);
|
||
|
|
||
|
gl.TexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
|
||
|
gl.Vertex3f(c*r,s*r,topz);
|
||
|
}
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.5f);
|
||
|
gl.Vertex3f(r,0.0f,topz);
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
|
||
|
// cylinder bottom
|
||
|
if (createBottom)
|
||
|
{
|
||
|
gl.Begin(GL_TRIANGLE_FAN);
|
||
|
|
||
|
gl.Normal3f(0.0f,0.0f,-1.0f);
|
||
|
gl.TexCoord2f(0.5f,0.5f);
|
||
|
gl.Vertex3f(0.0f,0.0f,basez);
|
||
|
|
||
|
angle = osg::PI*2.0f;
|
||
|
texCoord = 1.0f;
|
||
|
for(unsigned int bottomi=0;
|
||
|
bottomi<numSegments;
|
||
|
++bottomi,angle-=angleDelta,texCoord-=texCoordDelta)
|
||
|
{
|
||
|
float c = cosf(angle);
|
||
|
float s = sinf(angle);
|
||
|
|
||
|
gl.TexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
|
||
|
gl.Vertex3f(c*r,s*r,basez);
|
||
|
}
|
||
|
|
||
|
gl.TexCoord2f(1.0f,0.5f);
|
||
|
gl.Vertex3f(r,0.0f,basez);
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
|
||
|
gl.PopMatrix();
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::Capsule& capsule)
|
||
|
{
|
||
|
gl.PushMatrix();
|
||
|
|
||
|
gl.Translated(capsule.getCenter().x(),capsule.getCenter().y(),capsule.getCenter().z());
|
||
|
|
||
|
if (!capsule.zeroRotation())
|
||
|
{
|
||
|
osg::Matrixd rotation(capsule.computeRotationMatrix());
|
||
|
gl.MultMatrixd(rotation.ptr());
|
||
|
}
|
||
|
|
||
|
// evaluate hints
|
||
|
bool createBody = (_hints ? _hints->getCreateBody() : true);
|
||
|
bool createTop = (_hints ? _hints->getCreateTop() : true);
|
||
|
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
|
||
|
|
||
|
unsigned int numSegments = 40;
|
||
|
unsigned int numRows = 20;
|
||
|
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
|
||
|
if (ratio > 0.0f && ratio != 1.0f) {
|
||
|
numSegments = (unsigned int) (numSegments * ratio);
|
||
|
if (numSegments < MIN_NUM_SEGMENTS)
|
||
|
numSegments = MIN_NUM_SEGMENTS;
|
||
|
numRows = (unsigned int) (numRows * ratio);
|
||
|
if (numRows < MIN_NUM_ROWS)
|
||
|
numRows = MIN_NUM_ROWS;
|
||
|
}
|
||
|
|
||
|
// if numRows is odd the top and bottom halves of sphere won't match, so bump up to the next event numRows
|
||
|
if ((numRows%2)!=0) ++numRows;
|
||
|
|
||
|
|
||
|
// capsule cylindrical body
|
||
|
if (createBody)
|
||
|
drawCylinderBody(numSegments, capsule.getRadius(), capsule.getHeight());
|
||
|
|
||
|
// capsule top cap
|
||
|
if (createTop)
|
||
|
drawHalfSphere(numSegments, numRows, capsule.getRadius(), SphereTopHalf, capsule.getHeight()/2.0f);
|
||
|
|
||
|
// capsule bottom cap
|
||
|
if (createBottom)
|
||
|
drawHalfSphere(numSegments, numRows, capsule.getRadius(), SphereBottomHalf, -capsule.getHeight()/2.0f);
|
||
|
|
||
|
gl.PopMatrix();
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::InfinitePlane&)
|
||
|
{
|
||
|
OSG_NOTICE<<"Warning: ShapeToGeometryVisitor::apply(const InfinitePlane& plane) not yet implemented. "<<std::endl;
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::TriangleMesh& mesh)
|
||
|
{
|
||
|
const osg::Vec3Array* vertices = mesh.getVertices();
|
||
|
const osg::IndexArray* indices = mesh.getIndices();
|
||
|
|
||
|
if (vertices && indices)
|
||
|
{
|
||
|
gl.Begin(GL_TRIANGLES);
|
||
|
|
||
|
for(unsigned int i=0;i+2<indices->getNumElements();i+=3)
|
||
|
{
|
||
|
const osg::Vec3& v1=(*vertices)[indices->index(i)];
|
||
|
const osg::Vec3& v2=(*vertices)[indices->index(i+1)];
|
||
|
const osg::Vec3& v3=(*vertices)[indices->index(i+2)];
|
||
|
osg::Vec3 normal = (v2-v1)^(v3-v2);
|
||
|
normal.normalize();
|
||
|
|
||
|
gl.Normal3fv(normal.ptr());
|
||
|
gl.Vertex3fv(v1.ptr());
|
||
|
gl.Vertex3fv(v2.ptr());
|
||
|
gl.Vertex3fv(v3.ptr());
|
||
|
|
||
|
}
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::ConvexHull& hull)
|
||
|
{
|
||
|
apply((const osg::TriangleMesh&)hull);
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::HeightField& field)
|
||
|
{
|
||
|
if (field.getNumColumns()==0 || field.getNumRows()==0) return;
|
||
|
|
||
|
gl.PushMatrix();
|
||
|
|
||
|
gl.Translated(field.getOrigin().x(),field.getOrigin().y(),field.getOrigin().z());
|
||
|
|
||
|
|
||
|
if (!field.zeroRotation())
|
||
|
{
|
||
|
osg::Matrixd rotation(field.computeRotationMatrix());
|
||
|
gl.MultMatrixd(rotation.ptr());
|
||
|
}
|
||
|
|
||
|
float dx = field.getXInterval();
|
||
|
float dy = field.getYInterval();
|
||
|
|
||
|
float du = 1.0f/((float)field.getNumColumns()-1.0f);
|
||
|
float dv = 1.0f/((float)field.getNumRows()-1.0f);
|
||
|
|
||
|
float vBase = 0.0f;
|
||
|
|
||
|
osg::Vec3 vertTop;
|
||
|
osg::Vec3 normTop;
|
||
|
|
||
|
osg::Vec3 vertBase;
|
||
|
osg::Vec3 normBase;
|
||
|
|
||
|
if (field.getSkirtHeight()!=0.0f)
|
||
|
{
|
||
|
gl.Begin(GL_QUAD_STRIP);
|
||
|
|
||
|
float u = 0.0f;
|
||
|
|
||
|
// draw bottom skirt
|
||
|
unsigned int col;
|
||
|
vertTop.y() = 0.0f;
|
||
|
for(col=0;col<field.getNumColumns();++col,u+=du)
|
||
|
{
|
||
|
vertTop.x() = dx*(float)col;
|
||
|
vertTop.z() = field.getHeight(col,0);
|
||
|
normTop.set(field.getNormal(col,0));
|
||
|
|
||
|
gl.TexCoord2f(u,0.0f);
|
||
|
gl.Normal3fv(normTop.ptr());
|
||
|
|
||
|
gl.Vertex3fv(vertTop.ptr());
|
||
|
|
||
|
vertTop.z()-=field.getSkirtHeight();
|
||
|
|
||
|
gl.Vertex3fv(vertTop.ptr());
|
||
|
}
|
||
|
|
||
|
gl.End();
|
||
|
|
||
|
// draw top skirt
|
||
|
gl.Begin(GL_QUAD_STRIP);
|
||
|
|
||
|
unsigned int row = field.getNumRows()-1;
|
||
|
|
||
|
u = 0.0f;
|
||
|
vertTop.y() = dy*(float)(row);
|
||
|
for(col=0;col<field.getNumColumns();++col,u+=du)
|
||
|
{
|
||
|
vertTop.x() = dx*(float)col;
|
||
|
vertTop.z() = field.getHeight(col,row);
|
||
|
normTop.set(field.getNormal(col,row));
|
||
|
|
||
|
gl.TexCoord2f(u,1.0f);
|
||
|
gl.Normal3fv(normTop.ptr());
|
||
|
|
||
|
gl.Vertex3f(vertTop.x(),vertTop.y(),vertTop.z()-field.getSkirtHeight());
|
||
|
|
||
|
//vertTop.z()-=field.getSkirtHeight();
|
||
|
|
||
|
gl.Vertex3fv(vertTop.ptr());
|
||
|
}
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// draw each row of HeightField
|
||
|
for(unsigned int row=0;row<field.getNumRows()-1;++row,vBase+=dv)
|
||
|
{
|
||
|
|
||
|
float vTop = vBase+dv;
|
||
|
float u = 0.0f;
|
||
|
|
||
|
|
||
|
gl.Begin(GL_QUAD_STRIP);
|
||
|
|
||
|
// draw skirt at beginning of this row if required.
|
||
|
if (field.getSkirtHeight()!=0.0f)
|
||
|
{
|
||
|
vertTop.set(0.0f,dy*(float)(row+1),field.getHeight(0,row+1)-field.getSkirtHeight());
|
||
|
normTop.set(field.getNormal(0,row+1));
|
||
|
|
||
|
vertBase.set(0.0f,dy*(float)row,field.getHeight(0,row)-field.getSkirtHeight());
|
||
|
normBase.set(field.getNormal(0,row));
|
||
|
|
||
|
gl.TexCoord2f(u,vTop);
|
||
|
gl.Normal3fv(normTop.ptr());
|
||
|
gl.Vertex3fv(vertTop.ptr());
|
||
|
|
||
|
gl.TexCoord2f(u,vBase);
|
||
|
gl.Normal3fv(normBase.ptr());
|
||
|
gl.Vertex3fv(vertBase.ptr());
|
||
|
}
|
||
|
|
||
|
// draw the actual row
|
||
|
for(unsigned int col=0;col<field.getNumColumns();++col,u+=du)
|
||
|
{
|
||
|
vertTop.set(dx*(float)col,dy*(float)(row+1),field.getHeight(col,row+1));
|
||
|
normTop.set(field.getNormal(col,row+1));
|
||
|
|
||
|
vertBase.set(dx*(float)col,dy*(float)row,field.getHeight(col,row));
|
||
|
normBase.set(field.getNormal(col,row));
|
||
|
|
||
|
gl.TexCoord2f(u,vTop);
|
||
|
gl.Normal3fv(normTop.ptr());
|
||
|
gl.Vertex3fv(vertTop.ptr());
|
||
|
|
||
|
gl.TexCoord2f(u,vBase);
|
||
|
gl.Normal3fv(normBase.ptr());
|
||
|
gl.Vertex3fv(vertBase.ptr());
|
||
|
|
||
|
}
|
||
|
|
||
|
// draw skirt at end of this row if required.
|
||
|
if (field.getSkirtHeight()!=0.0f)
|
||
|
{
|
||
|
|
||
|
vertBase.z()-=field.getSkirtHeight();
|
||
|
vertTop.z()-=field.getSkirtHeight();
|
||
|
|
||
|
gl.TexCoord2f(u,vTop);
|
||
|
gl.Normal3fv(normTop.ptr());
|
||
|
gl.Vertex3fv(vertTop.ptr());
|
||
|
|
||
|
gl.TexCoord2f(u,vBase);
|
||
|
gl.Normal3fv(normBase.ptr());
|
||
|
gl.Vertex3fv(vertBase.ptr());
|
||
|
}
|
||
|
|
||
|
gl.End();
|
||
|
}
|
||
|
|
||
|
|
||
|
gl.PopMatrix();
|
||
|
|
||
|
}
|
||
|
|
||
|
void ShapeToGeometryVisitor::apply(const osg::CompositeShape& group)
|
||
|
{
|
||
|
for(unsigned int i=0;i<group.getNumChildren();++i)
|
||
|
{
|
||
|
group.getChild(i)->accept(*this);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
osg::Geometry* convertShapeToGeometry(const osg::Shape& shape, const osg::TessellationHints* hints)
|
||
|
{
|
||
|
osg::ref_ptr<osg::Geometry> geometry;
|
||
|
{
|
||
|
ShapeToGeometryVisitor gfsVisitor(hints);
|
||
|
shape.accept( gfsVisitor );
|
||
|
geometry = gfsVisitor.getGeometry();
|
||
|
}
|
||
|
return geometry.release();
|
||
|
}
|
||
|
|
||
|
osg::Geometry* convertShapeToGeometry(const osg::Shape& shape, const osg::TessellationHints* hints, const osg::Vec4& color)
|
||
|
{
|
||
|
osg::ref_ptr<osg::Geometry> geometry = convertShapeToGeometry(shape,hints);
|
||
|
osg::Vec4Array* colorArray = new osg::Vec4Array;
|
||
|
colorArray->insert( colorArray->end(), geometry->getVertexArray()->getNumElements(), color );
|
||
|
geometry->setColorArray( colorArray, osg::Array::BIND_PER_VERTEX );
|
||
|
return geometry.release();
|
||
|
}
|
||
|
|
||
|
|
||
|
osg::Geode* convertShapeToGeode(const osg::Shape& shape, const osg::TessellationHints* hints)
|
||
|
{
|
||
|
osg::Geode *geode = new osg::Geode;
|
||
|
geode->addDrawable( convertShapeToGeometry(shape,hints) );
|
||
|
return geode;
|
||
|
}
|
||
|
|
||
|
osg::Geode* convertShapeToGeode(const osg::Shape& shape, const osg::TessellationHints* hints, const osg::Vec4& color)
|
||
|
{
|
||
|
osg::Geode *geode = new osg::Geode;
|
||
|
geode->addDrawable( convertShapeToGeometry(shape,hints,color) );
|
||
|
return geode;
|
||
|
}
|
||
|
|
||
|
|
||
|
void ShapesToGeometriesVisitor::apply( osg::Geode& geode )
|
||
|
{
|
||
|
for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
|
||
|
{
|
||
|
osg::ShapeDrawable* drawable = dynamic_cast<osg::ShapeDrawable*>( geode.getDrawable(i) );
|
||
|
if(drawable==NULL)
|
||
|
continue;
|
||
|
osg::Geometry* newGeom = convertShapeToGeometry(*(drawable->getShape()), _hints);
|
||
|
newGeom->setStateSet( drawable->getStateSet() );
|
||
|
geode.setDrawable( i, newGeom );
|
||
|
}
|
||
|
traverse(geode);
|
||
|
}
|