Files
OpenSceneGraph/src/osgPlugins/Inventor/ConvertFromInventor.h
Robert Osfield 218c6e8d13 Added Inventor plugin, submitted by Sean Spicer, Written by Vivek (c) Magic-Earth.
To compile in do a setenv/export USE_COIN or USE_INVENTOR.
2003-09-02 21:53:41 +00:00

109 lines
4.3 KiB
C++

#ifndef _CONVERTFROMINVENTOR_H_
#define _CONVERTFROMINVENTOR_H_
#include <osg/Group>
#include <osg/Geometry>
#include <osg/PrimitiveSet>
#include <osg/Texture2D>
#include <osg/Light>
#include <Inventor/actions/SoCallbackAction.h>
#include <vector>
#include <stack>
class ConvertFromInventor
{
public:
ConvertFromInventor();
~ConvertFromInventor();
osg::Node* convert(SoNode* rootIVNode);
private:
// Callback functions for converting inventor scene graph to osg
// scene graph
static SoCallbackAction::Response preShape(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response postShape(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response preGroup(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response postGroup(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response preTexture(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response preLight(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response preRotor(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response prePendulum(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response preShuttle(void* data,
SoCallbackAction* action, const SoNode* node);
static SoCallbackAction::Response preLOD(void* data,
SoCallbackAction* action, const SoNode* node);
static void addTriangleCB(void* data, SoCallbackAction* action,
const SoPrimitiveVertex *v0,
const SoPrimitiveVertex *v1,
const SoPrimitiveVertex *v2);
static void addLineSegmentCB(void* data, SoCallbackAction* action,
const SoPrimitiveVertex *v0,
const SoPrimitiveVertex *v1);
static void addPointCB(void* data, SoCallbackAction* action,
const SoPrimitiveVertex *v0);
private:
void addVertex(SoCallbackAction* action, const SoPrimitiveVertex* v,
int index);
osg::StateSet* getStateSet(SoCallbackAction* action);
osg::Texture2D* convertIVTexToOSGTex(SoTexture2* soTex,
SoCallbackAction* action);
void transformLight(SoCallbackAction* action, const SbVec3f& vec,
osg::Vec3& transVec);
// OSG doesn't seem to have a transpose function for matrices
void transposeMatrix(osg::Matrix& mat);
private:
// Normal and color binding
osg::Geometry::AttributeBinding normalBinding;
osg::Geometry::AttributeBinding colorBinding;
// List of vertices, normals, colors and texture coordinates
std::vector<osg::Vec3> vertices;
std::vector<osg::Vec3> normals;
std::vector<osg::Vec4> colors;
std::vector<osg::Vec2> textureCoords;
// Num of primitive and primitive type
int numPrimitives;
osg::PrimitiveSet::Mode primitiveType;
// Vertex ordering
enum VertexOrder { CLOCKWISE, COUNTER_CLOCKWISE };
VertexOrder vertexOrder;
// Stack of group nodes (used to build the scene graph)
std::stack<osg::Group *> groupStack;
// Stack of texture nodes (used for attaching the right texture to the
// geosets)
std::stack<SoTexture2 *> soTexStack;
// For avoiding duplication of same texture objects
std::map<SoTexture2 *, osg::Texture2D *> ivToOsgTexMap;
// Stack to maintain the list of lights at each level of the
// scenegraph
typedef std::vector<osg::Light *> LightList;
std::stack<LightList> lightStack;
};
#endif