Added support for primitive functor into the new osg::ProceduralGeometry class
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92895370f7
commit
bba03297a7
@ -457,9 +457,7 @@ class SG_EXPORT Grid : public HeightField
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META_Shape(osg,Grid)
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void allocGrid(unsigned int numColumns,unsigned int numRows, float value=0.0f);
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void populateGrid(float minValue,float maxValue);
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void allocateGrid(unsigned int numColumns,unsigned int numRows);
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void setHeight(unsigned int c,unsigned int r,float value)
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{
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@ -486,7 +484,7 @@ class CompositeShape : public Shape
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typedef std::vector< ref_ptr<Shape> > ChildList;
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CompositeShape();
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CompositeShape() {}
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CompositeShape(const CompositeShape& cs,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Shape(cs,copyop),
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@ -43,7 +43,7 @@ osg::Geode* createShapes()
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geode->addDrawable(new osg::ProceduralGeometry(osgNew osg::Cylinder(osg::Vec3(6.0f,0.0f,0.0f),radius,height)));
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osg::Grid* grid = new osg::Grid;
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grid->allocGrid(38,39);
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grid->allocateGrid(38,39);
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grid->setXInterval(0.28f);
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grid->setYInterval(0.28f);
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@ -58,22 +58,27 @@ osg::Geode* createShapes()
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osg::ConvexHull* mesh = new osg::ConvexHull;
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osg::Vec3Array* vertices = new osg::Vec3Array(4);
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(*vertices)[0].set(0.0f,0.0f,4.0f);
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(*vertices)[1].set(0.0f,0.0f,0.0f);
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(*vertices)[2].set(4.0f,0.0f,0.0f);
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(*vertices)[3].set(4.0f,0.0f,4.0f);
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osg::UByteArray* indices = new osg::UByteArray(6);
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(*vertices)[0].set(7.0+0.0f,-1.0f+2.0f,-1.0f+0.0f);
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(*vertices)[1].set(7.0+1.0f,-1.0f+0.0f,-1.0f+0.0f);
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(*vertices)[2].set(7.0+2.0f,-1.0f+2.0f,-1.0f+0.0f);
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(*vertices)[3].set(7.0+1.0f,-1.0f+1.0f,-1.0f+2.0f);
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osg::UByteArray* indices = new osg::UByteArray(12);
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(*indices)[0]=0;
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(*indices)[1]=1;
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(*indices)[2]=2;
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(*indices)[1]=2;
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(*indices)[2]=1;
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(*indices)[3]=0;
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(*indices)[4]=2;
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(*indices)[4]=1;
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(*indices)[5]=3;
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(*indices)[6]=1;
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(*indices)[7]=2;
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(*indices)[8]=3;
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(*indices)[9]=2;
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(*indices)[10]=0;
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(*indices)[11]=3;
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mesh->setVertices(vertices);
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mesh->setIndices(indices);
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geode->addDrawable(new osg::ProceduralGeometry(mesh));
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return geode;
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}
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@ -478,12 +478,29 @@ void DrawShapeVisitor::apply(const TriangleMesh& mesh)
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const Vec3Array* vertices = mesh.getVertices();
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const IndexArray* indices = mesh.getIndices();
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if (vertices && indices)
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{
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glNormal3f(0.0f,0.0f,1.0f);
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_state.setVertexPointer(3,GL_FLOAT,0,vertices->getDataPointer());
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glDrawElements(GL_TRIANGLES,indices->getNumElements(),indices->getDataType(),indices->getDataPointer());
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}
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if (vertices && indices)
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{
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glBegin(GL_TRIANGLES);
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for(unsigned int i=0;i<indices->getNumElements();i+=3)
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{
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const osg::Vec3& v1=(*vertices)[indices->index(i)];
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const osg::Vec3& v2=(*vertices)[indices->index(i+1)];
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const osg::Vec3& v3=(*vertices)[indices->index(i+2)];
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Vec3 normal = (v2-v1)^(v3-v2);
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normal.normalize();
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glNormal3fv(normal.ptr());
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glVertex3fv(v1.ptr());
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glVertex3fv(v2.ptr());
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glVertex3fv(v3.ptr());
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}
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glEnd();
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}
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}
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void DrawShapeVisitor::apply(const ConvexHull& hull)
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@ -546,12 +563,17 @@ void DrawShapeVisitor::apply(const HeightField& field)
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}
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void DrawShapeVisitor::apply(const CompositeShape& composite)
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void DrawShapeVisitor::apply(const CompositeShape& group)
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{
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std::cout << "draw a composite "<<&composite<<std::endl;
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for(unsigned int i=0;i<group.getNumChildren();++i)
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{
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group.getChild(i)->accept(*this);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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//
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// Compute bounding of shape
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@ -582,14 +604,16 @@ class ComputeBoundShapeVisitor : public ConstShapeVisitor
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void ComputeBoundShapeVisitor::apply(const Sphere& sphere)
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{
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Vec3 halfLengths(sphere.getRadius(),sphere.getRadius(),sphere.getRadius());
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_bb.set(sphere.getCenter()-halfLengths,sphere.getCenter()+halfLengths);
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_bb.expandBy(sphere.getCenter()-halfLengths);
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_bb.expandBy(sphere.getCenter()+halfLengths);
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}
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void ComputeBoundShapeVisitor::apply(const Box& box)
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{
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if (box.zeroRotation())
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{
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_bb.set(box.getCenter()-box.getHalfLengths(),box.getCenter()+box.getHalfLengths());
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_bb.expandBy(box.getCenter()-box.getHalfLengths());
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_bb.expandBy(box.getCenter()+box.getHalfLengths());
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}
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else
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{
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@ -624,9 +648,8 @@ void ComputeBoundShapeVisitor::apply(const Cone& cone)
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{
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if (cone.zeroRotation())
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{
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Vec3 halfLengths(cone.getRadius(),cone.getRadius(),cone.getHeight()*0.5f);
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_bb.set(cone.getCenter()+Vec3(-cone.getRadius(),-cone.getRadius(),cone.getBaseOffset()),
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cone.getCenter()+Vec3(cone.getRadius(),cone.getRadius(),cone.getHeight()+cone.getBaseOffset()));
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_bb.expandBy(cone.getCenter()+Vec3(-cone.getRadius(),-cone.getRadius(),cone.getBaseOffset()));
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_bb.expandBy(cone.getCenter()+Vec3(cone.getRadius(),cone.getRadius(),cone.getHeight()+cone.getBaseOffset()));
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}
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else
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@ -651,7 +674,8 @@ void ComputeBoundShapeVisitor::apply(const Cylinder& cylinder)
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if (cylinder.zeroRotation())
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{
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Vec3 halfLengths(cylinder.getRadius(),cylinder.getRadius(),cylinder.getHeight()*0.5f);
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_bb.set(cylinder.getCenter()-halfLengths,cylinder.getCenter()+halfLengths);
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_bb.expandBy(cylinder.getCenter()-halfLengths);
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_bb.expandBy(cylinder.getCenter()+halfLengths);
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}
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else
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@ -684,10 +708,22 @@ void ComputeBoundShapeVisitor::apply(const Cylinder& cylinder)
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void ComputeBoundShapeVisitor::apply(const InfinitePlane&)
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{
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// can't compute the bounding box of an infinite plane!!! :-)
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}
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void ComputeBoundShapeVisitor::apply(const TriangleMesh&)
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void ComputeBoundShapeVisitor::apply(const TriangleMesh& mesh)
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{
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const Vec3Array* vertices = mesh.getVertices();
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const IndexArray* indices = mesh.getIndices();
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if (vertices && indices)
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{
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for(unsigned int i=0;i<indices->getNumElements();++i)
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{
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const osg::Vec3& v=(*vertices)[indices->index(i)];
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_bb.expandBy(v);
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}
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}
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}
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void ComputeBoundShapeVisitor::apply(const ConvexHull& hull)
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@ -711,17 +747,496 @@ void ComputeBoundShapeVisitor::apply(const HeightField& field)
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}
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}
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_bb.set(field.getOrigin()+osg::Vec3(0.0f,0.0f,zMin),
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field.getOrigin()+osg::Vec3(field.getXInterval()*field.getNumColumns(),field.getYInterval()*field.getNumRows(),zMax));
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if (field.zeroRotation())
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{
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_bb.expandBy(field.getOrigin()+osg::Vec3(0.0f,0.0f,zMin));
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_bb.expandBy(field.getOrigin()+osg::Vec3(field.getXInterval()*field.getNumColumns(),field.getYInterval()*field.getNumRows(),zMax));
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}
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else
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{
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float x = field.getXInterval()*field.getNumColumns();
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float y = field.getYInterval()*field.getNumRows();
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Vec3 base_1(field.getOrigin()+Vec3(0,0,zMin));
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Vec3 base_2(field.getOrigin()+Vec3(x,0,zMin));
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Vec3 base_3(field.getOrigin()+Vec3(x,y,zMin));
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Vec3 base_4(field.getOrigin()+Vec3(0,y,zMin));
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Vec3 top_1(field.getOrigin()+Vec3(0,0,zMax));
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Vec3 top_2(field.getOrigin()+Vec3(x,0,zMax));
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Vec3 top_3(field.getOrigin()+Vec3(x,y,zMax));
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Vec3 top_4(field.getOrigin()+Vec3(0,y,zMax));
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Matrix matrix = field.getRotationMatrix();
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_bb.expandBy(base_1*matrix);
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_bb.expandBy(base_2*matrix);
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_bb.expandBy(base_3*matrix);
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_bb.expandBy(base_4*matrix);
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_bb.expandBy(top_1*matrix);
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_bb.expandBy(top_2*matrix);
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_bb.expandBy(top_3*matrix);
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_bb.expandBy(top_4*matrix);
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}
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}
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void ComputeBoundShapeVisitor::apply(const CompositeShape&)
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void ComputeBoundShapeVisitor::apply(const CompositeShape& group)
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{
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for(unsigned int i=0;i<group.getNumChildren();++i)
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{
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group.getChild(i)->accept(*this);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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//
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// Accept a primtive functor for each of the shapes.
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//
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class PrimitiveShapeVisitor : public ConstShapeVisitor
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{
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public:
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PrimitiveShapeVisitor(Drawable::PrimitiveFunctor& functor,TessellationHints* hints):
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_functor(functor),
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_hints(hints) {}
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virtual void apply(const Sphere&);
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virtual void apply(const Box&);
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virtual void apply(const Cone&);
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virtual void apply(const Cylinder&);
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virtual void apply(const InfinitePlane&);
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virtual void apply(const TriangleMesh&);
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virtual void apply(const ConvexHull&);
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virtual void apply(const HeightField&);
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virtual void apply(const CompositeShape&);
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Drawable::PrimitiveFunctor& _functor;
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TessellationHints* _hints;
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};
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void PrimitiveShapeVisitor::apply(const Sphere& sphere)
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{
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float tx = sphere.getCenter().x();
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float ty = sphere.getCenter().y();
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float tz = sphere.getCenter().z();
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unsigned int numSegments = 40;
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unsigned int numRows = 20;
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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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float lBase=-osg::PI*0.5f;
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float rBase=0.0f;
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float zBase=-sphere.getRadius();
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float vBase=0.0f;
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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;
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rowi<numRows;
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++rowi)
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{
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float lTop = lBase+lDelta;
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float rTop = cosf(lTop)*sphere.getRadius();
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float zTop = sinf(lTop)*sphere.getRadius();
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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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_functor.begin(GL_QUAD_STRIP);
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float angle = 0.0f;
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float texCoord = 0.0f;
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for(unsigned int topi=0;
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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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_functor.vertex(tx+c*rTop,ty+s*rTop,tz+zTop);
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_functor.vertex(tx+c*rBase,ty+s*rBase,tz+zBase);
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}
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// do last point by hand to ensure no round off errors.
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_functor.vertex(tx+rTop,ty,tz+zTop);
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_functor.vertex(ty+rBase,ty,tz+zBase);
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_functor.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 PrimitiveShapeVisitor::apply(const Box& box)
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{
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float x = box.getHalfLengths().x();
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float y = box.getHalfLengths().y();
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float z = box.getHalfLengths().z();
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Vec3 base_1(-x,-y,-z);
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Vec3 base_2(x,-y,-z);
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Vec3 base_3(x,y,-z);
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Vec3 base_4(-x,y,-z);
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Vec3 top_1(-x,-y,z);
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Vec3 top_2(x,-y,z);
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Vec3 top_3(x,y,z);
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Vec3 top_4(-x,y,z);
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if (box.zeroRotation())
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{
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base_1 += box.getCenter();
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base_2 += box.getCenter();
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base_3 += box.getCenter();
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base_4 += box.getCenter();
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top_1 += box.getCenter();
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top_2 += box.getCenter();
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top_3 += box.getCenter();
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top_4 += box.getCenter();
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}
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else
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{
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Matrix matrix = box.getRotationMatrix();
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matrix.setTrans(box.getCenter());
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base_1 = base_1*matrix;
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base_2 = base_2*matrix;
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base_3 = base_3*matrix;
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base_4 = base_4*matrix;
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top_1 = top_1*matrix;
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top_2 = top_2*matrix;
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top_3 = top_3*matrix;
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top_4 = top_4*matrix;
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}
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_functor.begin(GL_QUADS);
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_functor.vertex(top_1);
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_functor.vertex(base_1);
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_functor.vertex(base_2);
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_functor.vertex(top_2);
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_functor.vertex(top_2);
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_functor.vertex(base_2);
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_functor.vertex(base_3);
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_functor.vertex(top_3);
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_functor.vertex(top_3);
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_functor.vertex(base_3);
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_functor.vertex(base_4);
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_functor.vertex(top_4);
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_functor.vertex(top_4);
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_functor.vertex(base_4);
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_functor.vertex(base_1);
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_functor.vertex(top_1);
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_functor.vertex(top_4);
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_functor.vertex(top_1);
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_functor.vertex(top_2);
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_functor.vertex(top_3);
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_functor.vertex(base_2);
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_functor.vertex(base_3);
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_functor.vertex(base_4);
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_functor.vertex(base_1);
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_functor.end();
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}
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void PrimitiveShapeVisitor::apply(const Cone& cone)
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{
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Matrix matrix = cone.getRotationMatrix();
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matrix.setTrans(cone.getCenter());
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unsigned int numSegments = 40;
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unsigned int numRows = 10;
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float r = cone.getRadius();
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float h = cone.getHeight();
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float normalz = r/(sqrtf(r*r+h*h));
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float normalRatio = 1.0f/(sqrtf(1.0f+normalz*normalz));
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normalz *= normalRatio;
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float angleDelta = 2.0f*osg::PI/(float)numSegments;
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float texCoordHorzDelta = 1.0/(float)numSegments;
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float texCoordRowDelta = 1.0/(float)numRows;
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float hDelta = cone.getHeight()/(float)numRows;
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float rDelta = cone.getRadius()/(float)numRows;
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float topz=cone.getHeight()+cone.getBaseOffset();
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float topr=0.0f;
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float topv=1.0f;
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float basez=topz-hDelta;
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float baser=rDelta;
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float basev=topv-texCoordRowDelta;
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float angle;
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float texCoord;
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for(unsigned int rowi=0;
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rowi<numRows;
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++rowi,topz=basez, basez-=hDelta, topr=baser, baser+=rDelta, topv=basev, basev-=texCoordRowDelta)
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{
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// we can't use a fan for the cone top
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// since we need different normals at the top
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// for each face..
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_functor.begin(GL_QUAD_STRIP);
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angle = 0.0f;
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texCoord = 0.0f;
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for(unsigned int topi=0;
|
||||
topi<numSegments;
|
||||
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
|
||||
{
|
||||
|
||||
float c = cosf(angle);
|
||||
float s = sinf(angle);
|
||||
|
||||
_functor.vertex(Vec3(c*topr,s*topr,topz)*matrix);
|
||||
_functor.vertex(Vec3(c*baser,s*baser,basez)*matrix);
|
||||
|
||||
}
|
||||
|
||||
// do last point by hand to ensure no round off errors.
|
||||
_functor.vertex(Vec3(topr,0.0f,topz)*matrix);
|
||||
_functor.vertex(Vec3(baser,0.0f,basez)*matrix);
|
||||
|
||||
_functor.end();
|
||||
|
||||
}
|
||||
|
||||
// we can't use a fan for the cone top
|
||||
// since we need different normals at the top
|
||||
// for each face..
|
||||
_functor.begin(GL_TRIANGLE_FAN);
|
||||
|
||||
angle = osg::PI*2.0f;
|
||||
texCoord = 1.0f;
|
||||
basez = cone.getBaseOffset();
|
||||
|
||||
_functor.vertex(Vec3(0.0f,0.0f,basez)*matrix);
|
||||
|
||||
for(unsigned int bottomi=0;
|
||||
bottomi<numSegments;
|
||||
++bottomi,angle-=angleDelta,texCoord-=texCoordHorzDelta)
|
||||
{
|
||||
|
||||
float c = cosf(angle);
|
||||
float s = sinf(angle);
|
||||
|
||||
_functor.vertex(Vec3(c*r,s*r,basez)*matrix);
|
||||
|
||||
}
|
||||
|
||||
_functor.vertex(Vec3(r,0.0f,basez)*matrix);
|
||||
|
||||
_functor.end();
|
||||
}
|
||||
|
||||
void PrimitiveShapeVisitor::apply(const Cylinder& cylinder)
|
||||
{
|
||||
Matrix matrix = cylinder.getRotationMatrix();
|
||||
matrix.setTrans(cylinder.getCenter());
|
||||
|
||||
unsigned int numSegments = 40;
|
||||
|
||||
float angleDelta = 2.0f*osg::PI/(float)numSegments;
|
||||
|
||||
float texCoordDelta = 1.0/(float)numSegments;
|
||||
|
||||
float r = cylinder.getRadius();
|
||||
float h = cylinder.getHeight();
|
||||
|
||||
float basez = -h*0.5f;
|
||||
float topz = h*0.5f;
|
||||
|
||||
// cylinder body
|
||||
_functor.begin(GL_QUAD_STRIP);
|
||||
|
||||
float angle = 0.0f;
|
||||
float texCoord = 0.0f;
|
||||
for(unsigned int bodyi=0;
|
||||
bodyi<numSegments;
|
||||
++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
|
||||
{
|
||||
|
||||
float c = cosf(angle);
|
||||
float s = sinf(angle);
|
||||
|
||||
_functor.vertex(Vec3(c*r,s*r,topz)*matrix);
|
||||
_functor.vertex(Vec3(c*r,s*r,basez)*matrix);
|
||||
|
||||
}
|
||||
|
||||
// do last point by hand to ensure no round off errors.
|
||||
_functor.vertex(Vec3(r,0.0f,topz)*matrix);
|
||||
_functor.vertex(Vec3(r,0.0f,basez)*matrix);
|
||||
|
||||
_functor.end();
|
||||
|
||||
|
||||
// cylinder top
|
||||
_functor.begin(GL_TRIANGLE_FAN);
|
||||
|
||||
_functor.vertex(Vec3(0.0f,0.0f,topz)*matrix);
|
||||
|
||||
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);
|
||||
|
||||
_functor.vertex(Vec3(c*r,s*r,topz)*matrix);
|
||||
|
||||
}
|
||||
|
||||
_functor.vertex(Vec3(r,0.0f,topz)*matrix);
|
||||
|
||||
_functor.end();
|
||||
|
||||
// cylinder bottom
|
||||
_functor.begin(GL_TRIANGLE_FAN);
|
||||
|
||||
_functor.vertex(Vec3(0.0f,0.0f,basez)*matrix);
|
||||
|
||||
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);
|
||||
|
||||
_functor.vertex(Vec3(c*r,s*r,basez)*matrix);
|
||||
|
||||
}
|
||||
|
||||
_functor.vertex(Vec3(r,0.0f,basez)*matrix);
|
||||
|
||||
_functor.end();
|
||||
}
|
||||
|
||||
void PrimitiveShapeVisitor::apply(const InfinitePlane& plane)
|
||||
{
|
||||
std::cout << "Primitive a Plane ("<<plane<<") "<<std::endl;
|
||||
}
|
||||
|
||||
void PrimitiveShapeVisitor::apply(const TriangleMesh& mesh)
|
||||
{
|
||||
const Vec3Array* vertices = mesh.getVertices();
|
||||
const IndexArray* indices = mesh.getIndices();
|
||||
|
||||
if (vertices && indices)
|
||||
{
|
||||
_functor.begin(GL_TRIANGLES);
|
||||
|
||||
for(unsigned int i=0;i<indices->getNumElements();i+=3)
|
||||
{
|
||||
_functor.vertex((*vertices)[indices->index(i)]);
|
||||
_functor.vertex((*vertices)[indices->index(i+1)]);
|
||||
_functor.vertex((*vertices)[indices->index(i+2)]);
|
||||
}
|
||||
|
||||
_functor.end();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void PrimitiveShapeVisitor::apply(const ConvexHull& hull)
|
||||
{
|
||||
apply((const TriangleMesh&)hull);
|
||||
}
|
||||
|
||||
void PrimitiveShapeVisitor::apply(const HeightField& field)
|
||||
{
|
||||
if (field.getNumColumns()==0 || field.getNumRows()==0) return;
|
||||
|
||||
Matrix matrix = field.getRotationMatrix();
|
||||
matrix.setTrans(field.getOrigin());
|
||||
|
||||
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;
|
||||
for(unsigned int row=0;row<field.getNumRows()-1;++row)
|
||||
{
|
||||
|
||||
_functor.begin(GL_QUAD_STRIP);
|
||||
|
||||
for(unsigned int col=0;col<field.getNumColumns();++col)
|
||||
{
|
||||
Vec3 vertTop(dx*(float)col,dy*(float)row+dy,field.getHeight(col,row+1));
|
||||
Vec3 vertBase(dx*(float)col,dy*(float)row,field.getHeight(col,row));
|
||||
|
||||
_functor.vertex(vertTop*matrix);
|
||||
_functor.vertex(vertBase*matrix);
|
||||
|
||||
}
|
||||
|
||||
_functor.end();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void PrimitiveShapeVisitor::apply(const CompositeShape& group)
|
||||
{
|
||||
for(unsigned int i=0;i<group.getNumChildren();++i)
|
||||
{
|
||||
group.getChild(i)->accept(*this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// ProceduralGeometry itself..
|
||||
//
|
||||
|
||||
|
||||
ProceduralGeometry::ProceduralGeometry()
|
||||
{
|
||||
}
|
||||
@ -749,12 +1264,17 @@ void ProceduralGeometry::drawImmediateMode(State& state)
|
||||
}
|
||||
}
|
||||
|
||||
void ProceduralGeometry::accept(AttributeFunctor& af)
|
||||
void ProceduralGeometry::accept(AttributeFunctor&)
|
||||
{
|
||||
}
|
||||
|
||||
void ProceduralGeometry::accept(PrimitiveFunctor& pf)
|
||||
{
|
||||
if (_shape.valid())
|
||||
{
|
||||
PrimitiveShapeVisitor psv(pf,_tessellationHints.get());
|
||||
_shape->accept(psv);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -3,45 +3,6 @@
|
||||
|
||||
using namespace osg;
|
||||
|
||||
Grid::Grid()
|
||||
{
|
||||
}
|
||||
|
||||
Grid::Grid(const Grid& mesh,const CopyOp& copyop):
|
||||
HeightField(mesh,copyop)
|
||||
{
|
||||
_heights = mesh._heights;
|
||||
}
|
||||
|
||||
Grid::~Grid()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void Grid::allocGrid(unsigned int numColumns,unsigned int numRows, float value)
|
||||
{
|
||||
if (_columns!=numColumns || _rows!=numRows)
|
||||
{
|
||||
_heights.resize(numColumns*numRows);
|
||||
}
|
||||
_columns=numColumns;
|
||||
_rows=numRows;
|
||||
//_heights.fill(value);
|
||||
}
|
||||
|
||||
void Grid::populateGrid(float minValue,float maxValue)
|
||||
{
|
||||
float offset=minValue;
|
||||
float gain=(maxValue-minValue)/(float)RAND_MAX;
|
||||
for(unsigned int row=0;row<_rows;++row)
|
||||
{
|
||||
for(unsigned int col=0;col<_columns;++col)
|
||||
{
|
||||
setHeight(col,row,rand()*gain+offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vec3 HeightField::getNormal(unsigned int c,unsigned int r) const
|
||||
{
|
||||
// four point normal generation.
|
||||
@ -79,3 +40,28 @@ Vec3 HeightField::getNormal(unsigned int c,unsigned int r) const
|
||||
|
||||
return normal;
|
||||
}
|
||||
|
||||
Grid::Grid()
|
||||
{
|
||||
}
|
||||
|
||||
Grid::Grid(const Grid& mesh,const CopyOp& copyop):
|
||||
HeightField(mesh,copyop)
|
||||
{
|
||||
_heights = mesh._heights;
|
||||
}
|
||||
|
||||
Grid::~Grid()
|
||||
{
|
||||
}
|
||||
|
||||
void Grid::allocateGrid(unsigned int numColumns,unsigned int numRows)
|
||||
{
|
||||
if (_columns!=numColumns || _rows!=numRows)
|
||||
{
|
||||
_heights.resize(numColumns*numRows);
|
||||
}
|
||||
_columns=numColumns;
|
||||
_rows=numRows;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user