ff8b4c001d
them more consistent with each other. This does mean an API change, so dependanct code in the OSG has been updated accordingly.
139 lines
3.2 KiB
C++
139 lines
3.2 KiB
C++
#include <osgUtil/SmoothingVisitor>
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#include <stdio.h>
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#include <list>
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#include <set>
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using namespace osg;
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using namespace osgUtil;
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struct LessPtr
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{
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inline bool operator() (const osg::Vec3* lhs,const osg::Vec3* rhs) const
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{
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return *lhs<*rhs;
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}
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};
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// triangle functor.
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struct SmoothTriangleFunctor
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{
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osg::Vec3* _coordBase;
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osg::Vec3* _normalBase;
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typedef std::multiset<const osg::Vec3*,LessPtr> CoordinateSet;
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CoordinateSet _coordSet;
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SmoothTriangleFunctor():
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_coordBase(0),
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_normalBase(0) {}
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void set(osg::Vec3 *cb,int noVertices, osg::Vec3 *nb)
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{
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_coordBase=cb;
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_normalBase=nb;
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osg::Vec3* vptr = cb;
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for(int i=0;i<noVertices;++i)
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{
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_coordSet.insert(vptr++);
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}
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}
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inline void updateNormal(const osg::Vec3& normal,const osg::Vec3* vptr)
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{
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std::pair<CoordinateSet::iterator,CoordinateSet::iterator> p =
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_coordSet.equal_range(vptr);
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for(CoordinateSet::iterator itr=p.first;
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itr!=p.second;
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++itr)
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{
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osg::Vec3* nptr = _normalBase + (*itr-_coordBase);
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(*nptr) += normal;
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}
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}
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inline void operator() ( const osg::Vec3 &v1, const osg::Vec3 &v2, const osg::Vec3 &v3 )
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{
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// calc orientation of triangle.
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osg::Vec3 normal = (v2-v1)^(v3-v1);
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// normal.normalize();
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updateNormal(normal,&v1);
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updateNormal(normal,&v2);
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updateNormal(normal,&v3);
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}
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};
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void SmoothingVisitor::smooth(osg::Geometry& geom)
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{
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Geometry::PrimitiveList& primitives = geom.getPrimitiveList();
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Geometry::PrimitiveList::iterator itr;
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unsigned int numSurfacePrimitives=0;
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for(itr=primitives.begin();
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itr!=primitives.end();
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++itr)
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{
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switch((*itr)->getMode())
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{
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case(Primitive::TRIANGLES):
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case(Primitive::TRIANGLE_STRIP):
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case(Primitive::TRIANGLE_FAN):
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case(Primitive::QUADS):
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case(Primitive::QUAD_STRIP):
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case(Primitive::POLYGON):
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++numSurfacePrimitives;
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break;
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default:
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break;
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}
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}
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if (!numSurfacePrimitives) return;
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osg::Vec3Array *coords = geom.getVertexArray();
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if (!coords || !coords->size()) return;
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osg::Vec3Array *normals = osgNew osg::Vec3Array(coords->size());
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osg::Vec3Array::iterator nitr;
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for(nitr = normals->begin();
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nitr!=normals->end();
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++nitr)
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{
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nitr->set(0.0f,0.0f,0.0f);
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}
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TriangleFunctor<SmoothTriangleFunctor> stf;
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stf.set(&(coords->front()),coords->size(),&(normals->front()));
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geom.accept(stf);
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for(nitr= normals->begin();
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nitr!=normals->end();
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++nitr)
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{
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nitr->normalize();
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}
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geom.setNormalArray( normals );
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geom.setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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geom.dirtyDisplayList();
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}
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void SmoothingVisitor::apply(osg::Geode& geode)
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{
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for(unsigned int i = 0; i < geode.getNumDrawables(); i++ )
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{
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osg::Geometry* geom = dynamic_cast<osg::Geometry*>(geode.getDrawable(i));
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if (geom) smooth(*geom);
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}
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}
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