OpenSceneGraph/src/osgPlugins/vrml/IndexedFaceSet.cpp
Robert Osfield 6dc3f54786 From Jan Ciger, build fixes to work with OpenVRML 0.18.3.
Tweaks to this submission from Robert Osfield to fix missing elements in submission.
2009-11-19 16:06:30 +00:00

329 lines
12 KiB
C++

// -*-c++-*-
#include "ReaderWriterVRML2.h"
#if defined(_MSC_VER)
# pragma warning(disable: 4250)
# pragma warning(disable: 4290)
# pragma warning(disable: 4800)
#endif
#include <openvrml/node.h>
#include <osg/CullFace>
osg::ref_ptr<osg::Geometry> ReaderWriterVRML2::convertVRML97IndexedFaceSet(openvrml::node *vrml_ifs) const
{
osg::ref_ptr<osg::Geometry> osg_geom = new osg::Geometry();
osg_geom->addPrimitiveSet(new osg::DrawArrayLengths(osg::PrimitiveSet::POLYGON));
// get array of vertex coordinate_nodes
if(vrml_ifs->type().id() == "IndexedFaceSet")
{
std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("coord");
const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
openvrml::coordinate_node *vrml_coord_node = dynamic_cast<openvrml::coordinate_node *>((sfn->value()).get());
const std::vector<openvrml::vec3f> &vrml_coord = vrml_coord_node->point();
osg::ref_ptr<osg::Vec3Array> osg_vertices = new osg::Vec3Array();
unsigned i;
for (i = 0; i < vrml_coord.size(); i++)
{
openvrml::vec3f vec = vrml_coord[i];
osg_vertices->push_back(osg::Vec3(vec[0], vec[1], vec[2]));
}
osg_geom->setVertexArray(osg_vertices.get());
// get array of vertex indices
std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("coordIndex");
const openvrml::mfint32 *vrml_coord_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
osg::ref_ptr<osg::IntArray> osg_vert_index = new osg::IntArray();
int num_vert = 0;
for (i = 0; i < vrml_coord_index->value().size(); i++)
{
int index = vrml_coord_index->value()[i];
if (index == -1)
{
static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0))->push_back(num_vert);
num_vert = 0;
}
else
{
osg_vert_index->push_back(index);
++num_vert;
}
}
if (num_vert)
{
//GvdB: Last coordIndex wasn't -1
static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0))->push_back(num_vert);
}
osg_geom->setVertexIndices(osg_vert_index.get());
}
{
// get texture coordinate_nodes
std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("texCoord");
const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
openvrml::texture_coordinate_node *vrml_tex_coord_node = dynamic_cast<openvrml::texture_coordinate_node *>(sfn->value().get());
if (vrml_tex_coord_node != 0) // if no texture, node is NULL pointer
{
const std::vector<openvrml::vec2f> &vrml_tex_coord = vrml_tex_coord_node->point();
osg::ref_ptr<osg::Vec2Array> osg_texcoords = new osg::Vec2Array();
unsigned i;
for (i = 0; i < vrml_tex_coord.size(); i++)
{
openvrml::vec2f vec = vrml_tex_coord[i];
osg_texcoords->push_back(osg::Vec2(vec[0], vec[1]));
}
osg_geom->setTexCoordArray(0, osg_texcoords.get());
// get array of texture indices
std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("texCoordIndex");
const openvrml::mfint32 *vrml_tex_coord_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
osg::ref_ptr<osg::IntArray> osg_tex_coord_index = new osg::IntArray();
if(vrml_tex_coord_index->value().size() > 0)
{
for (i = 0; i < vrml_tex_coord_index->value().size(); i++)
{
int index = vrml_tex_coord_index->value()[i];
if (index != -1) {
osg_tex_coord_index->push_back(index);
}
}
osg_geom->setTexCoordIndices(0, osg_tex_coord_index.get());
} else
// no indices defined, use coordIndex
osg_geom->setTexCoordIndices(0, osg_geom->getVertexIndices());
}
}
// get array of normals per vertex (if specified)
{
std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("normal");
const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
openvrml::normal_node *vrml_normal_node = dynamic_cast<openvrml::normal_node *>(sfn->value().get());
if (vrml_normal_node != 0) // if no normals, node is NULL pointer
{
const std::vector<openvrml::vec3f>& vrml_normal_coord = vrml_normal_node->vector();
osg::ref_ptr<osg::Vec3Array> osg_normalcoords = new osg::Vec3Array();
unsigned i;
for (i = 0; i < vrml_normal_coord.size(); i++)
{
const openvrml::vec3f vec = vrml_normal_coord[i];
osg_normalcoords->push_back(osg::Vec3(vec[0], vec[1], vec[2]));
}
osg_geom->setNormalArray(osg_normalcoords.get());
// get array of normal indices
std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("normalIndex");
const openvrml::mfint32 *vrml_normal_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
osg::ref_ptr<osg::IntArray> osg_normal_index = new osg::IntArray();
if (vrml_normal_index->value().size() > 0)
{
for (i = 0; i < vrml_normal_index->value().size(); i++)
{
int index = vrml_normal_index->value()[i];
if (index != -1)
{
osg_normal_index->push_back(index);
}
}
osg_geom->setNormalIndices(osg_normal_index.get());
}
else
// unspecified, use the coordIndex field
osg_geom->setNormalIndices(osg_geom->getVertexIndices());
// get normal binding
std::auto_ptr<openvrml::field_value> fv3 = vrml_ifs->field("normalPerVertex");
const openvrml::sfbool *vrml_norm_per_vertex = dynamic_cast<const openvrml::sfbool *>(fv3.get());
if (vrml_norm_per_vertex->value())
{
osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
} else
{
osg_geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
}
}
}
// get array of colours per vertex (if specified)
{
std::auto_ptr<openvrml::field_value> fv = vrml_ifs->field("color");
const openvrml::sfnode *sfn = dynamic_cast<const openvrml::sfnode *>(fv.get());
openvrml::color_node *vrml_color_node = dynamic_cast<openvrml::color_node *>(sfn->value().get());
if (vrml_color_node != 0) // if no colors, node is NULL pointer
{
const std::vector<openvrml::color> &vrml_colors = vrml_color_node->color();
osg::ref_ptr<osg::Vec3Array> osg_colors = new osg::Vec3Array();
unsigned i;
for (i = 0; i < vrml_colors.size(); i++)
{
const openvrml::color color = vrml_colors[i];
osg_colors->push_back(osg::Vec3(color.r(), color.g(), color.b()));
}
osg_geom->setColorArray(osg_colors.get());
// get array of color indices
std::auto_ptr<openvrml::field_value> fv2 = vrml_ifs->field("colorIndex");
const openvrml::mfint32 *vrml_color_index = dynamic_cast<const openvrml::mfint32 *>(fv2.get());
osg::ref_ptr<osg::IntArray> osg_color_index = new osg::IntArray();
if(vrml_color_index->value().size() > 0)
{
for (i = 0; i < vrml_color_index->value().size(); i++)
{
int index = vrml_color_index->value()[i];
if (index != -1) {
osg_color_index->push_back(index);
}
}
osg_geom->setColorIndices(osg_color_index.get());
} else
// unspecified, use coordIndices field
osg_geom->setColorIndices(osg_geom->getVertexIndices());
// get color binding
std::auto_ptr<openvrml::field_value> fv3 = vrml_ifs->field("colorPerVertex");
const openvrml::sfbool *vrml_color_per_vertex = dynamic_cast<const openvrml::sfbool *>(fv3.get());
if (vrml_color_per_vertex->value())
{
osg_geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
} else
{
osg_geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
}
}
}
// normal smoothing
std::auto_ptr<openvrml::field_value> fv_solid = vrml_ifs->field("solid");
const openvrml::sfbool *solid = dynamic_cast<const openvrml::sfbool *>(fv_solid.get());
if (solid->value())
{
osg_geom->getOrCreateStateSet()->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
}
if (!osg_geom->getNormalArray())
{
#if 0
// GvdB: This is what I wanted to do, but got zero normals since the triangles were considered temporaries (?)
osgUtil::SmoothingVisitor().smooth(*osg_geom);
#else
// GvdB: So I ended up computing the smoothing normals myself. Also, I might add support for "creaseAngle" if a big need for it rises.
// However, for now I can perfectly live with the fact that all edges are smoothed despite the use of a crease angle.
osg::Vec3Array& coords = *static_cast<osg::Vec3Array*>(osg_geom->getVertexArray());
assert(coords.size());
osg::Vec3Array* normals = new osg::Vec3Array(coords.size());
for (osg::Vec3Array::iterator it = normals->begin(); it != normals->end(); ++it)
{
(*it).set(0.0f, 0.0f, 0.0f);
}
osg::IntArray& indices = *static_cast<osg::IntArray*>(osg_geom->getVertexIndices());
osg::DrawArrayLengths& lengths = *static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0));
unsigned index = 0;
for (osg::DrawArrayLengths::iterator it = lengths.begin(); it != lengths.end(); ++it)
{
assert(*it >= 3);
const osg::Vec3& v0 = coords[indices[index]];
const osg::Vec3& v1 = coords[indices[index + 1]];
const osg::Vec3& v2 = coords[indices[index + 2]];
osg::Vec3 normal = (v1 - v0) ^ (v2 - v0);
normal.normalize();
for (int i = 0; i != *it; ++i)
{
(*normals)[indices[index + i]] += normal;
}
index += *it;
}
assert(index == indices.size());
for(osg::Vec3Array::iterator it = normals->begin(); it != normals->end(); ++it)
{
(*it).normalize();
}
osg_geom->setNormalArray(normals);
osg_geom->setNormalIndices(osg_geom->getVertexIndices());
osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
#endif
}
osg::DrawArrayLengths& lengths = *static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0));
osg::DrawArrayLengths::iterator it = lengths.begin();
if (it != lengths.end())
{
switch (*it)
{
case 3:
while (++it != lengths.end() && *it == 3)
;
if (it == lengths.end())
{
// All polys are triangles
osg::ref_ptr<osg::DrawArrays> mesh = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES);
mesh->setCount(lengths.size() * 3);
osg_geom->removePrimitiveSet(0);
osg_geom->addPrimitiveSet(mesh.get());
}
break;
case 4:
while (++it != lengths.end() && *it == 4)
;
if (it == lengths.end())
{
// All polys are quads
osg::ref_ptr<osg::DrawArrays> mesh = new osg::DrawArrays(osg::PrimitiveSet::QUADS);
mesh->setCount(lengths.size() * 4);
osg_geom->removePrimitiveSet(0);
osg_geom->addPrimitiveSet(mesh.get());
}
break;
}
}
return osg_geom.get();
}