Files
OpenSceneGraph/src/osg/Shape.cpp

1227 lines
32 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* 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
* OpenSceneGraph Public License for more details.
*/
#include <osg/Shape>
#include <osg/Geometry>
#include <algorithm>
using namespace osg;
Shape::~Shape()
{
}
ShapeVisitor::~ShapeVisitor()
{
}
ConstShapeVisitor::~ConstShapeVisitor()
{
}
Sphere::~Sphere()
{
}
Box::~Box()
{
}
Cone::~Cone()
{
}
Cylinder::~Cylinder()
{
}
Capsule::~Capsule()
{
}
InfinitePlane::~InfinitePlane()
{
}
TriangleMesh::~TriangleMesh()
{
}
ConvexHull::~ConvexHull()
{
}
HeightField::HeightField():
_columns(0),
_rows(0),
_origin(0.0f,0.0f,0.0f),
_dx(1.0f),
_dy(1.0f),
_skirtHeight(0.0f),
_borderWidth(0)
{
_heights = new FloatArray;
}
HeightField::HeightField(const HeightField& mesh,const CopyOp& copyop):
Shape(mesh,copyop),
_columns(mesh._columns),
_rows(mesh._rows),
_origin(mesh._origin),
_dx(mesh._dx),
_dy(mesh._dy),
_skirtHeight(mesh._skirtHeight),
_borderWidth(mesh._borderWidth),
_heights(new FloatArray(*mesh._heights))
{
}
HeightField::~HeightField()
{
}
void HeightField::allocate(unsigned int numColumns,unsigned int numRows)
{
if (_columns!=numColumns || _rows!=numRows)
{
_heights->resize(numColumns*numRows);
}
_columns=numColumns;
_rows=numRows;
}
Vec3 HeightField::getNormal(unsigned int c,unsigned int r) const
{
// four point normal generation.
float dz_dx;
if (c==0)
{
dz_dx = (getHeight(c+1,r)-getHeight(c,r))/getXInterval();
}
else if (c==getNumColumns()-1)
{
dz_dx = (getHeight(c,r)-getHeight(c-1,r))/getXInterval();
}
else // assume 0<c<_numColumns-1
{
dz_dx = 0.5f*(getHeight(c+1,r)-getHeight(c-1,r))/getXInterval();
}
float dz_dy;
if (r==0)
{
dz_dy = (getHeight(c,r+1)-getHeight(c,r))/getYInterval();
}
else if (r==getNumRows()-1)
{
dz_dy = (getHeight(c,r)-getHeight(c,r-1))/getYInterval();
}
else // assume 0<r<_numRows-1
{
dz_dy = 0.5f*(getHeight(c,r+1)-getHeight(c,r-1))/getYInterval();
}
Vec3 normal(-dz_dx,-dz_dy,1.0f);
normal.normalize();
return normal;
}
Vec2 HeightField::getHeightDelta(unsigned int c,unsigned int r) const
{
// four point height generation.
Vec2 heightDelta;
if (c==0)
{
heightDelta.x() = (getHeight(c+1,r)-getHeight(c,r));
}
else if (c==getNumColumns()-1)
{
heightDelta.x() = (getHeight(c,r)-getHeight(c-1,r));
}
else // assume 0<c<_numColumns-1
{
heightDelta.x() = 0.5f*(getHeight(c+1,r)-getHeight(c-1,r));
}
if (r==0)
{
heightDelta.y() = (getHeight(c,r+1)-getHeight(c,r));
}
else if (r==getNumRows()-1)
{
heightDelta.y() = (getHeight(c,r)-getHeight(c,r-1));
}
else // assume 0<r<_numRows-1
{
heightDelta.y() = 0.5f*(getHeight(c,r+1)-getHeight(c,r-1));
}
return heightDelta;
}
CompositeShape::~CompositeShape()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////
//
// BuildShapeGeometryVisitor
//
// arbitrary minima for rows & segments
const unsigned int MIN_NUM_ROWS = 3;
const unsigned int MIN_NUM_SEGMENTS = 5;
BuildShapeGeometryVisitor::BuildShapeGeometryVisitor(Geometry* geometry, const TessellationHints* hints):
_geometry(geometry),
_hints(hints)
{
_vertices = dynamic_cast<Vec3Array*>(geometry->getVertexArray());
_normals = dynamic_cast<Vec3Array*>(geometry->getNormalArray());
_texcoords = dynamic_cast<Vec2Array*>(geometry->getTexCoordArray(0));
bool requiresClearOfPrimitiveSets = false;
if (!_vertices || _vertices->getBinding()!=Array::BIND_PER_VERTEX)
{
requiresClearOfPrimitiveSets = true;
_vertices = new Vec3Array(Array::BIND_PER_VERTEX);
_geometry->setVertexArray(_vertices.get());
}
if (!_normals || (_normals->getBinding()!=Array::BIND_PER_VERTEX || _vertices->size()!=_normals->size()))
{
requiresClearOfPrimitiveSets = true;
_normals = new Vec3Array(Array::BIND_PER_VERTEX);
_geometry->setNormalArray(_normals.get());
}
if (!_texcoords || (_texcoords->getBinding()!=Array::BIND_PER_VERTEX || _vertices->size()!=_texcoords->size()))
{
requiresClearOfPrimitiveSets = true;
_texcoords = new Vec2Array(Array::BIND_PER_VERTEX);
_geometry->setTexCoordArray(0, _texcoords.get());
}
if (requiresClearOfPrimitiveSets && !_geometry->getPrimitiveSetList().empty())
{
OSG_NOTICE<<"Warning: BuildShapeGeometryVisitor() Geometry contains compatible arrays, resetting before shape build."<<std::endl;
_geometry->getPrimitiveSetList().clear();
}
_mode = 0;
_start_index = 0;
}
void BuildShapeGeometryVisitor::setMatrix(const Matrixd& m)
{
_matrix = m;
_inverse.invert(m);
_inverse.setTrans(0.0,0.0,0.0);
}
void BuildShapeGeometryVisitor::Begin(GLenum mode)
{
_mode = mode;
_start_index = _vertices->size();
}
void BuildShapeGeometryVisitor::End()
{
if (_start_index>=_vertices->size()) return;
_geometry->addPrimitiveSet(new DrawArrays(_mode, _start_index, _vertices->size()-_start_index));
for(unsigned int i=_start_index; i<_vertices->size(); ++i)
{
Vec3& v = (*_vertices)[i];
v = v * _matrix;
Vec3& n = (*_normals)[i];
n = _inverse * n;
n.normalize();
}
_vertices->dirty();
_normals->dirty();
_texcoords->dirty();
_geometry->dirtyGLObjects();
_start_index = _vertices->size();
}
void BuildShapeGeometryVisitor::drawCylinderBody(unsigned int numSegments, float radius, float height)
{
const float angleDelta = 2.0f*PIf/(float)numSegments;
const float texCoordDelta = 1.0f/(float)numSegments;
const float r = radius;
const float h = height;
float basez = -h*0.5f;
float topz = h*0.5f;
float angle = 0.0f;
float texCoord = 0.0f;
bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
// The only difference between the font & back face loops is that the
// normals are inverted and the order of the vertex pairs is reversed.
// The code is mostly duplicated in order to hoist the back/front face
// test out of the loop for efficiency
Begin(GL_QUAD_STRIP);
if (drawFrontFace)
{
for(unsigned int bodyi=0;
bodyi<numSegments;
++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Vec3 n(c,s,0.0f);
Normal(n);
TexCoord2f(texCoord,1.0f);
Vertex3f(c*r,s*r,topz);
Normal(n);
TexCoord2f(texCoord,0.0f);
Vertex3f(c*r,s*r,basez);
}
// do last point by hand to ensure no round off errors.
Vec3 n(1.0f,0.0f,0.0f);
Normal(n);
TexCoord2f(1.0f,1.0f);
Vertex3f(r,0.0f,topz);
Normal(n);
TexCoord2f(1.0f,0.0f);
Vertex3f(r,0.0f,basez);
}
if (drawBackFace)
{
for(unsigned int bodyi=0;
bodyi<numSegments;
++bodyi,angle+=angleDelta,texCoord+=texCoordDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Vec3 n(-c,-s,0.0f);
Normal(n);
TexCoord2f(texCoord,0.0f);
Vertex3f(c*r,s*r,basez);
Normal(n);
TexCoord2f(texCoord,1.0f);
Vertex3f(c*r,s*r,topz);
}
// do last point by hand to ensure no round off errors.
Vec3 n(-1.0f,0.0f,0.0f);
Normal(n);
TexCoord2f(1.0f,0.0f);
Vertex3f(r,0.0f,basez);
Normal(n);
TexCoord2f(1.0f,1.0f);
Vertex3f(r,0.0f,topz);
}
End();
}
void BuildShapeGeometryVisitor::drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset)
{
float lDelta = PIf/(float)numRows;
float vDelta = 1.0f/(float)numRows;
bool top = (which==SphereTopHalf);
bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
float angleDelta = PIf*2.0f/(float)numSegments;
float texCoordHorzDelta = 1.0f/(float)numSegments;
float lBase=-PIf*0.5f + (top?(lDelta*(numRows/2)):0.0f);
float rBase=(top?(cosf(lBase)*radius):0.0f);
float zBase=(top?(sinf(lBase)*radius):-radius);
float vBase=(top?(vDelta*(numRows/2)):0.0f);
float nzBase=(top?(sinf(lBase)):-1.0f);
float nRatioBase=(top?(cosf(lBase)):0.0f);
unsigned int rowbegin = top?numRows/2:0;
unsigned int rowend = top?numRows:numRows/2;
for(unsigned int rowi=rowbegin; rowi<rowend; ++rowi)
{
float lTop = lBase+lDelta;
float rTop = cosf(lTop)*radius;
float zTop = sinf(lTop)*radius;
float vTop = vBase+vDelta;
float nzTop= sinf(lTop);
float nRatioTop= cosf(lTop);
Begin(GL_QUAD_STRIP);
float angle = 0.0f;
float texCoord = 0.0f;
// The only difference between the font & back face loops is that the
// normals are inverted and the order of the vertex pairs is reversed.
// The code is mostly duplicated in order to hoist the back/front face
// test out of the loop for efficiency
if (drawFrontFace) {
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Normal3f(c*nRatioTop,s*nRatioTop,nzTop);
TexCoord2f(texCoord,vTop);
Vertex3f(c*rTop,s*rTop,zTop+zOffset);
Normal3f(c*nRatioBase,s*nRatioBase,nzBase);
TexCoord2f(texCoord,vBase);
Vertex3f(c*rBase,s*rBase,zBase+zOffset);
}
// do last point by hand to ensure no round off errors.
Normal3f(nRatioTop,0.0f,nzTop);
TexCoord2f(1.0f,vTop);
Vertex3f(rTop,0.0f,zTop+zOffset);
Normal3f(nRatioBase,0.0f,nzBase);
TexCoord2f(1.0f,vBase);
Vertex3f(rBase,0.0f,zBase+zOffset);
}
if (drawBackFace) {
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Normal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
TexCoord2f(texCoord,vBase);
Vertex3f(c*rBase,s*rBase,zBase+zOffset);
Normal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
TexCoord2f(texCoord,vTop);
Vertex3f(c*rTop,s*rTop,zTop+zOffset);
}
// do last point by hand to ensure no round off errors.
Normal3f(-nRatioBase,0.0f,-nzBase);
TexCoord2f(1.0f,vBase);
Vertex3f(rBase,0.0f,zBase+zOffset);
Normal3f(-nRatioTop,0.0f,-nzTop);
TexCoord2f(1.0f,vTop);
Vertex3f(rTop,0.0f,zTop+zOffset);
}
End();
lBase=lTop;
rBase=rTop;
zBase=zTop;
vBase=vTop;
nzBase=nzTop;
nRatioBase=nRatioTop;
}
}
void BuildShapeGeometryVisitor::apply(const Sphere& sphere)
{
bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
setMatrix(Matrixd::translate(sphere.getCenter().x(),sphere.getCenter().y(),sphere.getCenter().z()));
unsigned int numSegments = 40;
unsigned int numRows = 20;
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
if (ratio > 0.0f && ratio != 1.0f) {
numRows = (unsigned int) (numRows * ratio);
if (numRows < MIN_NUM_ROWS)
numRows = MIN_NUM_ROWS;
numSegments = (unsigned int) (numSegments * ratio);
if (numSegments < MIN_NUM_SEGMENTS)
numSegments = MIN_NUM_SEGMENTS;
}
float lDelta = PIf/(float)numRows;
float vDelta = 1.0f/(float)numRows;
float angleDelta = PIf*2.0f/(float)numSegments;
float texCoordHorzDelta = 1.0f/(float)numSegments;
if (drawBackFace)
{
float lBase=-PIf*0.5f;
float rBase=0.0f;
float zBase=-sphere.getRadius();
float vBase=0.0f;
float nzBase=-1.0f;
float nRatioBase=0.0f;
for(unsigned int rowi=0; rowi<numRows; ++rowi)
{
float lTop = lBase+lDelta;
float rTop = cosf(lTop)*sphere.getRadius();
float zTop = sinf(lTop)*sphere.getRadius();
float vTop = vBase+vDelta;
float nzTop= sinf(lTop);
float nRatioTop= cosf(lTop);
Begin(GL_QUAD_STRIP);
float angle = 0.0f;
float texCoord = 0.0f;
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Normal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
TexCoord2f(texCoord,vBase);
Vertex3f(c*rBase,s*rBase,zBase);
Normal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
TexCoord2f(texCoord,vTop);
Vertex3f(c*rTop,s*rTop,zTop);
}
// do last point by hand to ensure no round off errors.
Normal3f(-nRatioBase,0.0f,-nzBase);
TexCoord2f(1.0f,vBase);
Vertex3f(rBase,0.0f,zBase);
Normal3f(-nRatioTop,0.0f,-nzTop);
TexCoord2f(1.0f,vTop);
Vertex3f(rTop,0.0f,zTop);
End();
lBase=lTop;
rBase=rTop;
zBase=zTop;
vBase=vTop;
nzBase=nzTop;
nRatioBase=nRatioTop;
}
}
if (drawFrontFace)
{
float lBase=-PIf*0.5f;
float rBase=0.0f;
float zBase=-sphere.getRadius();
float vBase=0.0f;
float nzBase=-1.0f;
float nRatioBase=0.0f;
for(unsigned int rowi=0; rowi<numRows; ++rowi)
{
float lTop = lBase+lDelta;
float rTop = cosf(lTop)*sphere.getRadius();
float zTop = sinf(lTop)*sphere.getRadius();
float vTop = vBase+vDelta;
float nzTop= sinf(lTop);
float nRatioTop= cosf(lTop);
Begin(GL_QUAD_STRIP);
float angle = 0.0f;
float texCoord = 0.0f;
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Normal3f(c*nRatioTop,s*nRatioTop,nzTop);
TexCoord2f(texCoord,vTop);
Vertex3f(c*rTop,s*rTop,zTop);
Normal3f(c*nRatioBase,s*nRatioBase,nzBase);
TexCoord2f(texCoord,vBase);
Vertex3f(c*rBase,s*rBase,zBase);
}
// do last point by hand to ensure no round off errors.
Normal3f(nRatioTop,0.0f,nzTop);
TexCoord2f(1.0f,vTop);
Vertex3f(rTop,0.0f,zTop);
Normal3f(nRatioBase,0.0f,nzBase);
TexCoord2f(1.0f,vBase);
Vertex3f(rBase,0.0f,zBase);
End();
lBase=lTop;
rBase=rTop;
zBase=zTop;
vBase=vTop;
nzBase=nzTop;
nRatioBase=nRatioTop;
}
}
}
void BuildShapeGeometryVisitor::apply(const Box& box)
{
// evaluate hints
bool createBody = (_hints ? _hints->getCreateBody() : true);
bool createTop = (_hints ? _hints->getCreateTop() : true);
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
float dx = box.getHalfLengths().x();
float dy = box.getHalfLengths().y();
float dz = box.getHalfLengths().z();
setMatrix(box.computeRotationMatrix() * Matrixd::translate(box.getCenter()));
Begin(GL_QUADS);
if (createBody) {
// -ve y plane
Normal3f(0.0f,-1.0f,0.0f);
TexCoord2f(0.0f,1.0f);
Vertex3f(-dx,-dy,dz);
Normal3f(0.0f,-1.0f,0.0f);
TexCoord2f(0.0f,0.0f);
Vertex3f(-dx,-dy,-dz);
Normal3f(0.0f,-1.0f,0.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(dx,-dy,-dz);
Normal3f(0.0f,-1.0f,0.0f);
TexCoord2f(1.0f,1.0f);
Vertex3f(dx,-dy,dz);
// +ve y plane
Normal3f(0.0f,1.0f,0.0f);
TexCoord2f(0.0f,1.0f);
Vertex3f(dx,dy,dz);
Normal3f(0.0f,1.0f,0.0f);
TexCoord2f(0.0f,0.0f);
Vertex3f(dx,dy,-dz);
Normal3f(0.0f,1.0f,0.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(-dx,dy,-dz);
Normal3f(0.0f,1.0f,0.0f);
TexCoord2f(1.0f,1.0f);
Vertex3f(-dx,dy,dz);
// +ve x plane
Normal3f(1.0f,0.0f,0.0f);
TexCoord2f(0.0f,1.0f);
Vertex3f(dx,-dy,dz);
Normal3f(1.0f,0.0f,0.0f);
TexCoord2f(0.0f,0.0f);
Vertex3f(dx,-dy,-dz);
Normal3f(1.0f,0.0f,0.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(dx,dy,-dz);
Normal3f(1.0f,0.0f,0.0f);
TexCoord2f(1.0f,1.0f);
Vertex3f(dx,dy,dz);
// -ve x plane
Normal3f(-1.0f,0.0f,0.0f);
TexCoord2f(0.0f,1.0f);
Vertex3f(-dx,dy,dz);
Normal3f(-1.0f,0.0f,0.0f);
TexCoord2f(0.0f,0.0f);
Vertex3f(-dx,dy,-dz);
Normal3f(-1.0f,0.0f,0.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(-dx,-dy,-dz);
Normal3f(-1.0f,0.0f,0.0f);
TexCoord2f(1.0f,1.0f);
Vertex3f(-dx,-dy,dz);
}
if (createTop) {
// +ve z plane
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(0.0f,1.0f);
Vertex3f(-dx,dy,dz);
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(0.0f,0.0f);
Vertex3f(-dx,-dy,dz);
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(dx,-dy,dz);
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(1.0f,1.0f);
Vertex3f(dx,dy,dz);
}
if (createBottom) {
// -ve z plane
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(0.0f,1.0f);
Vertex3f(dx,dy,-dz);
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(0.0f,0.0f);
Vertex3f(dx,-dy,-dz);
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(-dx,-dy,-dz);
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(1.0f,1.0f);
Vertex3f(-dx,dy,-dz);
}
End();
}
void BuildShapeGeometryVisitor::apply(const Cone& cone)
{
setMatrix(cone.computeRotationMatrix() * Matrixd::translate(cone.getCenter()));
// evaluate hints
bool createBody = (_hints ? _hints->getCreateBody() : true);
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
unsigned int numSegments = 40;
unsigned int numRows = 10;
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
if (ratio > 0.0f && ratio != 1.0f) {
numRows = (unsigned int) (numRows * ratio);
if (numRows < MIN_NUM_ROWS)
numRows = MIN_NUM_ROWS;
numSegments = (unsigned int) (numSegments * ratio);
if (numSegments < MIN_NUM_SEGMENTS)
numSegments = MIN_NUM_SEGMENTS;
}
float r = cone.getRadius();
float h = cone.getHeight();
float normalz = r/(sqrtf(r*r+h*h));
float normalRatio = 1.0f/(sqrtf(1.0f+normalz*normalz));
normalz *= normalRatio;
float angleDelta = 2.0f*PIf/(float)numSegments;
float texCoordHorzDelta = 1.0/(float)numSegments;
float texCoordRowDelta = 1.0/(float)numRows;
float hDelta = cone.getHeight()/(float)numRows;
float rDelta = cone.getRadius()/(float)numRows;
float topz=cone.getHeight()+cone.getBaseOffset();
float topr=0.0f;
float topv=1.0f;
float basez=topz-hDelta;
float baser=rDelta;
float basev=topv-texCoordRowDelta;
float angle;
float texCoord;
if (createBody) {
for(unsigned int rowi=0; rowi<numRows;
++rowi,topz=basez, basez-=hDelta, topr=baser, baser+=rDelta, topv=basev, basev-=texCoordRowDelta) {
// we can't use a fan for the cone top
// since we need different normals at the top
// for each face..
Begin(GL_QUAD_STRIP);
angle = 0.0f;
texCoord = 0.0f;
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta) {
float c = cosf(angle);
float s = sinf(angle);
Normal3f(c*normalRatio,s*normalRatio,normalz);
TexCoord2f(texCoord,topv);
Vertex3f(c*topr,s*topr,topz);
Normal3f(c*normalRatio,s*normalRatio,normalz);
TexCoord2f(texCoord,basev);
Vertex3f(c*baser,s*baser,basez);
}
// do last point by hand to ensure no round off errors.
Normal3f(normalRatio,0.0f,normalz);
TexCoord2f(1.0f,topv);
Vertex3f(topr,0.0f,topz);
Normal3f(normalRatio,0.0f,normalz);
TexCoord2f(1.0f,basev);
Vertex3f(baser,0.0f,basez);
End();
}
}
if (createBottom) {
Begin(GL_TRIANGLE_FAN);
angle = PIf*2.0f;
texCoord = 1.0f;
basez = cone.getBaseOffset();
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(0.5f,0.5f);
Vertex3f(0.0f,0.0f,basez);
for(unsigned int bottomi=0;bottomi<numSegments;
++bottomi,angle-=angleDelta,texCoord-=texCoordHorzDelta) {
float c = cosf(angle);
float s = sinf(angle);
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
Vertex3f(c*r,s*r,basez);
}
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(1.0f,0.0f);
Vertex3f(r,0.0f,basez);
End();
}
}
void BuildShapeGeometryVisitor::apply(const Cylinder& cylinder)
{
setMatrix(cylinder.computeRotationMatrix() * Matrixd::translate(cylinder.getCenter()));
// evaluate hints
bool createBody = (_hints ? _hints->getCreateBody() : true);
bool createTop = (_hints ? _hints->getCreateTop() : true);
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
unsigned int numSegments = 40;
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
if (ratio > 0.0f && ratio != 1.0f) {
numSegments = (unsigned int) (numSegments * ratio);
if (numSegments < MIN_NUM_SEGMENTS)
numSegments = MIN_NUM_SEGMENTS;
}
// cylinder body
if (createBody)
drawCylinderBody(numSegments, cylinder.getRadius(), cylinder.getHeight());
float angleDelta = 2.0f*PIf/(float)numSegments;
float texCoordDelta = 1.0f/(float)numSegments;
float r = cylinder.getRadius();
float h = cylinder.getHeight();
float basez = -h*0.5f;
float topz = h*0.5f;
float angle = 0.0f;
float texCoord = 0.0f;
// cylinder top
if (createTop) {
Begin(GL_TRIANGLE_FAN);
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(0.5f,0.5f);
Vertex3f(0.0f,0.0f,topz);
angle = 0.0f;
texCoord = 0.0f;
for(unsigned int topi=0;
topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
Vertex3f(c*r,s*r,topz);
}
Normal3f(0.0f,0.0f,1.0f);
TexCoord2f(1.0f,0.5f);
Vertex3f(r,0.0f,topz);
End();
}
// cylinder bottom
if (createBottom)
{
Begin(GL_TRIANGLE_FAN);
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(0.5f,0.5f);
Vertex3f(0.0f,0.0f,basez);
angle = PIf*2.0f;
texCoord = 1.0f;
for(unsigned int bottomi=0;
bottomi<numSegments;
++bottomi,angle-=angleDelta,texCoord-=texCoordDelta)
{
float c = cosf(angle);
float s = sinf(angle);
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(c*0.5f+0.5f,s*0.5f+0.5f);
Vertex3f(c*r,s*r,basez);
}
Normal3f(0.0f,0.0f,-1.0f);
TexCoord2f(1.0f,0.5f);
Vertex3f(r,0.0f,basez);
End();
}
}
void BuildShapeGeometryVisitor::apply(const Capsule& capsule)
{
setMatrix(capsule.computeRotationMatrix() * Matrixd::translate(capsule.getCenter()));
// evaluate hints
bool createBody = (_hints ? _hints->getCreateBody() : true);
bool createTop = (_hints ? _hints->getCreateTop() : true);
bool createBottom = (_hints ? _hints->getCreateBottom() : true);
unsigned int numSegments = 40;
unsigned int numRows = 20;
float ratio = (_hints ? _hints->getDetailRatio() : 1.0f);
if (ratio > 0.0f && ratio != 1.0f) {
numSegments = (unsigned int) (numSegments * ratio);
if (numSegments < MIN_NUM_SEGMENTS)
numSegments = MIN_NUM_SEGMENTS;
numRows = (unsigned int) (numRows * ratio);
if (numRows < MIN_NUM_ROWS)
numRows = MIN_NUM_ROWS;
}
// if numRows is odd the top and bottom halves of sphere won't match, so bump up to the next event numRows
if ((numRows%2)!=0) ++numRows;
// capsule cylindrical body
if (createBody)
drawCylinderBody(numSegments, capsule.getRadius(), capsule.getHeight());
// capsule top cap
if (createTop)
drawHalfSphere(numSegments, numRows, capsule.getRadius(), SphereTopHalf, capsule.getHeight()/2.0f);
// capsule bottom cap
if (createBottom)
drawHalfSphere(numSegments, numRows, capsule.getRadius(), SphereBottomHalf, -capsule.getHeight()/2.0f);
}
void BuildShapeGeometryVisitor::apply(const InfinitePlane&)
{
OSG_NOTICE<<"Warning: BuildShapeGeometryVisitor::apply(const InfinitePlane& plane) not yet implemented. "<<std::endl;
}
void BuildShapeGeometryVisitor::apply(const TriangleMesh& mesh)
{
const Vec3Array* vertices = mesh.getVertices();
const IndexArray* indices = mesh.getIndices();
if (vertices && indices)
{
Begin(GL_TRIANGLES);
for(unsigned int i=0;i+2<indices->getNumElements();i+=3)
{
const Vec3& v1=(*vertices)[indices->index(i)];
const Vec3& v2=(*vertices)[indices->index(i+1)];
const Vec3& v3=(*vertices)[indices->index(i+2)];
Vec3 normal = (v2-v1)^(v3-v2);
normal.normalize();
Normal(normal);
Vertex(v1);
Normal(normal);
Vertex(v2);
Normal(normal);
Vertex(v3);
}
End();
}
}
void BuildShapeGeometryVisitor::apply(const ConvexHull& hull)
{
apply((const TriangleMesh&)hull);
}
void BuildShapeGeometryVisitor::apply(const HeightField& field)
{
if (field.getNumColumns()==0 || field.getNumRows()==0) return;
setMatrix(field.computeRotationMatrix() * Matrixd::translate(field.getOrigin()));
float dx = field.getXInterval();
float dy = field.getYInterval();
float du = 1.0f/((float)field.getNumColumns()-1.0f);
float dv = 1.0f/((float)field.getNumRows()-1.0f);
float vBase = 0.0f;
Vec3 vertTop;
Vec3 normTop;
Vec3 vertBase;
Vec3 normBase;
if (field.getSkirtHeight()!=0.0f)
{
Begin(GL_QUAD_STRIP);
float u = 0.0f;
// draw bottom skirt
unsigned int col;
vertTop.y() = 0.0f;
for(col=0;col<field.getNumColumns();++col,u+=du)
{
vertTop.x() = dx*(float)col;
vertTop.z() = field.getHeight(col,0);
normTop.set(field.getNormal(col,0));
TexCoord2f(u,0.0f);
Normal(normTop);
Vertex(vertTop);
vertTop.z()-=field.getSkirtHeight();
TexCoord2f(u,0.0f);
Normal(normTop);
Vertex(vertTop);
}
End();
// draw top skirt
Begin(GL_QUAD_STRIP);
unsigned int row = field.getNumRows()-1;
u = 0.0f;
vertTop.y() = dy*(float)(row);
for(col=0;col<field.getNumColumns();++col,u+=du)
{
vertTop.x() = dx*(float)col;
vertTop.z() = field.getHeight(col,row);
normTop.set(field.getNormal(col,row));
TexCoord2f(u,1.0f);
Normal(normTop);
Vertex3f(vertTop.x(),vertTop.y(),vertTop.z()-field.getSkirtHeight());
//vertTop.z()-=field.getSkirtHeight();
TexCoord2f(u,1.0f);
Normal(normTop);
Vertex(vertTop);
}
End();
}
// draw each row of HeightField
for(unsigned int row=0;row<field.getNumRows()-1;++row,vBase+=dv)
{
float vTop = vBase+dv;
float u = 0.0f;
Begin(GL_QUAD_STRIP);
// draw skirt at beginning of this row if required.
if (field.getSkirtHeight()!=0.0f)
{
vertTop.set(0.0f,dy*(float)(row+1),field.getHeight(0,row+1)-field.getSkirtHeight());
normTop.set(field.getNormal(0,row+1));
vertBase.set(0.0f,dy*(float)row,field.getHeight(0,row)-field.getSkirtHeight());
normBase.set(field.getNormal(0,row));
TexCoord2f(u,vTop);
Normal(normTop);
Vertex(vertTop);
TexCoord2f(u,vBase);
Normal(normBase);
Vertex(vertBase);
}
// draw the actual row
for(unsigned int col=0;col<field.getNumColumns();++col,u+=du)
{
vertTop.set(dx*(float)col,dy*(float)(row+1),field.getHeight(col,row+1));
normTop.set(field.getNormal(col,row+1));
vertBase.set(dx*(float)col,dy*(float)row,field.getHeight(col,row));
normBase.set(field.getNormal(col,row));
TexCoord2f(u,vTop);
Normal(normTop);
Vertex(vertTop);
TexCoord2f(u,vBase);
Normal(normBase);
Vertex(vertBase);
}
// draw skirt at end of this row if required.
if (field.getSkirtHeight()!=0.0f)
{
vertBase.z()-=field.getSkirtHeight();
vertTop.z()-=field.getSkirtHeight();
TexCoord2f(u,vTop);
Normal(normTop);
Vertex(vertTop);
TexCoord2f(u,vBase);
Normal(normBase);
Vertex(vertBase);
}
End();
}
}
void BuildShapeGeometryVisitor::apply(const CompositeShape& group)
{
for(unsigned int i=0;i<group.getNumChildren();++i)
{
group.getChild(i)->accept(*this);
}
}
Geometry* osg::convertShapeToGeometry(const Shape& shape, const TessellationHints* hints)
{
ref_ptr<Geometry> geometry = new Geometry;
BuildShapeGeometryVisitor buildGeometry(geometry.get(), hints);
shape.accept( buildGeometry );
return geometry.release();
}
Geometry* osg::convertShapeToGeometry(const Shape& shape, const TessellationHints* hints, const Vec4& color, Array::Binding colorBinding)
{
ref_ptr<Geometry> geometry = convertShapeToGeometry(shape, hints);
unsigned int numColors = 0;
switch(colorBinding)
{
case(Array::BIND_OVERALL): numColors = 1; break;
case(Array::BIND_PER_VERTEX): numColors = geometry->getVertexArray()->getNumElements(); break;
case(Array::BIND_PER_PRIMITIVE_SET): numColors = geometry->getPrimitiveSetList().size(); break;
default: break;
}
if (numColors>0)
{
ref_ptr<Vec4Array> colors = new Vec4Array(colorBinding);
geometry->setColorArray(colors.get());
for(unsigned int i=0; i<numColors; ++i)
{
colors->push_back(color);
}
}
return geometry.release();
}