OpenSceneGraph/src/osg/ShapeDrawable.cpp

1807 lines
46 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* 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 <osg/ShapeDrawable>
#include <osg/GL>
#include <osg/Notify>
using namespace osg;
// arbitrary minima for rows & segments
const unsigned int MIN_NUM_ROWS = 3;
const unsigned int MIN_NUM_SEGMENTS = 5;
///////////////////////////////////////////////////////////////////////////////
//
// draw shape
//
class DrawShapeVisitor : public ConstShapeVisitor
{
public:
DrawShapeVisitor(State& state,const TessellationHints* hints):
_state(state),
_hints(hints)
{
#if 0
if (hints)
{
notify(NOTICE)<<"Warning: TessellationHints ignored in present osg::ShapeDrawable implementation."<<std::endl;
}
#endif
}
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&);
State& _state;
const TessellationHints* _hints;
protected:
enum SphereHalf { SphereTopHalf, SphereBottomHalf };
// helpers for apply( Cylinder | Sphere | Capsule )
void drawCylinderBody(unsigned int numSegments, float radius, float height);
void drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset = 0.0f);
};
void DrawShapeVisitor::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
glBegin(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);
glNormal3f(c,s,0.0f);
glTexCoord2f(texCoord,1.0f);
glVertex3f(c*r,s*r,topz);
glTexCoord2f(texCoord,0.0f);
glVertex3f(c*r,s*r,basez);
}
// do last point by hand to ensure no round off errors.
glNormal3f(1.0f,0.0f,0.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f(r,0.0f,topz);
glTexCoord2f(1.0f,0.0f);
glVertex3f(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);
glNormal3f(-c,-s,0.0f);
glTexCoord2f(texCoord,0.0f);
glVertex3f(c*r,s*r,basez);
glTexCoord2f(texCoord,1.0f);
glVertex3f(c*r,s*r,topz);
}
// do last point by hand to ensure no round off errors.
glNormal3f(-1.0f,0.0f,0.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f(r,0.0f,basez);
glTexCoord2f(1.0f,1.0f);
glVertex3f(r,0.0f,topz);
}
glEnd();
}
void DrawShapeVisitor::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);
glBegin(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);
glNormal3f(c*nRatioTop,s*nRatioTop,nzTop);
glTexCoord2f(texCoord,vTop);
glVertex3f(c*rTop,s*rTop,zTop+zOffset);
glNormal3f(c*nRatioBase,s*nRatioBase,nzBase);
glTexCoord2f(texCoord,vBase);
glVertex3f(c*rBase,s*rBase,zBase+zOffset);
}
// do last point by hand to ensure no round off errors.
glNormal3f(nRatioTop,0.0f,nzTop);
glTexCoord2f(1.0f,vTop);
glVertex3f(rTop,0.0f,zTop+zOffset);
glNormal3f(nRatioBase,0.0f,nzBase);
glTexCoord2f(1.0f,vBase);
glVertex3f(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);
glNormal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
glTexCoord2f(texCoord,vBase);
glVertex3f(c*rBase,s*rBase,zBase+zOffset);
glNormal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
glTexCoord2f(texCoord,vTop);
glVertex3f(c*rTop,s*rTop,zTop+zOffset);
}
// do last point by hand to ensure no round off errors.
glNormal3f(-nRatioBase,0.0f,-nzBase);
glTexCoord2f(1.0f,vBase);
glVertex3f(rBase,0.0f,zBase+zOffset);
glNormal3f(-nRatioTop,0.0f,-nzTop);
glTexCoord2f(1.0f,vTop);
glVertex3f(rTop,0.0f,zTop+zOffset);
}
glEnd();
lBase=lTop;
rBase=rTop;
zBase=zTop;
vBase=vTop;
nzBase=nzTop;
nRatioBase=nRatioTop;
}
}
void DrawShapeVisitor::apply(const Sphere& sphere)
{
glPushMatrix();
glTranslatef(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);
glBegin(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);
glNormal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
glTexCoord2f(texCoord,vBase);
glVertex3f(c*rBase,s*rBase,zBase);
glNormal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
glTexCoord2f(texCoord,vTop);
glVertex3f(c*rTop,s*rTop,zTop);
}
// do last point by hand to ensure no round off errors.
glNormal3f(-nRatioBase,0.0f,-nzBase);
glTexCoord2f(1.0f,vBase);
glVertex3f(rBase,0.0f,zBase);
glNormal3f(-nRatioTop,0.0f,-nzTop);
glTexCoord2f(1.0f,vTop);
glVertex3f(rTop,0.0f,zTop);
glEnd();
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);
glBegin(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);
glNormal3f(c*nRatioTop,s*nRatioTop,nzTop);
glTexCoord2f(texCoord,vTop);
glVertex3f(c*rTop,s*rTop,zTop);
glNormal3f(c*nRatioBase,s*nRatioBase,nzBase);
glTexCoord2f(texCoord,vBase);
glVertex3f(c*rBase,s*rBase,zBase);
}
// do last point by hand to ensure no round off errors.
glNormal3f(nRatioTop,0.0f,nzTop);
glTexCoord2f(1.0f,vTop);
glVertex3f(rTop,0.0f,zTop);
glNormal3f(nRatioBase,0.0f,nzBase);
glTexCoord2f(1.0f,vBase);
glVertex3f(rBase,0.0f,zBase);
glEnd();
lBase=lTop;
rBase=rTop;
zBase=zTop;
vBase=vTop;
nzBase=nzTop;
nRatioBase=nRatioTop;
}
}
glPopMatrix();
}
void DrawShapeVisitor::apply(const 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();
glPushMatrix();
glTranslatef(box.getCenter().x(),box.getCenter().y(),box.getCenter().z());
if (!box.zeroRotation())
{
Matrix rotation(box.getRotationMatrix());
glMultMatrix(rotation.ptr());
}
glBegin(GL_QUADS);
if (createBody) {
// -ve y plane
glNormal3f(0.0f,-1.0f,0.0f);
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);
// +ve y plane
glNormal3f(0.0f,1.0f,0.0f);
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);
// +ve x plane
glNormal3f(1.0f,0.0f,0.0f);
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);
// -ve x plane
glNormal3f(-1.0f,0.0f,0.0f);
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 (createTop) {
// +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;
}