Refactor common code in the BoundingVolumeBuildVisitor.hxx. Modified Files: simgear/scene/model/BoundingVolumeBuildVisitor.hxx simgear/scene/model/ModelRegistry.cxx simgear/scene/model/ModelRegistry.hxx
532 lines
17 KiB
C++
532 lines
17 KiB
C++
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// Copyright (C) 2008 - 2009 Mathias Froehlich - Mathias.Froehlich@web.de
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#ifndef SimGear_BoundingVolumeBuildVisitor_hxx
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#define SimGear_BoundingVolumeBuildVisitor_hxx
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#include <osg/Camera>
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#include <osg/Drawable>
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/PagedLOD>
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#include <osg/Transform>
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#include <osg/TriangleFunctor>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/util/SGNodeMasks.hxx>
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#include <simgear/scene/util/SGSceneUserData.hxx>
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#include <simgear/math/SGGeometry.hxx>
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#include <simgear/scene/bvh/BVHStaticGeometryBuilder.hxx>
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namespace simgear {
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class BoundingVolumeBuildVisitor : public osg::NodeVisitor {
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public:
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class PFunctor : public osg::PrimitiveFunctor {
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public:
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PFunctor() :
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_modeCache(0)
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{
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_geometryBuilder = new BVHStaticGeometryBuilder;
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}
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virtual ~PFunctor()
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{ }
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virtual void setVertexArray(unsigned int count, const osg::Vec2* vertices)
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{
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_vertices.resize(count);
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for (unsigned i = 0; i < count; ++i)
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_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], 0);
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}
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virtual void setVertexArray(unsigned int count, const osg::Vec3* vertices)
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{
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_vertices.resize(count);
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for (unsigned i = 0; i < count; ++i)
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_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], vertices[i][2]);
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}
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virtual void setVertexArray(unsigned int count, const osg::Vec4* vertices)
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{
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_vertices.resize(count);
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for (unsigned i = 0; i < count; ++i)
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_vertices[i] = SGVec3f(vertices[i][0]/vertices[i][3],
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vertices[i][1]/vertices[i][3],
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vertices[i][2]/vertices[i][3]);
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}
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virtual void setVertexArray(unsigned int count, const osg::Vec2d* vertices)
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{
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_vertices.resize(count);
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for (unsigned i = 0; i < count; ++i)
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_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], 0);
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}
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virtual void setVertexArray(unsigned int count, const osg::Vec3d* vertices)
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{
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_vertices.resize(count);
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for (unsigned i = 0; i < count; ++i)
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_vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], vertices[i][2]);
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}
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virtual void setVertexArray(unsigned int count, const osg::Vec4d* vertices)
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{
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_vertices.resize(count);
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for (unsigned i = 0; i < count; ++i)
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_vertices[i] = SGVec3f(vertices[i][0]/vertices[i][3],
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vertices[i][1]/vertices[i][3],
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vertices[i][2]/vertices[i][3]);
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}
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virtual void drawArrays(GLenum mode, GLint first, GLsizei count)
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{
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if (_vertices.empty() || count <= 0)
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return;
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GLsizei end = first + count;
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switch(mode) {
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case (GL_TRIANGLES):
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for (GLsizei i = first; i < end - 2; i += 3) {
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addTriangle(i, i + 1, i + 2);
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}
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break;
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case (GL_TRIANGLE_STRIP):
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for (GLsizei i = first; i < end - 2; ++i) {
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addTriangle(i, i + 1, i + 2);
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}
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break;
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case (GL_QUADS):
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for (GLsizei i = first; i < end - 3; i += 4) {
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addQuad(i, i + 1, i + 2, i + 3);
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}
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break;
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case (GL_QUAD_STRIP):
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for (GLsizei i = first; i < end - 3; i += 2) {
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addQuad(i, i + 1, i + 2, i + 3);
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}
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break;
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case (GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case (GL_TRIANGLE_FAN):
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for (GLsizei i = first; i < end - 2; ++i) {
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addTriangle(first, i + 1, i + 2);
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}
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break;
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case (GL_POINTS):
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for (GLsizei i = first; i < end; ++i) {
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addPoint(i);
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}
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break;
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case (GL_LINES):
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for (GLsizei i = first; i < end - 1; i += 2) {
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addLine(i, i + 1);
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}
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break;
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case (GL_LINE_STRIP):
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for (GLsizei i = first; i < end - 1; ++i) {
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addLine(i, i + 1);
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}
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break;
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case (GL_LINE_LOOP):
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for (GLsizei i = first; i < end - 1; ++i) {
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addLine(i, i + 1);
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}
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addLine(end - 1, first);
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break;
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default:
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break;
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}
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}
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virtual void drawElements(GLenum mode, GLsizei count, const GLubyte* indices)
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{
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drawElementsTemplate(mode, count, indices);
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}
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virtual void drawElements(GLenum mode, GLsizei count, const GLushort* indices)
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{
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drawElementsTemplate(mode, count, indices);
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}
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virtual void drawElements(GLenum mode, GLsizei count, const GLuint* indices)
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{
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drawElementsTemplate(mode, count, indices);
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}
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virtual void begin(GLenum mode)
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{
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_modeCache = mode;
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_vertices.resize(0);
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}
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virtual void vertex(const osg::Vec2& v)
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{
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_vertices.push_back(SGVec3f(v[0], v[1], 0));
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}
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virtual void vertex(const osg::Vec3& v)
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{
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_vertices.push_back(SGVec3f(v[0], v[1], v[2]));
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}
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virtual void vertex(const osg::Vec4& v)
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{
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_vertices.push_back(SGVec3f(v[0]/v[3], v[1]/v[3], v[2]/v[3]));
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}
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virtual void vertex(float x, float y)
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{
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_vertices.push_back(SGVec3f(x, y, 0));
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}
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virtual void vertex(float x, float y, float z)
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{
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_vertices.push_back(SGVec3f(x, y, z));
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}
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virtual void vertex(float x, float y, float z, float w)
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{
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_vertices.push_back(SGVec3f(x/w, y/w, z/w));
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}
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virtual void end()
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{
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if (_vertices.empty())
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return;
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drawArrays(_modeCache, 0, _vertices.size());
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}
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template<typename index_type>
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void drawElementsTemplate(GLenum mode, GLsizei count,
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const index_type* indices)
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{
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if (_vertices.empty() || indices == 0 || count <= 0)
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return;
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switch(mode) {
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case (GL_TRIANGLES):
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for (GLsizei i = 0; i < count - 2; i += 3) {
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addTriangle(indices[i], indices[i + 1], indices[i + 2]);
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}
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break;
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case (GL_TRIANGLE_STRIP):
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for (GLsizei i = 0; i < count - 2; ++i) {
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addTriangle(indices[i], indices[i + 1], indices[i + 2]);
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}
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break;
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case (GL_QUADS):
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for (GLsizei i = 0; i < count - 3; i += 4) {
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addQuad(indices[i], indices[i + 1], indices[i + 2], indices[i + 3]);
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}
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break;
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case (GL_QUAD_STRIP):
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for (GLsizei i = 0; i < count - 3; i += 2) {
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addQuad(indices[i], indices[i + 1], indices[i + 2], indices[i + 3]);
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}
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break;
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case (GL_POLYGON):
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case (GL_TRIANGLE_FAN):
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for (GLsizei i = 0; i < count - 2; ++i) {
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addTriangle(indices[0], indices[i + 1], indices[i + 2]);
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}
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break;
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case (GL_POINTS):
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for(GLsizei i = 0; i < count; ++i) {
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addPoint(indices[i]);
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}
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break;
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case (GL_LINES):
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for (GLsizei i = 0; i < count - 1; i += 2) {
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addLine(indices[i], indices[i + 1]);
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}
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break;
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case (GL_LINE_STRIP):
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for (GLsizei i = 0; i < count - 1; ++i) {
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addLine(indices[i], indices[i + 1]);
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}
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break;
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case (GL_LINE_LOOP):
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for (GLsizei i = 0; i < count - 1; ++i) {
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addLine(indices[i], indices[i + 1]);
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}
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addLine(indices[count - 1], indices[0]);
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break;
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default:
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break;
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}
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}
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void addPoint(unsigned i1)
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{
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addPoint(_vertices[i1]);
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}
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void addLine(unsigned i1, unsigned i2)
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{
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addLine(_vertices[i1], _vertices[i2]);
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}
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void addTriangle(unsigned i1, unsigned i2, unsigned i3)
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{
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addTriangle(_vertices[i1], _vertices[i2], _vertices[i3]);
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}
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void addQuad(unsigned i1, unsigned i2, unsigned i3, unsigned i4)
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{
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addQuad(_vertices[i1], _vertices[i2], _vertices[i3], _vertices[i4]);
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}
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void addPoint(const SGVec3f& v1)
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{
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}
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void addLine(const SGVec3f& v1, const SGVec3f& v2)
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{
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}
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void addTriangle(const SGVec3f& v1, const SGVec3f& v2, const SGVec3f& v3)
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{
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_geometryBuilder->addTriangle(v1, v2, v3);
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}
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void addQuad(const SGVec3f& v1, const SGVec3f& v2,
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const SGVec3f& v3, const SGVec3f& v4)
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{
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_geometryBuilder->addTriangle(v1, v2, v3);
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_geometryBuilder->addTriangle(v1, v3, v4);
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}
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BVHNode* buildTreeAndClear()
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{
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BVHNode* bvNode = _geometryBuilder->buildTree();
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_geometryBuilder = new BVHStaticGeometryBuilder;
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_vertices.clear();
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return bvNode;
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}
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void swap(PFunctor& primitiveFunctor)
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{
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_vertices.swap(primitiveFunctor._vertices);
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std::swap(_modeCache, primitiveFunctor._modeCache);
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std::swap(_geometryBuilder, primitiveFunctor._geometryBuilder);
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}
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void setCurrentMaterial(const SGMaterial* material)
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{
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_geometryBuilder->setCurrentMaterial(material);
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}
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const SGMaterial* getCurrentMaterial() const
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{
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return _geometryBuilder->getCurrentMaterial();
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}
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std::vector<SGVec3f> _vertices;
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GLenum _modeCache;
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SGSharedPtr<BVHStaticGeometryBuilder> _geometryBuilder;
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};
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// class PrimitiveIndexFunctor
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// {
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// public:
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// virtual ~PrimitiveIndexFunctor() {}
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// virtual void setVertexArray(unsigned int count,const Vec2* vertices) = 0;
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// virtual void setVertexArray(unsigned int count,const Vec3* vertices) = 0;
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// virtual void setVertexArray(unsigned int count,const Vec4* vertices) = 0;
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// virtual void setVertexArray(unsigned int count,const Vec2d* vertices) = 0;
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// virtual void setVertexArray(unsigned int count,const Vec3d* vertices) = 0;
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// virtual void setVertexArray(unsigned int count,const Vec4d* vertices) = 0;
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// virtual void drawArrays(GLenum mode,GLint first,GLsizei count) = 0;
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// virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices) = 0;
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// virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices) = 0;
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// virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices) = 0;
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// virtual void begin(GLenum mode) = 0;
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// virtual void vertex(unsigned int pos) = 0;
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// virtual void end() = 0;
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// };
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BoundingVolumeBuildVisitor(bool dumpIntoLeafs) :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
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_dumpIntoLeafs(dumpIntoLeafs)
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{
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setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
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}
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~BoundingVolumeBuildVisitor()
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{
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}
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const SGMaterial* pushMaterial(osg::StateSet* stateSet)
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{
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const SGMaterial* oldMaterial = _primitiveFunctor.getCurrentMaterial();
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const SGMaterial* material = SGMaterialLib::findMaterial(stateSet);
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if (material)
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_primitiveFunctor.setCurrentMaterial(material);
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return oldMaterial;
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}
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void fillWith(osg::Drawable* drawable)
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{
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const SGMaterial* oldMaterial = pushMaterial(drawable->getStateSet());
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drawable->accept(_primitiveFunctor);
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_primitiveFunctor.setCurrentMaterial(oldMaterial);
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}
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virtual void apply(osg::Geode& geode)
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{
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if (hasBoundingVolumeTree(geode))
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return;
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const SGMaterial* oldMaterial = pushMaterial(geode.getStateSet());
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bool flushHere = getNodePath().size() <= 1 || _dumpIntoLeafs;
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if (flushHere) {
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// push the current active primitive list
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PFunctor previousPrimitives;
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_primitiveFunctor.swap(previousPrimitives);
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// walk the children
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for(unsigned i = 0; i < geode.getNumDrawables(); ++i)
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fillWith(geode.getDrawable(i));
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// Flush the bounding volume tree if we reached the topmost group
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addBoundingVolumeTreeToNode(geode);
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// pop the current active primitive list
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_primitiveFunctor.swap(previousPrimitives);
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} else {
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for(unsigned i = 0; i < geode.getNumDrawables(); ++i)
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fillWith(geode.getDrawable(i));
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}
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_primitiveFunctor.setCurrentMaterial(oldMaterial);
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}
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virtual void apply(osg::Group& group)
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{ traverseAndCollect(group); }
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virtual void apply(osg::Transform& transform)
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{ traverseAndDump(transform); }
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virtual void apply(osg::PagedLOD&)
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{
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// Do nothing. In this case we get called by the loading process anyway
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}
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virtual void apply(osg::Camera& camera)
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{
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if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
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return;
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traverseAndDump(camera);
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}
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void traverseAndDump(osg::Node& node)
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{
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if (hasBoundingVolumeTree(node))
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return;
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const SGMaterial* oldMaterial = pushMaterial(node.getStateSet());
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// push the current active primitive list
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PFunctor previousPrimitives;
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_primitiveFunctor.swap(previousPrimitives);
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// walk the children
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traverse(node);
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// We know whenever we see a transform, we need to flush the
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// collected bounding volume tree since these transforms are not
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// handled by the plain leafs.
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addBoundingVolumeTreeToNode(node);
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// pop the current active primitive list
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_primitiveFunctor.swap(previousPrimitives);
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_primitiveFunctor.setCurrentMaterial(oldMaterial);
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}
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void traverseAndCollect(osg::Node& node)
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{
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// Already been here??
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if (hasBoundingVolumeTree(node))
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return;
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// Force a flush of the bvtree if we are in the topmost node.
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if (getNodePath().size() <= 1) {
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traverseAndDump(node);
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return;
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}
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// Note that we do not need to push the already collected list of
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// primitives, since we are now in the topmost node ...
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const SGMaterial* oldMaterial = pushMaterial(node.getStateSet());
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// walk the children
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traverse(node);
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_primitiveFunctor.setCurrentMaterial(oldMaterial);
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}
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void addBoundingVolumeTreeToNode(osg::Node& node)
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{
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// Build the flat tree.
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BVHNode* bvNode = _primitiveFunctor.buildTreeAndClear();
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// Nothing in there?
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if (!bvNode)
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return;
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SGSceneUserData* userData;
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userData = SGSceneUserData::getOrCreateSceneUserData(&node);
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userData->setBVHNode(bvNode);
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}
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bool hasBoundingVolumeTree(osg::Node& node)
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{
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SGSceneUserData* userData;
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userData = SGSceneUserData::getSceneUserData(&node);
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if (!userData)
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return false;
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if (!userData->getBVHNode())
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return false;
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return true;
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}
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private:
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PFunctor _primitiveFunctor;
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bool _dumpIntoLeafs;
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};
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}
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#endif
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