1807 lines
46 KiB
C++
1807 lines
46 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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#include <osg/ShapeDrawable>
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#include <osg/GL>
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#include <osg/Notify>
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using namespace osg;
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// arbitrary minima for rows & segments
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const unsigned int MIN_NUM_ROWS = 3;
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const unsigned int MIN_NUM_SEGMENTS = 5;
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///////////////////////////////////////////////////////////////////////////////
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//
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// draw shape
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//
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class DrawShapeVisitor : public ConstShapeVisitor
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{
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public:
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DrawShapeVisitor(State& state,const TessellationHints* hints):
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_state(state),
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_hints(hints)
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{
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#if 0
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if (hints)
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{
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notify(NOTICE)<<"Warning: TessellationHints ignored in present osg::ShapeDrawable implementation."<<std::endl;
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}
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#endif
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}
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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 Capsule&);
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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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State& _state;
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const TessellationHints* _hints;
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protected:
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enum SphereHalf { SphereTopHalf, SphereBottomHalf };
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// helpers for apply( Cylinder | Sphere | Capsule )
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void drawCylinderBody(unsigned int numSegments, float radius, float height);
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void drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset = 0.0f);
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};
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void DrawShapeVisitor::drawCylinderBody(unsigned int numSegments, float radius, float height)
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{
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const float angleDelta = 2.0f*osg::PI/(float)numSegments;
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const float texCoordDelta = 1.0f/(float)numSegments;
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const float r = radius;
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const float h = height;
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float basez = -h*0.5f;
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float topz = h*0.5f;
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float angle = 0.0f;
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float texCoord = 0.0f;
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bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
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bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
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// The only difference between the font & back face loops is that the
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// normals are inverted and the order of the vertex pairs is reversed.
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// The code is mostly duplicated in order to hoist the back/front face
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// test out of the loop for efficiency
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glBegin(GL_QUAD_STRIP);
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if (drawFrontFace) {
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for(unsigned int bodyi=0;
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bodyi<numSegments;
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++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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glNormal3f(c,s,0.0f);
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glTexCoord2f(texCoord,1.0f);
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glVertex3f(c*r,s*r,topz);
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glTexCoord2f(texCoord,0.0f);
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glVertex3f(c*r,s*r,basez);
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}
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// do last point by hand to ensure no round off errors.
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glNormal3f(1.0f,0.0f,0.0f);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f(r,0.0f,topz);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f(r,0.0f,basez);
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}
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if (drawBackFace) {
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for(unsigned int bodyi=0;
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bodyi<numSegments;
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++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
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{
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float c = cosf(angle);
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float s = sinf(angle);
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glNormal3f(-c,-s,0.0f);
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glTexCoord2f(texCoord,0.0f);
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glVertex3f(c*r,s*r,basez);
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glTexCoord2f(texCoord,1.0f);
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glVertex3f(c*r,s*r,topz);
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}
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// do last point by hand to ensure no round off errors.
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glNormal3f(-1.0f,0.0f,0.0f);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f(r,0.0f,basez);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f(r,0.0f,topz);
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}
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glEnd();
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}
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void DrawShapeVisitor::drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset)
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{
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float lDelta = osg::PI/(float)numRows;
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float vDelta = 1.0f/(float)numRows;
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bool top = (which==SphereTopHalf);
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bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
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bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
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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 + (top?(lDelta*(numRows/2)):0.0f);
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float rBase=(top?(cosf(lBase)*radius):0.0f);
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float zBase=(top?(sinf(lBase)*radius):-radius);
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float vBase=(top?(vDelta*(numRows/2)):0.0f);
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float nzBase=(top?(sinf(lBase)):-1.0f);
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float nRatioBase=(top?(cosf(lBase)):0.0f);
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unsigned int rowbegin = top?numRows/2:0;
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unsigned int rowend = top?numRows:numRows/2;
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for(unsigned int rowi=rowbegin; rowi<rowend; ++rowi)
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{
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float lTop = lBase+lDelta;
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float rTop = cosf(lTop)*radius;
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float zTop = sinf(lTop)*radius;
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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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glBegin(GL_QUAD_STRIP);
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float angle = 0.0f;
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float texCoord = 0.0f;
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// The only difference between the font & back face loops is that the
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// normals are inverted and the order of the vertex pairs is reversed.
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// The code is mostly duplicated in order to hoist the back/front face
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// test out of the loop for efficiency
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if (drawFrontFace) {
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for(unsigned int topi=0; 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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glNormal3f(c*nRatioTop,s*nRatioTop,nzTop);
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glTexCoord2f(texCoord,vTop);
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glVertex3f(c*rTop,s*rTop,zTop+zOffset);
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glNormal3f(c*nRatioBase,s*nRatioBase,nzBase);
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glTexCoord2f(texCoord,vBase);
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glVertex3f(c*rBase,s*rBase,zBase+zOffset);
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}
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// do last point by hand to ensure no round off errors.
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glNormal3f(nRatioTop,0.0f,nzTop);
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glTexCoord2f(1.0f,vTop);
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glVertex3f(rTop,0.0f,zTop+zOffset);
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glNormal3f(nRatioBase,0.0f,nzBase);
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glTexCoord2f(1.0f,vBase);
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glVertex3f(rBase,0.0f,zBase+zOffset);
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}
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if (drawBackFace) {
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for(unsigned int topi=0; 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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glNormal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
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glTexCoord2f(texCoord,vBase);
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glVertex3f(c*rBase,s*rBase,zBase+zOffset);
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glNormal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
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glTexCoord2f(texCoord,vTop);
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glVertex3f(c*rTop,s*rTop,zTop+zOffset);
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}
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// do last point by hand to ensure no round off errors.
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glNormal3f(-nRatioBase,0.0f,-nzBase);
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glTexCoord2f(1.0f,vBase);
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glVertex3f(rBase,0.0f,zBase+zOffset);
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glNormal3f(-nRatioTop,0.0f,-nzTop);
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glTexCoord2f(1.0f,vTop);
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glVertex3f(rTop,0.0f,zTop+zOffset);
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}
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glEnd();
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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 DrawShapeVisitor::apply(const Sphere& sphere)
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{
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glPushMatrix();
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glTranslatef(sphere.getCenter().x(),sphere.getCenter().y(),sphere.getCenter().z());
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bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
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bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
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unsigned int numSegments = 40;
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unsigned int numRows = 20;
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float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
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if (ratio > 0.0f && ratio != 1.0f) {
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numRows = (unsigned int) (numRows * ratio);
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if (numRows < MIN_NUM_ROWS)
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numRows = MIN_NUM_ROWS;
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numSegments = (unsigned int) (numSegments * ratio);
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if (numSegments < MIN_NUM_SEGMENTS)
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numSegments = MIN_NUM_SEGMENTS;
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}
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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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if (drawBackFace)
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{
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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; rowi<numRows; ++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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glBegin(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; 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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glNormal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
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glTexCoord2f(texCoord,vBase);
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glVertex3f(c*rBase,s*rBase,zBase);
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glNormal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
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glTexCoord2f(texCoord,vTop);
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glVertex3f(c*rTop,s*rTop,zTop);
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}
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// do last point by hand to ensure no round off errors.
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glNormal3f(-nRatioBase,0.0f,-nzBase);
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glTexCoord2f(1.0f,vBase);
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glVertex3f(rBase,0.0f,zBase);
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glNormal3f(-nRatioTop,0.0f,-nzTop);
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glTexCoord2f(1.0f,vTop);
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glVertex3f(rTop,0.0f,zTop);
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glEnd();
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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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if (drawFrontFace)
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{
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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; rowi<numRows; ++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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glBegin(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; 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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glNormal3f(c*nRatioTop,s*nRatioTop,nzTop);
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glTexCoord2f(texCoord,vTop);
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glVertex3f(c*rTop,s*rTop,zTop);
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glNormal3f(c*nRatioBase,s*nRatioBase,nzBase);
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glTexCoord2f(texCoord,vBase);
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glVertex3f(c*rBase,s*rBase,zBase);
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}
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// do last point by hand to ensure no round off errors.
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glNormal3f(nRatioTop,0.0f,nzTop);
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glTexCoord2f(1.0f,vTop);
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glVertex3f(rTop,0.0f,zTop);
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glNormal3f(nRatioBase,0.0f,nzBase);
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glTexCoord2f(1.0f,vBase);
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glVertex3f(rBase,0.0f,zBase);
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glEnd();
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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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glPopMatrix();
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}
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void DrawShapeVisitor::apply(const Box& box)
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{
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// evaluate hints
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bool createBody = (_hints ? _hints->getCreateBody() : true);
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bool createTop = (_hints ? _hints->getCreateTop() : true);
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bool createBottom = (_hints ? _hints->getCreateBottom() : true);
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float dx = box.getHalfLengths().x();
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float dy = box.getHalfLengths().y();
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float dz = box.getHalfLengths().z();
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glPushMatrix();
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glTranslatef(box.getCenter().x(),box.getCenter().y(),box.getCenter().z());
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if (!box.zeroRotation())
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{
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Matrix rotation(box.getRotationMatrix());
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glMultMatrix(rotation.ptr());
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}
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glBegin(GL_QUADS);
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if (createBody) {
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// -ve y plane
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glNormal3f(0.0f,-1.0f,0.0f);
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glTexCoord2f(0.0f,1.0f);
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glVertex3f(-dx,-dy,dz);
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glTexCoord2f(0.0f,0.0f);
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glVertex3f(-dx,-dy,-dz);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f(dx,-dy,-dz);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f(dx,-dy,dz);
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// +ve y plane
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glNormal3f(0.0f,1.0f,0.0f);
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glTexCoord2f(0.0f,1.0f);
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glVertex3f(dx,dy,dz);
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glTexCoord2f(0.0f,0.0f);
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glVertex3f(dx,dy,-dz);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f(-dx,dy,-dz);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f(-dx,dy,dz);
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// +ve x plane
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glNormal3f(1.0f,0.0f,0.0f);
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glTexCoord2f(0.0f,1.0f);
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glVertex3f(dx,-dy,dz);
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glTexCoord2f(0.0f,0.0f);
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glVertex3f(dx,-dy,-dz);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f(dx,dy,-dz);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f(dx,dy,dz);
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// -ve x plane
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glNormal3f(-1.0f,0.0f,0.0f);
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glTexCoord2f(0.0f,1.0f);
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glVertex3f(-dx,dy,dz);
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glTexCoord2f(0.0f,0.0f);
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glVertex3f(-dx,dy,-dz);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f(-dx,-dy,-dz);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f(-dx,-dy,dz);
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}
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if (createTop) {
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// +ve z plane
|
|
glNormal3f(0.0f,0.0f,1.0f);
|
|
|
|
glTexCoord2f(0.0f,1.0f);
|
|
glVertex3f(-dx,dy,dz);
|
|
|
|
glTexCoord2f(0.0f,0.0f);
|
|
glVertex3f(-dx,-dy,dz);
|
|
|
|
glTexCoord2f(1.0f,0.0f);
|
|
glVertex3f(dx,-dy,dz);
|
|
|
|
glTexCoord2f(1.0f,1.0f);
|
|
glVertex3f(dx,dy,dz);
|
|
}
|
|
|
|
if (createBottom) {
|
|
// -ve z plane
|
|
glNormal3f(0.0f,0.0f,-1.0f);
|
|
|
|
glTexCoord2f(0.0f,1.0f);
|
|
glVertex3f(dx,dy,-dz);
|
|
|
|
glTexCoord2f(0.0f,0.0f);
|
|
glVertex3f(dx,-dy,-dz);
|
|
|
|
glTexCoord2f(1.0f,0.0f);
|
|
glVertex3f(-dx,-dy,-dz);
|
|
|
|
glTexCoord2f(1.0f,1.0f);
|
|
glVertex3f(-dx,dy,-dz);
|
|
}
|
|
|
|
glEnd();
|
|
|
|
glPopMatrix();
|
|
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const Cone& cone)
|
|
{
|
|
glPushMatrix();
|
|
|
|
glTranslatef(cone.getCenter().x(),cone.getCenter().y(),cone.getCenter().z());
|
|
|
|
if (!cone.zeroRotation())
|
|
{
|
|
Matrix rotation(cone.getRotationMatrix());
|
|
glMultMatrix(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..
|
|
glBegin(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);
|
|
|
|
glNormal3f(c*normalRatio,s*normalRatio,normalz);
|
|
|
|
glTexCoord2f(texCoord,topv);
|
|
glVertex3f(c*topr,s*topr,topz);
|
|
|
|
glTexCoord2f(texCoord,basev);
|
|
glVertex3f(c*baser,s*baser,basez);
|
|
}
|
|
|
|
// do last point by hand to ensure no round off errors.
|
|
glNormal3f(normalRatio,0.0f,normalz);
|
|
|
|
glTexCoord2f(1.0f,topv);
|
|
glVertex3f(topr,0.0f,topz);
|
|
|
|
glTexCoord2f(1.0f,basev);
|
|
glVertex3f(baser,0.0f,basez);
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
if (createBottom) {
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
|
|
angle = osg::PI*2.0f;
|
|
texCoord = 1.0f;
|
|
basez = cone.getBaseOffset();
|
|
|
|
glNormal3f(0.0f,0.0f,-1.0f);
|
|
glTexCoord2f(0.5f,0.5f);
|
|
glVertex3f(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);
|
|
|
|
glTexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
|
|
glVertex3f(c*r,s*r,basez);
|
|
}
|
|
|
|
glTexCoord2f(1.0f,0.0f);
|
|
glVertex3f(r,0.0f,basez);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const Cylinder& cylinder)
|
|
{
|
|
glPushMatrix();
|
|
|
|
glTranslatef(cylinder.getCenter().x(),cylinder.getCenter().y(),cylinder.getCenter().z());
|
|
|
|
if (!cylinder.zeroRotation())
|
|
{
|
|
Matrix rotation(cylinder.getRotationMatrix());
|
|
glMultMatrix(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) {
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
|
|
glNormal3f(0.0f,0.0f,1.0f);
|
|
glTexCoord2f(0.5f,0.5f);
|
|
glVertex3f(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);
|
|
|
|
glTexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
|
|
glVertex3f(c*r,s*r,topz);
|
|
}
|
|
|
|
glTexCoord2f(1.0f,0.0f);
|
|
glVertex3f(r,0.0f,topz);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
// cylinder bottom
|
|
if (createBottom) {
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
|
|
glNormal3f(0.0f,0.0f,-1.0f);
|
|
glTexCoord2f(0.5f,0.5f);
|
|
glVertex3f(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);
|
|
|
|
glTexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
|
|
glVertex3f(c*r,s*r,basez);
|
|
}
|
|
|
|
glTexCoord2f(0.0f,0.0f);
|
|
glVertex3f(r,0.0f,basez);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const Capsule& capsule)
|
|
{
|
|
glPushMatrix();
|
|
|
|
glTranslatef(capsule.getCenter().x(),capsule.getCenter().y(),capsule.getCenter().z());
|
|
|
|
if (!capsule.zeroRotation())
|
|
{
|
|
Matrix rotation(capsule.getRotationMatrix());
|
|
glMultMatrix(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;
|
|
}
|
|
|
|
|
|
// 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);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const InfinitePlane&)
|
|
{
|
|
notify(NOTICE)<<"Warning: DrawShapeVisitor::apply(const InfinitePlane& plane) not yet implementated. "<<std::endl;
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const TriangleMesh& mesh)
|
|
{
|
|
const Vec3Array* vertices = mesh.getVertices();
|
|
const IndexArray* indices = mesh.getIndices();
|
|
|
|
if (vertices && indices)
|
|
{
|
|
glBegin(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)];
|
|
Vec3 normal = (v2-v1)^(v3-v2);
|
|
normal.normalize();
|
|
|
|
glNormal3fv(normal.ptr());
|
|
glVertex3fv(v1.ptr());
|
|
glVertex3fv(v2.ptr());
|
|
glVertex3fv(v3.ptr());
|
|
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const ConvexHull& hull)
|
|
{
|
|
apply((const TriangleMesh&)hull);
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const HeightField& field)
|
|
{
|
|
if (field.getNumColumns()==0 || field.getNumRows()==0) return;
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef(field.getOrigin().x(),field.getOrigin().y(),field.getOrigin().z());
|
|
|
|
|
|
if (!field.zeroRotation())
|
|
{
|
|
Matrix rotation(field.getRotationMatrix());
|
|
glMultMatrix(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;
|
|
|
|
Vec3 vertTop;
|
|
Vec3 normTop;
|
|
|
|
Vec3 vertBase;
|
|
Vec3 normBase;
|
|
|
|
if (field.getSkirtHeight()!=0.0f)
|
|
{
|
|
glBegin(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));
|
|
|
|
glTexCoord2f(u,0.0f);
|
|
glNormal3fv(normTop.ptr());
|
|
|
|
glVertex3fv(vertTop.ptr());
|
|
|
|
vertTop.z()-=field.getSkirtHeight();
|
|
|
|
glVertex3fv(vertTop.ptr());
|
|
}
|
|
|
|
glEnd();
|
|
|
|
// draw top skirt
|
|
glBegin(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));
|
|
|
|
glTexCoord2f(u,1.0f);
|
|
glNormal3fv(normTop.ptr());
|
|
|
|
glVertex3f(vertTop.x(),vertTop.y(),vertTop.z()-field.getSkirtHeight());
|
|
|
|
//vertTop.z()-=field.getSkirtHeight();
|
|
|
|
glVertex3fv(vertTop.ptr());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
|
|
|
|
for(unsigned int row=0;row<field.getNumRows()-1;++row,vBase+=dv)
|
|
{
|
|
|
|
float vTop = vBase+dv;
|
|
float u = 0.0f;
|
|
|
|
|
|
glBegin(GL_QUAD_STRIP);
|
|
|
|
// draw skirt at begining if required.
|
|
if (field.getSkirtHeight()!=0.0f)
|
|
{
|
|
vertTop.set(0.0f,dy*(float)row+dy,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));
|
|
|
|
glTexCoord2f(u,vTop);
|
|
glNormal3fv(normTop.ptr());
|
|
glVertex3fv(vertTop.ptr());
|
|
|
|
glTexCoord2f(u,vBase);
|
|
glNormal3fv(normBase.ptr());
|
|
glVertex3fv(vertBase.ptr());
|
|
}
|
|
|
|
for(unsigned int col=0;col<field.getNumColumns();++col,u+=du)
|
|
{
|
|
vertTop.set(dx*(float)col,dy*(float)row+dy,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));
|
|
|
|
glTexCoord2f(u,vTop);
|
|
glNormal3fv(normTop.ptr());
|
|
glVertex3fv(vertTop.ptr());
|
|
|
|
glTexCoord2f(u,vBase);
|
|
glNormal3fv(normBase.ptr());
|
|
glVertex3fv(vertBase.ptr());
|
|
|
|
}
|
|
|
|
// draw skirt at end if required.
|
|
if (field.getSkirtHeight()!=0.0f)
|
|
{
|
|
|
|
vertBase.z()-=field.getSkirtHeight();
|
|
vertTop.z()-=field.getSkirtHeight();
|
|
|
|
glTexCoord2f(u,vTop);
|
|
glNormal3fv(normTop.ptr());
|
|
glVertex3fv(vertTop.ptr());
|
|
|
|
glTexCoord2f(u,vBase);
|
|
glNormal3fv(normBase.ptr());
|
|
glVertex3fv(vertBase.ptr());
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
|
|
glPopMatrix();
|
|
|
|
}
|
|
|
|
void DrawShapeVisitor::apply(const CompositeShape& group)
|
|
{
|
|
for(unsigned int i=0;i<group.getNumChildren();++i)
|
|
{
|
|
group.getChild(i)->accept(*this);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Compute bounding of shape
|
|
//
|
|
|
|
class ComputeBoundShapeVisitor : public ConstShapeVisitor
|
|
{
|
|
public:
|
|
|
|
ComputeBoundShapeVisitor(BoundingBox& bb):_bb(bb) {}
|
|
|
|
virtual void apply(const Sphere&);
|
|
virtual void apply(const Box&);
|
|
virtual void apply(const Cone&);
|
|
virtual void apply(const Cylinder&);
|
|
virtual void apply(const Capsule&);
|
|
virtual void apply(const InfinitePlane&);
|
|
|
|
virtual void apply(const TriangleMesh&);
|
|
virtual void apply(const ConvexHull&);
|
|
virtual void apply(const HeightField&);
|
|
|
|
virtual void apply(const CompositeShape&);
|
|
|
|
BoundingBox& _bb;
|
|
};
|
|
|
|
|
|
void ComputeBoundShapeVisitor::apply(const Sphere& sphere)
|
|
{
|
|
Vec3 halfLengths(sphere.getRadius(),sphere.getRadius(),sphere.getRadius());
|
|
_bb.expandBy(sphere.getCenter()-halfLengths);
|
|
_bb.expandBy(sphere.getCenter()+halfLengths);
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const Box& box)
|
|
{
|
|
if (box.zeroRotation())
|
|
{
|
|
_bb.expandBy(box.getCenter()-box.getHalfLengths());
|
|
_bb.expandBy(box.getCenter()+box.getHalfLengths());
|
|
}
|
|
else
|
|
{
|
|
float x = box.getHalfLengths().x();
|
|
float y = box.getHalfLengths().y();
|
|
float z = box.getHalfLengths().z();
|
|
|
|
Vec3 base_1(Vec3(-x,-y,-z));
|
|
Vec3 base_2(Vec3(x,-y,-z));
|
|
Vec3 base_3(Vec3(x,y,-z));
|
|
Vec3 base_4(Vec3(-x,y,-z));
|
|
|
|
Vec3 top_1(Vec3(-x,-y,z));
|
|
Vec3 top_2(Vec3(x,-y,z));
|
|
Vec3 top_3(Vec3(x,y,z));
|
|
Vec3 top_4(Vec3(-x,y,z));
|
|
|
|
Matrix matrix = box.getRotationMatrix();
|
|
_bb.expandBy(box.getCenter()+base_1*matrix);
|
|
_bb.expandBy(box.getCenter()+base_2*matrix);
|
|
_bb.expandBy(box.getCenter()+base_3*matrix);
|
|
_bb.expandBy(box.getCenter()+base_4*matrix);
|
|
|
|
_bb.expandBy(box.getCenter()+top_1*matrix);
|
|
_bb.expandBy(box.getCenter()+top_2*matrix);
|
|
_bb.expandBy(box.getCenter()+top_3*matrix);
|
|
_bb.expandBy(box.getCenter()+top_4*matrix);
|
|
}
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const Cone& cone)
|
|
{
|
|
if (cone.zeroRotation())
|
|
{
|
|
_bb.expandBy(cone.getCenter()+Vec3(-cone.getRadius(),-cone.getRadius(),cone.getBaseOffset()));
|
|
_bb.expandBy(cone.getCenter()+Vec3(cone.getRadius(),cone.getRadius(),cone.getHeight()+cone.getBaseOffset()));
|
|
|
|
}
|
|
else
|
|
{
|
|
Vec3 top(Vec3(cone.getRadius(),cone.getRadius(),cone.getHeight()+cone.getBaseOffset()));
|
|
Vec3 base_1(Vec3(-cone.getRadius(),-cone.getRadius(),cone.getBaseOffset()));
|
|
Vec3 base_2(Vec3(cone.getRadius(),-cone.getRadius(),cone.getBaseOffset()));
|
|
Vec3 base_3(Vec3(cone.getRadius(),cone.getRadius(),cone.getBaseOffset()));
|
|
Vec3 base_4(Vec3(-cone.getRadius(),cone.getRadius(),cone.getBaseOffset()));
|
|
|
|
Matrix matrix = cone.getRotationMatrix();
|
|
_bb.expandBy(cone.getCenter()+base_1*matrix);
|
|
_bb.expandBy(cone.getCenter()+base_2*matrix);
|
|
_bb.expandBy(cone.getCenter()+base_3*matrix);
|
|
_bb.expandBy(cone.getCenter()+base_4*matrix);
|
|
_bb.expandBy(cone.getCenter()+top*matrix);
|
|
}
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const Cylinder& cylinder)
|
|
{
|
|
if (cylinder.zeroRotation())
|
|
{
|
|
Vec3 halfLengths(cylinder.getRadius(),cylinder.getRadius(),cylinder.getHeight()*0.5f);
|
|
_bb.expandBy(cylinder.getCenter()-halfLengths);
|
|
_bb.expandBy(cylinder.getCenter()+halfLengths);
|
|
|
|
}
|
|
else
|
|
{
|
|
float r = cylinder.getRadius();
|
|
float z = cylinder.getHeight()*0.5f;
|
|
|
|
Vec3 base_1(Vec3(-r,-r,-z));
|
|
Vec3 base_2(Vec3(r,-r,-z));
|
|
Vec3 base_3(Vec3(r,r,-z));
|
|
Vec3 base_4(Vec3(-r,r,-z));
|
|
|
|
Vec3 top_1(Vec3(-r,-r,z));
|
|
Vec3 top_2(Vec3(r,-r,z));
|
|
Vec3 top_3(Vec3(r,r,z));
|
|
Vec3 top_4(Vec3(-r,r,z));
|
|
|
|
Matrix matrix = cylinder.getRotationMatrix();
|
|
_bb.expandBy(cylinder.getCenter()+base_1*matrix);
|
|
_bb.expandBy(cylinder.getCenter()+base_2*matrix);
|
|
_bb.expandBy(cylinder.getCenter()+base_3*matrix);
|
|
_bb.expandBy(cylinder.getCenter()+base_4*matrix);
|
|
|
|
_bb.expandBy(cylinder.getCenter()+top_1*matrix);
|
|
_bb.expandBy(cylinder.getCenter()+top_2*matrix);
|
|
_bb.expandBy(cylinder.getCenter()+top_3*matrix);
|
|
_bb.expandBy(cylinder.getCenter()+top_4*matrix);
|
|
}
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const Capsule& capsule)
|
|
{
|
|
if (capsule.zeroRotation())
|
|
{
|
|
Vec3 halfLengths(capsule.getRadius(),capsule.getRadius(),capsule.getHeight()*0.5f + capsule.getRadius());
|
|
_bb.expandBy(capsule.getCenter()-halfLengths);
|
|
_bb.expandBy(capsule.getCenter()+halfLengths);
|
|
|
|
}
|
|
else
|
|
{
|
|
float r = capsule.getRadius();
|
|
float z = capsule.getHeight()*0.5f + capsule.getRadius();
|
|
|
|
Vec3 base_1(Vec3(-r,-r,-z));
|
|
Vec3 base_2(Vec3(r,-r,-z));
|
|
Vec3 base_3(Vec3(r,r,-z));
|
|
Vec3 base_4(Vec3(-r,r,-z));
|
|
|
|
Vec3 top_1(Vec3(-r,-r,z));
|
|
Vec3 top_2(Vec3(r,-r,z));
|
|
Vec3 top_3(Vec3(r,r,z));
|
|
Vec3 top_4(Vec3(-r,r,z));
|
|
|
|
Matrix matrix = capsule.getRotationMatrix();
|
|
_bb.expandBy(capsule.getCenter()+base_1*matrix);
|
|
_bb.expandBy(capsule.getCenter()+base_2*matrix);
|
|
_bb.expandBy(capsule.getCenter()+base_3*matrix);
|
|
_bb.expandBy(capsule.getCenter()+base_4*matrix);
|
|
|
|
_bb.expandBy(capsule.getCenter()+top_1*matrix);
|
|
_bb.expandBy(capsule.getCenter()+top_2*matrix);
|
|
_bb.expandBy(capsule.getCenter()+top_3*matrix);
|
|
_bb.expandBy(capsule.getCenter()+top_4*matrix);
|
|
}
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const InfinitePlane&)
|
|
{
|
|
// can't compute the bounding box of an infinite plane!!! :-)
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const TriangleMesh& mesh)
|
|
{
|
|
const Vec3Array* vertices = mesh.getVertices();
|
|
const IndexArray* indices = mesh.getIndices();
|
|
|
|
if (vertices && indices)
|
|
{
|
|
for(unsigned int i=0;i<indices->getNumElements();++i)
|
|
{
|
|
const osg::Vec3& v=(*vertices)[indices->index(i)];
|
|
_bb.expandBy(v);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const ConvexHull& hull)
|
|
{
|
|
apply((const TriangleMesh&)hull);
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const HeightField& field)
|
|
{
|
|
|
|
|
|
|
|
float zMin=FLT_MAX;
|
|
float zMax=-FLT_MAX;
|
|
|
|
for(unsigned int row=0;row<field.getNumRows();++row)
|
|
{
|
|
for(unsigned int col=0;col<field.getNumColumns();++col)
|
|
{
|
|
float z = field.getHeight(col,row);
|
|
if (z<zMin) zMin = z;
|
|
if (z>zMax) zMax = z;
|
|
}
|
|
}
|
|
|
|
if (zMin>zMax)
|
|
{
|
|
// no valid entries so don't reset the bounding box
|
|
return;
|
|
}
|
|
|
|
|
|
if (field.zeroRotation())
|
|
{
|
|
_bb.expandBy(field.getOrigin()+osg::Vec3(0.0f,0.0f,zMin));
|
|
_bb.expandBy(field.getOrigin()+osg::Vec3(field.getXInterval()*(field.getNumColumns()-1),field.getYInterval()*(field.getNumRows()-1),zMax));
|
|
}
|
|
else
|
|
{
|
|
float x = field.getXInterval()*(field.getNumColumns()-1);
|
|
float y = field.getYInterval()*(field.getNumRows()-1);
|
|
|
|
Vec3 base_1(Vec3(0,0,zMin));
|
|
Vec3 base_2(Vec3(x,0,zMin));
|
|
Vec3 base_3(Vec3(x,y,zMin));
|
|
Vec3 base_4(Vec3(0,y,zMin));
|
|
|
|
Vec3 top_1(Vec3(0,0,zMax));
|
|
Vec3 top_2(Vec3(x,0,zMax));
|
|
Vec3 top_3(Vec3(x,y,zMax));
|
|
Vec3 top_4(Vec3(0,y,zMax));
|
|
|
|
Matrix matrix = field.getRotationMatrix();
|
|
_bb.expandBy(field.getOrigin()+base_1*matrix);
|
|
_bb.expandBy(field.getOrigin()+base_2*matrix);
|
|
_bb.expandBy(field.getOrigin()+base_3*matrix);
|
|
_bb.expandBy(field.getOrigin()+base_4*matrix);
|
|
|
|
_bb.expandBy(field.getOrigin()+top_1*matrix);
|
|
_bb.expandBy(field.getOrigin()+top_2*matrix);
|
|
_bb.expandBy(field.getOrigin()+top_3*matrix);
|
|
_bb.expandBy(field.getOrigin()+top_4*matrix);
|
|
}
|
|
|
|
}
|
|
|
|
void ComputeBoundShapeVisitor::apply(const CompositeShape& group)
|
|
{
|
|
for(unsigned int i=0;i<group.getNumChildren();++i)
|
|
{
|
|
group.getChild(i)->accept(*this);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Accept a primtive functor for each of the shapes.
|
|
//
|
|
|
|
class PrimitiveShapeVisitor : public ConstShapeVisitor
|
|
{
|
|
public:
|
|
|
|
PrimitiveShapeVisitor(Drawable::PrimitiveFunctor& functor,const TessellationHints* hints):
|
|
_functor(functor),
|
|
_hints(hints) {}
|
|
|
|
virtual void apply(const Sphere&);
|
|
virtual void apply(const Box&);
|
|
virtual void apply(const Cone&);
|
|
virtual void apply(const Cylinder&);
|
|
virtual void apply(const Capsule&);
|
|
virtual void apply(const InfinitePlane&);
|
|
|
|
virtual void apply(const TriangleMesh&);
|
|
virtual void apply(const ConvexHull&);
|
|
virtual void apply(const HeightField&);
|
|
|
|
virtual void apply(const CompositeShape&);
|
|
|
|
Drawable::PrimitiveFunctor& _functor;
|
|
const TessellationHints* _hints;
|
|
};
|
|
|
|
|
|
|
|
|
|
void PrimitiveShapeVisitor::apply(const Sphere& sphere)
|
|
{
|
|
|
|
float tx = sphere.getCenter().x();
|
|
float ty = sphere.getCenter().y();
|
|
float tz = sphere.getCenter().z();
|
|
|
|
unsigned int numSegments = 40;
|
|
unsigned int numRows = 20;
|
|
|
|
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;
|
|
|
|
float lBase=-osg::PI*0.5f;
|
|
float rBase=0.0f;
|
|
float zBase=-sphere.getRadius();
|
|
float vBase=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);
|
|
|
|
_functor.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);
|
|
|
|
_functor.vertex(tx+c*rTop,ty+s*rTop,tz+zTop);
|
|
_functor.vertex(tx+c*rBase,ty+s*rBase,tz+zBase);
|
|
|
|
}
|
|
|
|
// do last point by hand to ensure no round off errors.
|
|
_functor.vertex(tx+rTop,ty,tz+zTop);
|
|
_functor.vertex(ty+rBase,ty,tz+zBase);
|
|
|
|
_functor.end();
|
|
|
|
lBase=lTop;
|
|
rBase=rTop;
|
|
zBase=zTop;
|
|
vBase=vTop;
|
|
|
|
}
|
|
}
|
|
|
|
void PrimitiveShapeVisitor::apply(const Box& box)
|
|
{
|
|
|
|
|
|
float x = box.getHalfLengths().x();
|
|
float y = box.getHalfLengths().y();
|
|
float z = box.getHalfLengths().z();
|
|
|
|
Vec3 base_1(-x,-y,-z);
|
|
Vec3 base_2(x,-y,-z);
|
|
Vec3 base_3(x,y,-z);
|
|
Vec3 base_4(-x,y,-z);
|
|
|
|
Vec3 top_1(-x,-y,z);
|
|
Vec3 top_2(x,-y,z);
|
|
Vec3 top_3(x,y,z);
|
|
Vec3 top_4(-x,y,z);
|
|
|
|
if (box.zeroRotation())
|
|
{
|
|
base_1 += box.getCenter();
|
|
base_2 += box.getCenter();
|
|
base_3 += box.getCenter();
|
|
base_4 += box.getCenter();
|
|
|
|
top_1 += box.getCenter();
|
|
top_2 += box.getCenter();
|
|
top_3 += box.getCenter();
|
|
top_4 += box.getCenter();
|
|
}
|
|
else
|
|
{
|
|
Matrix matrix = box.getRotationMatrix();
|
|
matrix.setTrans(box.getCenter());
|
|
|
|
base_1 = base_1*matrix;
|
|
base_2 = base_2*matrix;
|
|
base_3 = base_3*matrix;
|
|
base_4 = base_4*matrix;
|
|
|
|
top_1 = top_1*matrix;
|
|
top_2 = top_2*matrix;
|
|
top_3 = top_3*matrix;
|
|
top_4 = top_4*matrix;
|
|
}
|
|
|
|
_functor.begin(GL_QUADS);
|
|
|
|
_functor.vertex(top_1);
|
|
_functor.vertex(base_1);
|
|
_functor.vertex(base_2);
|
|
_functor.vertex(top_2);
|
|
|
|
_functor.vertex(top_2);
|
|
_functor.vertex(base_2);
|
|
_functor.vertex(base_3);
|
|
_functor.vertex(top_3);
|
|
|
|
_functor.vertex(top_3);
|
|
_functor.vertex(base_3);
|
|
_functor.vertex(base_4);
|
|
_functor.vertex(top_4);
|
|
|
|
_functor.vertex(top_4);
|
|
_functor.vertex(base_4);
|
|
_functor.vertex(base_1);
|
|
_functor.vertex(top_1);
|
|
|
|
_functor.vertex(top_4);
|
|
_functor.vertex(top_1);
|
|
_functor.vertex(top_2);
|
|
_functor.vertex(top_3);
|
|
|
|
_functor.vertex(base_4);
|
|
_functor.vertex(base_3);
|
|
_functor.vertex(base_2);
|
|
_functor.vertex(base_1);
|
|
|
|
_functor.end();
|
|
|
|
}
|
|
|
|
void PrimitiveShapeVisitor::apply(const Cone& cone)
|
|
{
|
|
Matrix matrix = cone.getRotationMatrix();
|
|
matrix.setTrans(cone.getCenter());
|
|
|
|
|
|
unsigned int numSegments = 40;
|
|
unsigned int numRows = 10;
|
|
|
|
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;
|
|
|
|
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..
|
|
_functor.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);
|
|
|
|
_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 Capsule& /*capsule*/)
|
|
{
|
|
#if 0
|
|
notify(NOTICE)<<"Warning: PrimitiveShapeVisitor doesn't implement apply(Capsule&) (yet)."<<std::endl;
|
|
#endif
|
|
}
|
|
|
|
void PrimitiveShapeVisitor::apply(const InfinitePlane&)
|
|
{
|
|
notify(NOTICE)<<"Warning: PrimitiveShapeVisitor::apply(const InfinitePlane& plane) not yet implementated. "<<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();
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// ShapeDrawable itself..
|
|
//
|
|
|
|
|
|
ShapeDrawable::ShapeDrawable():
|
|
_color(1.0f,1.0f,1.0f,1.0f)
|
|
{
|
|
}
|
|
|
|
ShapeDrawable::ShapeDrawable(Shape* shape,TessellationHints* hints):
|
|
_color(1.0f,1.0f,1.0f,1.0f),
|
|
_tessellationHints(hints)
|
|
{
|
|
setShape(shape);
|
|
}
|
|
|
|
ShapeDrawable::ShapeDrawable(const ShapeDrawable& pg,const CopyOp& copyop):
|
|
Drawable(pg,copyop),
|
|
_color(pg._color),
|
|
_tessellationHints(pg._tessellationHints)
|
|
{
|
|
}
|
|
|
|
ShapeDrawable::~ShapeDrawable()
|
|
{
|
|
}
|
|
|
|
void ShapeDrawable::drawImplementation(State& state) const
|
|
{
|
|
if (_shape.valid())
|
|
{
|
|
glColor4fv(_color.ptr());
|
|
|
|
DrawShapeVisitor dsv(state,_tessellationHints.get());
|
|
|
|
_shape->accept(dsv);
|
|
}
|
|
}
|
|
|
|
void ShapeDrawable::accept(ConstAttributeFunctor&) const
|
|
{
|
|
}
|
|
|
|
void ShapeDrawable::accept(PrimitiveFunctor& pf) const
|
|
{
|
|
if (_shape.valid())
|
|
{
|
|
PrimitiveShapeVisitor psv(pf,_tessellationHints.get());
|
|
_shape->accept(psv);
|
|
}
|
|
}
|
|
|
|
|
|
bool ShapeDrawable::computeBound() const
|
|
{
|
|
_bbox.init();
|
|
|
|
|
|
if (_shape.valid())
|
|
{
|
|
ComputeBoundShapeVisitor cbsv(_bbox);
|
|
_shape->accept(cbsv);
|
|
_bbox_computed = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|