25c8b05914
back in the viewer from the Statistics header. Added a osg::State::captureCurrentState(StateSet&) method and a copy constructor to osg::StateSet.
656 lines
25 KiB
Plaintext
656 lines
25 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_GEOSET
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#define OSG_GEOSET 1
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Drawable>
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namespace osg {
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/** Encapsulates OpenGL drawing primitives, geometry and
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optional binding of normal, color and texture coordinates. Used
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for representing the visible objects in the scene. State attributes
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for a GeoSet are maintained in StateSet which the GeoSet maintains
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a referenced counted pointer to. Both GeoSet's and StateSet's can
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be shared for optimal memory usage and graphics performance.
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*/
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class SG_EXPORT GeoSet : public Drawable
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{
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public:
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enum PrimitiveType {
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NO_TYPE,
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POINTS,
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LINES,
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LINE_STRIP,
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FLAT_LINE_STRIP,
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LINE_LOOP,
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TRIANGLES,
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TRIANGLE_STRIP,
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FLAT_TRIANGLE_STRIP,
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TRIANGLE_FAN,
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FLAT_TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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POLYGON
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};
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enum BindingType {
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BIND_OFF,
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BIND_OVERALL,
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BIND_PERPRIM,
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BIND_PERVERTEX,
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BIND_DEFAULT
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};
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enum InterleaveArrayType {
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IA_OFF,
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IA_V2F,
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IA_V3F,
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IA_C4UB_V2F,
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IA_C4UB_V3F,
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IA_C3F_V3F,
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IA_N3F_V3F,
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IA_C4F_N3F_V3F,
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IA_T2F_V3F,
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IA_T4F_V4F,
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IA_T2F_C4UB_V3F,
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IA_T2F_C3F_V3F,
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IA_T2F_N3F_V3F,
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IA_T2F_C4F_N3F_V3F,
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IA_T4F_C4F_N3F_V4F
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};
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struct IndexPointer
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{
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mutable uint _size;
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bool _is_ushort;
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union
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{
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ushort* _ushort;
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uint* _uint;
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} _ptr;
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IndexPointer() { _size=0;_is_ushort=true;_ptr._ushort = (ushort*)0; }
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inline const bool operator == (const IndexPointer& ip) const
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{
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return _size == ip._size &&
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_is_ushort == ip._is_ushort &&
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_ptr._ushort == ip._ptr._ushort;
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}
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inline const bool valid() const
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{
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return _ptr._ushort != (ushort*)0;
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}
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inline const bool null() const
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{
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return _ptr._ushort == (ushort*)0;
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}
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inline void setToNull()
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{
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_size = 0;
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_is_ushort = true;
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_ptr._ushort = (ushort*)0;
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}
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inline void set(uint size,ushort* data)
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{
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_size = size;
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_is_ushort = true;
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_ptr._ushort = data;
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}
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void set(const uint size,uint* data)
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{
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_size = size;
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_is_ushort = false;
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_ptr._uint = data;
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}
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inline const uint maxIndex() const
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{
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uint max = 0;
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if (_is_ushort)
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{
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for(uint ai = 0; ai < _size; ai++ )
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if( _ptr._ushort[ai] > max ) max = _ptr._ushort[ai];
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}
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else
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{
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for(uint ai = 0; ai < _size; ai++ )
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if( _ptr._uint[ai] > max ) max = _ptr._uint[ai];
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}
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return max;
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}
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inline const uint operator [] (const uint pos) const
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{
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if (_is_ushort) return _ptr._ushort[pos];
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else return _ptr._uint[pos];
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}
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};
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GeoSet();
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virtual Object* clone() const { return new GeoSet(); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const GeoSet*>(obj)!=NULL; }
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virtual const char* className() const { return "GeoSet"; }
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// data access methods.
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inline void setNumPrims( const int n ) { _numprims = n; }
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inline const int getNumPrims() const { return _numprims; }
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void setPrimType( const PrimitiveType type );
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inline const PrimitiveType getPrimType() const { return _primtype; }
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inline void setPrimLengths( int *lens ) { _primLengths = lens; }
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inline int *getPrimLengths() { return _primLengths; }
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inline const int *getPrimLengths() const { return _primLengths; }
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void computeNumVerts() const;
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/** get the number of coords required by the defined primitives. */
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// inline const int getNumCoords() const
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inline const int getNumCoords() const
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{ if( _numcoords == 0 ) computeNumVerts(); return _numcoords; }
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/** get a pointer to Vec3 coord array. */
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inline Vec3* getCoords() { return _coords; }
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/** get a const pointer to Vec3 coord array. */
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inline const Vec3* getCoords() const { return _coords; }
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/** get the number of indices required by the defined primitives. */
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inline const int getNumCoordIndices() const { return _cindex._size; }
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/** get the coord index array. */
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inline IndexPointer& getCoordIndices() { return _cindex; }
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/** get the const coord index array. */
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inline const IndexPointer& getCoordIndices() const { return _cindex; }
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/** set the coords (i.e the geometry) of the geoset.*/
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void setCoords( Vec3 *cp );
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/** set the coords (i.e the geometry) and ushort indices of the geoset.
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To reduce memory footprint and bandwidth for small datasets it is
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recommended the ushort indices are used instead of unit indices.*/
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void setCoords( Vec3 *cp, ushort *ci );
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/** set the coords (i.e the geometry) and uint indices of the geoset.
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Unless your data set exceeds 65536 indices prefer ushort indices
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over uint indices, only use this unit indices version if necessary.*/
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void setCoords( Vec3 *cp, uint *ci );
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/** set the coords (i.e the geometry) and indices of the geoset.*/
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void setCoords( Vec3 *cp, IndexPointer& ip );
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/** get the number of normals required by the defined primitives and normals binding.*/
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inline const int getNumNormals() const { return _numnormals; }
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/** get a pointer to Vec3 normal array. */
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inline Vec3* getNormals() { return _normals; }
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/** get a const pointer to Vec3 normal array. */
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inline const Vec3* getNormals() const { return _normals; }
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/** get the number of normal indices required by the defined primitives and normals binding.*/
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inline int getNumNormalIndices() const { return _nindex._size; }
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/** get the normal index array. */
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inline IndexPointer& getNormalIndices() { return _nindex; }
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/** get the const normal index array. */
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inline const IndexPointer& getNormalIndices() const { return _nindex; }
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/** set the normals of the geoset.*/
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void setNormals( Vec3 *np );
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/** set the normals and normal indices of the geoset.*/
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void setNormals( Vec3 *np, ushort *ni );
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/** set the normals and normal indices of the geoset.*/
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void setNormals( Vec3 *np, uint *ni );
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/** set the normals and normal indices of the geoset.*/
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void setNormals( Vec3 *np, IndexPointer& ip );
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/** set the normals binding to the vertices/primitives/overall.*/
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void setNormalBinding( const BindingType binding );
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inline const BindingType getNormalBinding() const { return _normal_binding; }
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/** get the number of colors required by the defined primitives and color binding.*/
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inline const int getNumColors() const { return _numcolors; }
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/** get a pointer to Vec4 color array. */
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inline Vec4* getColors() { return _colors; }
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/** get a pointer to Vec4 color array. */
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inline const Vec4* getColors() const { return _colors; }
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/** get the number of colors indices required by the defined primitives and color binding.*/
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inline int getNumColorIndices() const { return _colindex._size; }
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/** get the color index array. */
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inline IndexPointer& getColorIndices() { return _colindex; }
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/** get the const color index array. */
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inline const IndexPointer& getColorIndices() const { return _colindex; }
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/** set the colors of the geoset.*/
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void setColors( Vec4 *cp );
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/** set the colors and color indices of the geoset.*/
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void setColors( Vec4 *cp, ushort *li );
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/** set the colors and color indices of the geoset.*/
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void setColors( Vec4 *cp, uint *li );
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/** set the colors and color indices of the geoset.*/
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void setColors( Vec4 *cp, IndexPointer& ip );
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/** set the color binding to the vertices/primitives/overall.*/
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void setColorBinding( BindingType binding );
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inline BindingType getColorBinding() const { return _color_binding; }
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/** get the number of texture coords required by the defined primitives and textures binding.*/
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inline const int getNumTextureCoords() const { return _numtcoords; }
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/** get a pointer to Vec4 color array. */
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inline Vec2* getTextureCoords() { return _tcoords; }
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/** get a pointer to Vec4 color array. */
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inline const Vec2* getTextureCoords() const { return _tcoords; }
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/** get the number of texture coord indices required by the defined primitives and texture binding.*/
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inline const int getNumTextureIndices() const { return _tindex._size; }
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/** get the texture index array. */
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inline IndexPointer& getTextureIndices() { return _tindex; }
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/** get the texture index array. */
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inline const IndexPointer& getTextureIndices() const { return _tindex; }
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/** set the texture coords of the geoset.*/
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void setTextureCoords( Vec2 *tc );
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/** set the texture coords and texture coord indices of the geoset.*/
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void setTextureCoords( Vec2 *tc, ushort *ti );
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/** set the texture coords and texture coord indices of the geoset.*/
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void setTextureCoords( Vec2 *tc, uint *ti );
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/** set the texture coords and texture indices of the geoset.*/
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void setTextureCoords( Vec2 *tc, IndexPointer& ip );
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/** set the texture coord binding to the vertices/primitives/overall.*/
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void setTextureBinding( const BindingType binding );
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inline const BindingType getTextureBinding() const { return _texture_binding; }
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/** get the number of texture coords required by the defined primitives and textures binding.*/
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inline const int getNumInterleavedCoords() const { return _numcoords; }
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/** get a pointer to interleaved float array. */
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inline void* getInterleavedArray() { return _iarray; }
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/** get a const pointer to interleaved float array. */
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inline const void* getInterleavedArray() const { return _iarray; }
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/** get the number of texture coord indices required by the defined primitives and texture binding.*/
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inline const int getNumInterleavedIndices() const { return _iaindex._size; }
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/** get the texture index array. */
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inline IndexPointer& getInterleavedIndices() { return _iaindex; }
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/** get the interleaved index array. */
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inline const IndexPointer& getInterleavedIndices() const { return _iaindex; }
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/** get the interleaved array storage format. */
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inline const InterleaveArrayType getInterleavedFromat() const { return _iaformat; }
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/** set the interleaved arrays of the geoset.*/
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void setInterleavedArray( const InterleaveArrayType format, float *ia );
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void setInterleavedArray( const InterleaveArrayType format, float *ia, ushort *iai );
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void setInterleavedArray( const InterleaveArrayType format, float *ia, uint *iai );
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void setInterleavedArray( const InterleaveArrayType format, float *ia, IndexPointer& iai );
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/** draw geoset directly ignoring an OpenGL display list which could be attached.
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* This is the internal draw method which does the drawing itself,
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* and is the method to override when deriving from GeoSet for user-drawn objects.
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*/
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virtual void drawImmediateMode(State& state);
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const bool check() const;
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/** Statistics collection for each drawable- 26.09.01
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*/
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bool getStats(Statistics &);
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/** return the attributes supported by applyAttrbuteUpdate() as an AttributeBitMask.*/
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virtual AttributeBitMask suppportsAttributeOperation() const;
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/** return the attributes successully applied in applyAttributeUpdate.*/
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virtual AttributeBitMask applyAttributeOperation(AttributeFunctor& auf);
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protected:
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GeoSet(const GeoSet&):Drawable() {}
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GeoSet& operator = (const GeoSet&) { return *this;}
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virtual ~GeoSet();
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virtual const bool computeBound() const;
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int _numprims;
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PrimitiveType _primtype;
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int _needprimlen;
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unsigned int _oglprimtype;
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int *_primLengths;
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mutable unsigned char _primlength;
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unsigned char _flat_shaded_skip;
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mutable int _numcoords;
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Vec3 *_coords;
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IndexPointer _cindex;
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BindingType _normal_binding;
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mutable int _numnormals;
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Vec3 *_normals;
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IndexPointer _nindex;
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BindingType _color_binding;
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mutable int _numcolors;
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Vec4 *_colors;
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IndexPointer _colindex;
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BindingType _texture_binding;
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mutable int _numtcoords;
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Vec2 *_tcoords;
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IndexPointer _tindex;
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void *_iarray;
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IndexPointer _iaindex;
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InterleaveArrayType _iaformat;
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unsigned int _ogliaformat;
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int _fast_path;
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void set_fast_path( void );
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void draw_fast_path( void );
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void draw_alternate_path( void );
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};
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/** Template function for iterating through a GeoSet operating on triangles
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with templated functor. Function automatically decomposes quads and polygons
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into sub triangles which are passed onto functor.*/
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template<class T>
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void for_each_triangle(GeoSet& gset,T& op)
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{
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switch(gset.getPrimType())
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{
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case(GeoSet::TRIANGLE_STRIP):
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case(GeoSet::FLAT_TRIANGLE_STRIP):
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{
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if (gset.getCoordIndices().valid())
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{
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if (gset.getCoordIndices()._is_ushort)
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{
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ushort* iptr = gset.getCoordIndices()._ptr._ushort;
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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const int primLength = gset.getPrimLengths()[i];
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ushort* iend = iptr+primLength;
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for(int j = 2; j < primLength; j++ )
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{
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if( !(j%2) )
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op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
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else
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op(vptr[*(iptr)],vptr[*(iptr+2)],vptr[*(iptr+1)]);
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++iptr;
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}
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iptr=iend;
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}
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}
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else
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{
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uint* iptr = gset.getCoordIndices()._ptr._uint;
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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const int primLength = gset.getPrimLengths()[i];
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uint* iend = iptr+primLength;
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for(int j = 2; j < primLength; j++ )
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{
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if( !(j%2) )
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op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
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else
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op(vptr[*(iptr)],vptr[*(iptr+2)],vptr[*(iptr+1)]);
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++iptr;
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}
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iptr=iend;
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}
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}
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}
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else
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{
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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const int primLength = gset.getPrimLengths()[i];
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Vec3* vend = vptr+primLength;
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for(int j = 2; j < primLength; j++ )
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{
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if( !(j%2) )
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op(*(vptr),*(vptr+1),*(vptr+2));
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else
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op(*(vptr),*(vptr+2),*(vptr+1));
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++vptr;
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}
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vptr=vend;
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}
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}
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}
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break;
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case(GeoSet::TRIANGLES):
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{
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if (gset.getCoordIndices().valid())
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{
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if (gset.getCoordIndices()._is_ushort)
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{
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ushort* iptr = gset.getCoordIndices()._ptr._ushort;
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
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iptr+=3;
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}
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}
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else
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{
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uint* iptr = gset.getCoordIndices()._ptr._uint;
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
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iptr+=3;
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}
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}
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}
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else
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{
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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op(*(vptr),*(vptr+1),*(vptr+2));
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vptr+=3;
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}
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}
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}
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break;
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case(GeoSet::QUAD_STRIP):
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{
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if (gset.getCoordIndices().valid())
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{
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if (gset.getCoordIndices()._is_ushort)
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{
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ushort* iptr = gset.getCoordIndices()._ptr._ushort;
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Vec3* vptr = gset.getCoords();
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const int numPrim = gset.getNumPrims();
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for(int i=0; i<numPrim; ++i )
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{
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const int primLength = gset.getPrimLengths()[i];
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ushort* iend = iptr+primLength;
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for(int j = 3; j < primLength; j+=2 )
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{
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op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
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op(vptr[*(iptr)],vptr[*(iptr+3)],vptr[*(iptr+2)]);
|
|
iptr+=2;
|
|
}
|
|
iptr=iend;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint* iptr = gset.getCoordIndices()._ptr._uint;
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
const int primLength = gset.getPrimLengths()[i];
|
|
uint* iend = iptr+primLength;
|
|
for(int j = 3; j < primLength; j+=2 )
|
|
{
|
|
op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
|
|
op(vptr[*(iptr)],vptr[*(iptr+3)],vptr[*(iptr+2)]);
|
|
iptr+=2;
|
|
}
|
|
iptr=iend;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
const int primLength = gset.getPrimLengths()[i];
|
|
Vec3* vend = vptr+primLength;
|
|
for(int j = 3; j < primLength; j+=2 )
|
|
{
|
|
op(*(vptr),*(vptr+1),*(vptr+2));
|
|
op(*(vptr),*(vptr+3),*(vptr+2));
|
|
vptr+=2;
|
|
}
|
|
vptr=vend;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case(GeoSet::QUADS):
|
|
{
|
|
if (gset.getCoordIndices().valid())
|
|
{
|
|
if (gset.getCoordIndices()._is_ushort)
|
|
{
|
|
ushort* iptr = gset.getCoordIndices()._ptr._ushort;
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
|
|
op(vptr[*(iptr)],vptr[*(iptr+3)],vptr[*(iptr+2)]);
|
|
iptr+=4;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint* iptr = gset.getCoordIndices()._ptr._uint;
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
op(vptr[*(iptr)],vptr[*(iptr+1)],vptr[*(iptr+2)]);
|
|
op(vptr[*(iptr)],vptr[*(iptr+3)],vptr[*(iptr+2)]);
|
|
iptr+=4;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
op(*(vptr),*(vptr+1),*(vptr+2));
|
|
op(*(vptr),*(vptr+3),*(vptr+2));
|
|
vptr+=4;
|
|
}
|
|
}
|
|
|
|
}
|
|
break;
|
|
case(GeoSet::TRIANGLE_FAN):
|
|
case(GeoSet::POLYGON):
|
|
{
|
|
if (gset.getCoordIndices().valid())
|
|
{
|
|
if (gset.getCoordIndices()._is_ushort)
|
|
{
|
|
ushort* iptr = gset.getCoordIndices()._ptr._ushort;
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
const int primLength = gset.getPrimLengths()[i];
|
|
if (primLength>0)
|
|
{
|
|
const Vec3& start = vptr[*(iptr)];
|
|
ushort* iend = iptr+primLength;
|
|
++iptr;
|
|
for(int j = 2; j < primLength; ++j )
|
|
{
|
|
op(start,vptr[*(iptr)],vptr[*(iptr+1)]);
|
|
++iptr;
|
|
}
|
|
iptr=iend;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uint* iptr = gset.getCoordIndices()._ptr._uint;
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
const int primLength = gset.getPrimLengths()[i];
|
|
if (primLength>0)
|
|
{
|
|
const Vec3& start = vptr[*(iptr)];
|
|
uint* iend = iptr+primLength;
|
|
++iptr;
|
|
for(int j = 2; j < primLength; ++j )
|
|
{
|
|
op(start,vptr[*(iptr)],vptr[*(iptr+1)]);
|
|
++iptr;
|
|
}
|
|
iptr=iend;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vec3* vptr = gset.getCoords();
|
|
const int numPrim = gset.getNumPrims();
|
|
for(int i=0; i<numPrim; ++i )
|
|
{
|
|
const int primLength = gset.getPrimLengths()[i];
|
|
if (primLength>0)
|
|
{
|
|
const Vec3& start = *vptr;
|
|
Vec3* vend = vptr+primLength;
|
|
++vptr;
|
|
for(int j = 2; j < primLength; ++j)
|
|
{
|
|
op(start,*(vptr),*(vptr+1));
|
|
++vptr;
|
|
}
|
|
vptr = vend;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
};
|
|
|
|
#endif
|