Rewrote the osgUtil::Tesselator so that it is easier to use, and can also

easily retesselate osg::Primitive::POLYGONS found in Geometry objects.
Added calls to the tesselate to the lwo and flt loaders.
This commit is contained in:
Robert Osfield
2002-06-28 22:42:02 +00:00
parent 4e81711ef7
commit 48e7679e78
5 changed files with 324 additions and 320 deletions

View File

@@ -5,13 +5,20 @@
#ifndef OSGUTIL_Tesselator
#define OSGUTIL_Tesselator
#include <osg/Types>
#include <osg/Vec3>
#include <osg/Geometry>
#include <osgUtil/Export>
#include <osg/GLU>
#include <vector>
/* Win32 calling conventions. (or a least thats what the GLUT example tess.c uses.)*/
#ifndef CALLBACK
#define CALLBACK
#endif
namespace osgUtil {
/** A simple class for tessellating a single polygon boundary.
@@ -31,86 +38,65 @@ class OSGUTIL_EXPORT Tesselator
COUNTER_CLOCK_WISE
};
void tesselate(osg::Vec3* coords,int numIndices, int* indices,InputBoundaryDirection ibd=COUNTER_CLOCK_WISE);
void tesselate(osg::Vec3* coords,int numIndices, osg::ushort* indices,InputBoundaryDirection ibd=COUNTER_CLOCK_WISE);
void tesselate(osg::Vec3* coords,int numIndices, osg::uint* indices,InputBoundaryDirection ibd=COUNTER_CLOCK_WISE);
typedef std::vector<osg::uint> IndexVec;
const IndexVec& getResult() const { return _tesselated_indices; }
typedef std::vector<osg::Vec3*> VertexPointList;
struct Prim : public osg::Referenced
{
Prim(GLenum mode):_mode(mode) {}
typedef std::vector<osg::Vec3*> VecList;
void beginPrimitive(int primitiveType);
void endPrimitive();
GLenum _mode;
VecList _vertices;
};
void beginTesselation();
void beginContour();
void addVertex(osg::Vec3* vertex);
void endContour();
void endTesselation();
int _errorCode;
typedef std::vector< osg::ref_ptr<Prim> > PrimList;
PrimList& getPrimList() { return _primList; }
void retesselatePolygons(osg::Geometry& geom);
void reset();
protected:
void begin(GLenum mode);
void vertex(osg::Vec3* vertex);
void combine(osg::Vec3* vertex);
void end();
void error(GLenum errorCode);
struct VertexIndexSet
static void beginCallback(GLenum which, void* userData);
static void vertexCallback(GLvoid *data, void* userData);
static void combineCallback(GLdouble coords[3], void* vertex_data[4],
GLfloat weight[4], void** outData,
void* useData);
static void endCallback(void* userData);
static void errorCallback(GLenum errorCode, void* userData);
struct Vec3d
{
VertexIndexSet() {}
VertexIndexSet(Tesselator* tess,const osg::Vec3& vec,osg::uint index)
{
set(tess,vec,index);
}
VertexIndexSet(const VertexIndexSet& vip)
{
_Tesselator = vip._Tesselator;
_vertex[0] = vip._vertex[0];
_vertex[1] = vip._vertex[1];
_vertex[2] = vip._vertex[2];
_index = vip._index;
}
VertexIndexSet& operator = (const VertexIndexSet& vip)
{
if (&vip==this) return *this;
_Tesselator = vip._Tesselator;
_vertex[0] = vip._vertex[0];
_vertex[1] = vip._vertex[1];
_vertex[2] = vip._vertex[2];
_index = vip._index;
return *this;
}
void set(Tesselator* tess,const osg::Vec3& vec,osg::uint index)
{
_Tesselator = tess;
_vertex[0] = vec[0];
_vertex[1] = vec[1];
_vertex[2] = vec[2];
_index = index;
}
void accumulate()
{
_Tesselator->_acummulated_indices.push_back(_index);
}
// note,_vertex must be first so that callbacks can use a pointer
// to it to dereference the VertexIndexSet for it.
double _vertex[3];
Tesselator* _Tesselator;
osg::uint _index;
double _v[3];
};
protected:
friend struct VertexIndexSet;
typedef std::vector<VertexIndexSet> CoordVec;
typedef std::vector<Vec3d*> Vec3dList;
void init();
void do_it();
GLUtesselator* _tobj;
PrimList _primList;
Vec3dList _coordData;
GLenum _errorCode;
CoordVec _coordVec;
IndexVec _tesselated_indices;
int _currentPrimtiveType;
IndexVec _acummulated_indices;
};
}