OpenSceneGraph/examples/osggpucull/ShapeToGeometry.cpp
2015-04-07 15:52:02 +00:00

1159 lines
33 KiB
C++

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