Refactored ShapeDrawable so that it is subclassed from osg::Geometry rather than osg::Drawable.
Created a BuildShapeGeometryVisitor visitor that can create osg::Geometry for osg::Shape objects
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@@ -650,6 +650,157 @@ class OSG_EXPORT CompositeShape : public Shape
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};
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/** Describe several hints that can be passed to a Tessellator (like the one used
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* by \c ShapeDrawable) as a mean to try to influence the way it works.
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*/
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class TessellationHints : public Object
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{
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public:
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TessellationHints():
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_TessellationMode(USE_SHAPE_DEFAULTS),
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_detailRatio(1.0f),
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_targetNumFaces(100),
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_createFrontFace(true),
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_createBackFace(false),
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_createNormals(true),
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_createTextureCoords(false),
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_createTop(true),
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_createBody(true),
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_createBottom(true) {}
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TessellationHints(const TessellationHints& tess, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Object(tess,copyop),
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_TessellationMode(tess._TessellationMode),
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_detailRatio(tess._detailRatio),
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_targetNumFaces(tess._targetNumFaces),
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_createFrontFace(tess._createFrontFace),
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_createBackFace(tess._createBackFace),
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_createNormals(tess._createNormals),
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_createTextureCoords(tess._createTextureCoords),
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_createTop(tess._createTop),
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_createBody(tess._createBody),
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_createBottom(tess._createBottom) {}
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META_Object(osg,TessellationHints);
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enum TessellationMode
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{
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USE_SHAPE_DEFAULTS,
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USE_TARGET_NUM_FACES
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};
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inline void setTessellationMode(TessellationMode mode) { _TessellationMode=mode; }
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inline TessellationMode getTessellationMode() const { return _TessellationMode; }
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inline void setDetailRatio(float ratio) { _detailRatio = ratio; }
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inline float getDetailRatio() const { return _detailRatio; }
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inline void setTargetNumFaces(unsigned int target) { _targetNumFaces=target; }
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inline unsigned int getTargetNumFaces() const { return _targetNumFaces; }
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inline void setCreateFrontFace(bool on) { _createFrontFace=on; }
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inline bool getCreateFrontFace() const { return _createFrontFace; }
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inline void setCreateBackFace(bool on) { _createBackFace=on; }
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inline bool getCreateBackFace() const { return _createBackFace; }
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inline void setCreateNormals(bool on) { _createNormals=on; }
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inline bool getCreateNormals() const { return _createNormals; }
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inline void setCreateTextureCoords(bool on) { _createTextureCoords=on; }
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inline bool getCreateTextureCoords() const { return _createTextureCoords; }
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inline void setCreateTop(bool on) { _createTop=on; }
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inline bool getCreateTop() const { return _createTop; }
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inline void setCreateBody(bool on) { _createBody=on; }
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inline bool getCreateBody() const { return _createBody; }
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inline void setCreateBottom(bool on) { _createBottom=on; }
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inline bool getCreateBottom() const { return _createBottom; }
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protected:
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~TessellationHints() {}
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TessellationMode _TessellationMode;
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float _detailRatio;
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unsigned int _targetNumFaces;
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bool _createFrontFace;
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bool _createBackFace;
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bool _createNormals;
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bool _createTextureCoords;
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bool _createTop;
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bool _createBody;
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bool _createBottom;
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};
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// forward declare;
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class Geometry;
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/** Convinience class for populating an osg::Geomtry with vertex, normals, texture coords and primitives that can render a Shape. */
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class OSG_EXPORT BuildShapeGeometryVisitor : public ConstShapeVisitor
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{
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public:
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BuildShapeGeometryVisitor(Geometry* geometry, TessellationHints* hints);
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virtual void apply(const Sphere&);
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virtual void apply(const Box&);
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virtual void apply(const Cone&);
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virtual void apply(const Cylinder&);
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virtual void apply(const Capsule&);
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virtual void apply(const InfinitePlane&);
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virtual void apply(const TriangleMesh&);
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virtual void apply(const ConvexHull&);
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virtual void apply(const HeightField&);
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virtual void apply(const CompositeShape&);
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void Normal(const Vec3f& v) { _normals->push_back(v); }
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void Normal3f(float x, float y, float z) { _normals->push_back(Vec3(x,y,z)); }
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void TexCoord2f(float x, float y) { _texcoords->push_back(Vec2(x,y)); }
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void Vertex(const Vec3f& v) { _vertices->push_back(v); }
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void Vertex3f(float x, float y, float z) { _vertices->push_back(Vec3(x,y,z)); }
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void setMatrix(const osg::Matrixd& m);
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void Begin(GLenum mode);
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void End();
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protected:
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BuildShapeGeometryVisitor& operator = (const BuildShapeGeometryVisitor&) { return *this; }
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enum SphereHalf { SphereTopHalf, SphereBottomHalf };
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// helpers for apply( Cylinder | Sphere | Capsule )
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void drawCylinderBody(unsigned int numSegments, float radius, float height);
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void drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset = 0.0f);
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Geometry* _geometry;
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const TessellationHints* _hints;
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ref_ptr<Vec3Array> _vertices;
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ref_ptr<Vec3Array> _normals;
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ref_ptr<Vec2Array> _texcoords;
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GLenum _mode;
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unsigned int _start_index;
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Matrixd _matrix;
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Matrixd _inverse;
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};
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}
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#endif
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