122 lines
3.5 KiB
C++
122 lines
3.5 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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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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#ifndef OSGUTIL_DELAUNAYTRIANGULATOR_
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#define OSGUTIL_DELAUNAYTRIANGULATOR_
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#include <osg/ref_ptr>
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#include <osg/Array>
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#include <osg/Referenced>
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#include <osg/CopyOp>
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#include <osg/PrimitiveSet>
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#include <osgUtil/Export>
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namespace osgUtil
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{
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/** Utility class that triangulates an irregular network of sample points.
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Just create a DelaunayTriangulator, assign it the sample point array and call
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its triangulate() method to start the triangulation. Then you can obtain the
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generated primitive by calling the getTriangles() method.
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*/
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class OSGUTIL_EXPORT DelaunayTriangulator: public osg::Referenced {
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public:
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DelaunayTriangulator();
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explicit DelaunayTriangulator(osg::Vec3Array *points, osg::Vec3Array *normals = 0);
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DelaunayTriangulator(const DelaunayTriangulator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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/** Get the const input point array. */
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inline const osg::Vec3Array *getInputPointArray() const;
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/** Get the input point array. */
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inline osg::Vec3Array *getInputPointArray();
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/** Set the input point array. */
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inline void setInputPointArray(osg::Vec3Array *points);
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/** Get the const output normal array (optional). */
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inline const osg::Vec3Array *getOutputNormalArray() const;
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/** Get the output normal array (optional). */
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inline osg::Vec3Array *getOutputNormalArray();
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/** Set the output normal array (optional). */
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inline void setOutputNormalArray(osg::Vec3Array *normals);
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/** Start triangulation. */
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bool triangulate();
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/** Get the generated primitive (call triangulate() first). */
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inline const osg::DrawElementsUInt *getTriangles() const;
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/** Get the generated primitive (call triangulate() first). */
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inline osg::DrawElementsUInt *getTriangles();
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protected:
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virtual ~DelaunayTriangulator();
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DelaunayTriangulator &operator=(const DelaunayTriangulator &) { return *this; }
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private:
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osg::ref_ptr<osg::Vec3Array> points_;
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osg::ref_ptr<osg::Vec3Array> normals_;
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osg::ref_ptr<osg::DrawElementsUInt> prim_tris_;
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};
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// INLINE METHODS
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inline const osg::Vec3Array *DelaunayTriangulator::getInputPointArray() const
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{
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return points_.get();
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}
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inline osg::Vec3Array *DelaunayTriangulator::getInputPointArray()
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{
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return points_.get();
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}
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inline void DelaunayTriangulator::setInputPointArray(osg::Vec3Array *points)
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{
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points_ = points;
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}
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inline const osg::Vec3Array *DelaunayTriangulator::getOutputNormalArray() const
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{
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return normals_.get();
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}
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inline osg::Vec3Array *DelaunayTriangulator::getOutputNormalArray()
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{
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return normals_.get();
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}
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inline void DelaunayTriangulator::setOutputNormalArray(osg::Vec3Array *normals)
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{
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normals_ = normals;
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}
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inline const osg::DrawElementsUInt *DelaunayTriangulator::getTriangles() const
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{
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return prim_tris_.get();
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}
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inline osg::DrawElementsUInt *DelaunayTriangulator::getTriangles()
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{
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return prim_tris_.get();
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}
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}
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#endif
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