157 lines
3.9 KiB
Plaintext
157 lines
3.9 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSGUTIL_Tesselator
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#define OSGUTIL_Tesselator
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#include <osg/Geometry>
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#include <osgUtil/Export>
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#include <osg/GLU>
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#include <vector>
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/* Win32 calling conventions. (or a least thats what the GLUT example tess.c uses.)*/
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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namespace osgUtil {
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/** A simple class for tessellating a single polygon boundary.
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* Currently uses old style glu tessellation functions for portability.
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* It be nice to use the modern glu tessellation functions or to find
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* a small set of code for doing this job better.*/
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class OSGUTIL_EXPORT Tesselator
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{
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public:
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Tesselator();
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~Tesselator();
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enum InputBoundaryDirection
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{
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CLOCK_WISE,
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COUNTER_CLOCK_WISE
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};
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typedef std::vector<osg::Vec3*> VertexPointList;
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struct Prim : public osg::Referenced
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{
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Prim(GLenum mode):_mode(mode) {}
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typedef std::vector<osg::Vec3*> VecList;
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GLenum _mode;
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VecList _vertices;
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};
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void beginTesselation();
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void beginContour();
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void addVertex(osg::Vec3* vertex);
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void endContour();
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void endTesselation();
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typedef std::vector< osg::ref_ptr<Prim> > PrimList;
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PrimList& getPrimList() { return _primList; }
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void retesselatePolygons(osg::Geometry& geom);
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void reset();
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protected:
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void begin(GLenum mode);
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void vertex(osg::Vec3* vertex);
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void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]);
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void end();
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void error(GLenum errorCode);
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static void CALLBACK beginCallback(GLenum which, void* userData);
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static void CALLBACK vertexCallback(GLvoid *data, void* userData);
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static void CALLBACK combineCallback(GLdouble coords[3], void* vertex_data[4],
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GLfloat weight[4], void** outData,
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void* useData);
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static void CALLBACK endCallback(void* userData);
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static void CALLBACK errorCallback(GLenum errorCode, void* userData);
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struct Vec3d
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{
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double _v[3];
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};
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struct NewVertex
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{
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NewVertex():
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_f1(0),
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_v1(0),
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_f2(0),
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_v2(0),
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_f3(0),
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_v3(0),
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_f4(0),
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_v4(0) {}
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NewVertex(const NewVertex& nv):
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_f1(nv._f1),
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_v1(nv._v1),
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_f2(nv._f2),
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_v2(nv._v2),
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_f3(nv._f3),
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_v3(nv._v3),
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_f4(nv._f4),
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_v4(nv._v4) {}
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NewVertex(float f1,osg::Vec3* v1,
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float f2,osg::Vec3* v2,
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float f3,osg::Vec3* v3,
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float f4,osg::Vec3* v4):
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_f1(f1),
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_v1(v1),
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_f2(f2),
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_v2(v2),
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_f3(f3),
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_v3(v3),
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_f4(f4),
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_v4(v4) {}
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float _f1;
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osg::Vec3* _v1;
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float _f2;
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osg::Vec3* _v2;
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float _f3;
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osg::Vec3* _v3;
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float _f4;
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osg::Vec3* _v4;
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};
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typedef std::map<osg::Vec3*,NewVertex> NewVertexList;
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typedef std::vector<Vec3d*> Vec3dList;
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GLUtesselator* _tobj;
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PrimList _primList;
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Vec3dList _coordData;
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NewVertexList _newVertexList;
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GLenum _errorCode;
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};
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}
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#endif
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