OpenSceneGraph/include/osg/Geometry

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_GEOMETRY
#define OSG_GEOMETRY 1
#include <osg/Drawable>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Array>
#include <osg/Primitive>
namespace osg {
class SG_EXPORT Geometry : public Drawable
{
public:
Geometry();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Geometry(const Geometry& geometry,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return osgNew Geometry(); }
virtual Object* clone(const CopyOp& copyop) const { return osgNew Geometry(*this,copyop); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Geometry*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "Geometry"; }
enum AttributeBinding
{
BIND_OFF=0,
BIND_OVERALL,
BIND_PER_PRIMITIVE,
BIND_PER_VERTEX
};
void setVertexArray(Vec3Array* array) { _vertexArray = array; dirtyDisplayList(); }
Vec3Array* getVertexArray() { return _vertexArray.get(); }
const Vec3Array* getVertexArray() const { return _vertexArray.get(); }
void setNormalBinding(AttributeBinding ab) { _normalBinding = ab; dirtyDisplayList(); }
AttributeBinding getNormalBinding() const { return _normalBinding; }
void setNormalArray(Vec3Array* array) { _normalArray = array; if (!_normalArray.valid()) _normalBinding=BIND_OFF; dirtyDisplayList(); }
Vec3Array* getNormalArray() { return _normalArray.get(); }
const Vec3Array* getNormalArray() const { return _normalArray.get(); }
void setColorBinding(AttributeBinding ab) { _colorBinding = ab; }
AttributeBinding getColorBinding() const { return _colorBinding; }
void setColorArray(Array* array) { _colorArray = array; if (!_colorArray.valid()) _colorBinding=BIND_OFF; dirtyDisplayList(); }
Array* getColorArray() { return _colorArray.get(); }
const Array* getColorArray() const { return _colorArray.get(); }
typedef std::vector< ref_ptr<Array> > TexCoordArrayList;
void setTexCoordArray(unsigned int unit,Array*);
Array* getTexCoordArray(unsigned int unit);
const Array* getTexCoordArray(unsigned int unit) const;
unsigned int getNumTexCoordArrays() const { return _texCoordList.size(); }
TexCoordArrayList& getTexCoordArrayList() { return _texCoordList; }
const TexCoordArrayList& getTexCoordArrayList() const { return _texCoordList; }
typedef std::vector< ref_ptr<Primitive> > PrimitiveList;
void setPrimitiveList(const PrimitiveList& primitives) { _primitives = primitives; dirtyDisplayList(); }
PrimitiveList& getPrimitiveList() { return _primitives; }
const PrimitiveList& getPrimitiveList() const { return _primitives; }
unsigned int getNumPrimitives() const { return _primitives.size(); }
Primitive* getPrimitive(unsigned int pos) { return _primitives[pos].get(); }
const Primitive* getPrimitive(unsigned int pos) const { return _primitives[pos].get(); }
void addPrimitive(Primitive* primitive) { if (primitive) _primitives.push_back(primitive); dirtyDisplayList(); }
bool verifyBindings() const;
void computeCorrectBindingsAndArraySizes();
/** draw Geometry directly ignoring an OpenGL display list which could be attached.
* This is the internal draw method which does the drawing itself,
* and is the method to override when deriving from Geometry for user-drawn objects.
*/
virtual void drawImmediateMode(State& state);
/** accept an AttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
virtual void accept(AttributeFunctor& af);
/** accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has.*/
virtual void accept(PrimitiveFunctor& pf);
protected:
Geometry& operator = (const Geometry&) { return *this;}
virtual ~Geometry();
//virtual const bool computeBound() const;
PrimitiveList _primitives;
ref_ptr<Vec3Array> _vertexArray;
AttributeBinding _normalBinding;
ref_ptr<Vec3Array> _normalArray;
AttributeBinding _colorBinding;
ref_ptr<Array> _colorArray;
TexCoordArrayList _texCoordList;
};
}
#endif