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/*
*
* Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* 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 GNU
* Lesser General Public License for more details.
*
* Further, this software is distributed without any warranty that it is
* free of the rightful claim of any third person regarding infringement
* or the like. Any license provided herein, whether implied or
* otherwise, applies only to this software file. Patent licenses, if
* any, provided herein do not apply to combinations of this program with
* other software, or any other product whatsoever.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
* Mountain View, CA 94043, or:
*
* http://www.sgi.com
*
* For further information regarding this notice, see:
*
* http://oss.sgi.com/projects/GenInfo/NoticeExplan/
*
*/
// -*- C++ -*-
/*
* Copyright (C) 1990,91 Silicon Graphics, Inc.
*
_______________________________________________________________________
______________ S I L I C O N G R A P H I C S I N C . ____________
|
| $Revision: 1.1.1.1 $
|
| Description:
| This file defines the SoQuadMesh node class.
|
| Author(s) : Paul S. Strauss
|
______________ S I L I C O N G R A P H I C S I N C . ____________
_______________________________________________________________________
*/
#ifndef _SO_QUAD_MESH_
#define _SO_QUAD_MESH_
#include <Inventor/fields/SoSFInt32.h>
#include <Inventor/nodes/SoNonIndexedShape.h>
//////////////////////////////////////////////////////////////////////////////
//
// Class: SoQuadMesh
//
// Shape node with implicit quadrilateral connectivity. The number of
// vertices in each row and column of the quadMesh is given by the
// verticesPerRow and verticesPerColumn fields. The current
// coordinates are taken in order (starting at startIndex) to form
// the rows of the quadMesh; i.e., the first verticesPerColumn vertices
// form the first row of the quadMesh, the next verticesPerColumn
// vertices form the next row, and so on. It is an error if there are
// not enough coordinates. If materials or normals are bound to
// vertices, they will begin at startIndex, as well; otherwise, they
// will start at index 0.
//
//////////////////////////////////////////////////////////////////////////////
// C-api: prefix=SoQMesh
// C-api: public=startIndex, verticesPerColumn, verticesPerRow, vertexProperty
class SoQuadMesh : public SoNonIndexedShape {
SO_NODE_HEADER(SoQuadMesh);
public:
// Fields
SoSFInt32 verticesPerColumn; // Number of vertices per column
SoSFInt32 verticesPerRow; // Number of vertices per row
// Constructor
SoQuadMesh();
SoEXTENDER public:
// Implement actions
virtual void GLRender(SoGLRenderAction *action);
// Generates default normals using the given normal bundle.
// Returns TRUE.
virtual SbBool generateDefaultNormals(SoState *state,
SoNormalBundle *nb);
SoINTERNAL public:
static void initClass();
// This enum is used to indicate the current material or normal binding
enum Binding {
OVERALL, PER_ROW, PER_QUAD, PER_VERTEX
};
//Typedef of pointer to method on QuadMesh;
//This will be used to simplify declaration and initialization.
typedef void (SoQuadMesh::*PMQM)(SoGLRenderAction *);
protected:
// Generates triangles representing rows
virtual void generatePrimitives(SoAction *action);
// Computes bounding box of mesh
virtual void computeBBox(SoAction *action, SbBox3f &box,
SbVec3f ¢er);
// Overrides standard method to create an SoFaceDetail instance
virtual SoDetail * createTriangleDetail(SoRayPickAction *action,
const SoPrimitiveVertex *v1,
const SoPrimitiveVertex *v2,
const SoPrimitiveVertex *v3,
SoPickedPoint *pp);
virtual ~SoQuadMesh();
private:
SbVec3f *generatedNormals; // Array of generated normals
// Returns current material or normal binding from action's state
static Binding getMaterialBinding(SoAction *action);
static Binding getNormalBinding(SoAction *action);
// Returns index (of material or normal) based on given binding
static int getBindIndex(Binding binding, int vert,
int row, int quad);
// Figures out normals, if necessary.
void figureNormals(SoState *state, SoNormalBundle *nb);
// Blow vpCache when vertexProperty field changes:
virtual void notify(SoNotList *list);
// This stores the total number of vertices; we use this
// information to influence Separator's auto-caching algorithm
// (shapes with very few triangles should be cached because
// traversing them can be expensive, shapes with lots of triangles
// shouldn't be cached because they'll take up too much memory).
int totalNumVertices;
// 32 different render functions; names are formed like this:
// Om -- overall material Pm -- per part material
// Fm -- per face material Vm -- per vertex material
// On -- overall normal Pm -- per part normal
// Fn -- per face normal Vm -- per vertex normal
// T -- per vertex texture coordinates
void OmOn(SoGLRenderAction *); void OmOnT(SoGLRenderAction *);
void OmPn(SoGLRenderAction *); void OmPnT(SoGLRenderAction *);
void OmFn(SoGLRenderAction *); void OmFnT(SoGLRenderAction *);
void OmVn(SoGLRenderAction *); void OmVnT(SoGLRenderAction *);
void PmOn(SoGLRenderAction *); void PmOnT(SoGLRenderAction *);
void PmPn(SoGLRenderAction *); void PmPnT(SoGLRenderAction *);
void PmFn(SoGLRenderAction *); void PmFnT(SoGLRenderAction *);
void PmVn(SoGLRenderAction *); void PmVnT(SoGLRenderAction *);
void FmOn(SoGLRenderAction *); void FmOnT(SoGLRenderAction *);
void FmPn(SoGLRenderAction *); void FmPnT(SoGLRenderAction *);
void FmFn(SoGLRenderAction *); void FmFnT(SoGLRenderAction *);
void FmVn(SoGLRenderAction *); void FmVnT(SoGLRenderAction *);
void VmOn(SoGLRenderAction *); void VmOnT(SoGLRenderAction *);
void VmPn(SoGLRenderAction *); void VmPnT(SoGLRenderAction *);
void VmFn(SoGLRenderAction *); void VmFnT(SoGLRenderAction *);
void VmVn(SoGLRenderAction *); void VmVnT(SoGLRenderAction *);
// Array of function pointers to render functions:
static PMQM renderFunc[32];
};
#endif /* _SO_QUAD_MESH_ */
|