132 lines
4.8 KiB
Plaintext
132 lines
4.8 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 OSG_GEOMETRY
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#define OSG_GEOMETRY 1
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#include <osg/Drawable>
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Array>
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#include <osg/Primitive>
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namespace osg {
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class SG_EXPORT Geometry : public Drawable
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{
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public:
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Geometry();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Geometry(const Geometry& geometry,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return osgNew Geometry(); }
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virtual Object* clone(const CopyOp& copyop) const { return osgNew Geometry(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Geometry*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "Geometry"; }
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enum AttributeBinding
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{
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BIND_OFF=0,
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BIND_OVERALL,
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BIND_PER_PRIMITIVE,
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BIND_PER_VERTEX
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};
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void setVertexArray(Vec3Array* array) { _vertexArray = array; dirtyDisplayList(); }
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Vec3Array* getVertexArray() { return _vertexArray.get(); }
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const Vec3Array* getVertexArray() const { return _vertexArray.get(); }
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void setNormalBinding(AttributeBinding ab) { _normalBinding = ab; dirtyDisplayList(); }
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AttributeBinding getNormalBinding() const { return _normalBinding; }
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void setNormalArray(Vec3Array* array) { _normalArray = array; if (!_normalArray.valid()) _normalBinding=BIND_OFF; dirtyDisplayList(); }
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Vec3Array* getNormalArray() { return _normalArray.get(); }
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const Vec3Array* getNormalArray() const { return _normalArray.get(); }
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void setColorBinding(AttributeBinding ab) { _colorBinding = ab; }
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AttributeBinding getColorBinding() const { return _colorBinding; }
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void setColorArray(Array* array) { _colorArray = array; if (!_colorArray.valid()) _colorBinding=BIND_OFF; dirtyDisplayList(); }
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Array* getColorArray() { return _colorArray.get(); }
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const Array* getColorArray() const { return _colorArray.get(); }
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typedef std::vector< ref_ptr<Array> > TexCoordArrayList;
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void setTexCoordArray(unsigned int unit,Array*);
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Array* getTexCoordArray(unsigned int unit);
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const Array* getTexCoordArray(unsigned int unit) const;
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unsigned int getNumTexCoordArrays() const { return _texCoordList.size(); }
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TexCoordArrayList& getTexCoordArrayList() { return _texCoordList; }
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const TexCoordArrayList& getTexCoordArrayList() const { return _texCoordList; }
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typedef std::vector< ref_ptr<Primitive> > PrimitiveList;
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void setPrimitiveList(const PrimitiveList& primitives) { _primitives = primitives; dirtyDisplayList(); }
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PrimitiveList& getPrimitiveList() { return _primitives; }
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const PrimitiveList& getPrimitiveList() const { return _primitives; }
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unsigned int getNumPrimitives() const { return _primitives.size(); }
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Primitive* getPrimitive(unsigned int pos) { return _primitives[pos].get(); }
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const Primitive* getPrimitive(unsigned int pos) const { return _primitives[pos].get(); }
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void addPrimitive(Primitive* primitive) { if (primitive) _primitives.push_back(primitive); dirtyDisplayList(); }
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bool verifyBindings() const;
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void computeCorrectBindingsAndArraySizes();
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/** draw Geometry directly ignoring an OpenGL display list which could be attached.
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* This is the internal draw method which does the drawing itself,
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* and is the method to override when deriving from Geometry for user-drawn objects.
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*/
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virtual void drawImmediateMode(State& state);
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/** accept an AttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
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virtual void accept(AttributeFunctor& af);
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/** accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has.*/
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virtual void accept(PrimitiveFunctor& pf);
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protected:
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Geometry& operator = (const Geometry&) { return *this;}
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virtual ~Geometry();
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//virtual const bool computeBound() const;
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PrimitiveList _primitives;
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ref_ptr<Vec3Array> _vertexArray;
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AttributeBinding _normalBinding;
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ref_ptr<Vec3Array> _normalArray;
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AttributeBinding _colorBinding;
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ref_ptr<Array> _colorArray;
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TexCoordArrayList _texCoordList;
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};
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}
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#endif
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