// // Filename : ViewMapTesselator.h // Author(s) : Stephane Grabli // Purpose : Class to build a Node Tree designed to be displayed // from a Silhouette View Map structure. // Date of creation : 26/03/2002 // /////////////////////////////////////////////////////////////////////////////// // // Copyright (C) : Please refer to the COPYRIGHT file distributed // with this source distribution. // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program 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 // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // /////////////////////////////////////////////////////////////////////////////// #ifndef VIEWMAPTESSELATOR_H # define VIEWMAPTESSELATOR_H # include "Silhouette.h" # include "ViewMap.h" # include "../scene_graph/NodeShape.h" # include "../winged_edge/WEdge.h" # include "../scene_graph/NodeGroup.h" # include "../scene_graph/LineRep.h" # include "../scene_graph/OrientedLineRep.h" # include "../scene_graph/VertexRep.h" class NodeShape; class NodeGroup; class SShape; class WShape; class LIB_VIEW_MAP_EXPORT ViewMapTesselator { public: inline ViewMapTesselator() {_nature = Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE;_FrsMaterial.setDiffuse(0,0,0,1);_overloadFrsMaterial=false;} virtual ~ViewMapTesselator() {} /*! Builds a set of lines rep contained under a * a NodeShape, itself contained under a NodeGroup from a ViewMap */ NodeGroup* Tesselate(ViewMap* iViewMap) ; /*! Builds a set of lines rep contained under a * a NodeShape, itself contained under a NodeGroup from a * set of view edges */ template NodeGroup* Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end) ; /*! Builds a set of lines rep contained among a * a NodeShape, from a WShape */ NodeGroup* Tesselate(WShape* iWShape); inline void setNature(Nature::EdgeNature iNature) {_nature = iNature;} inline void setFrsMaterial(const FrsMaterial& iMaterial) {_FrsMaterial=iMaterial;_overloadFrsMaterial=true;} inline Nature::EdgeNature nature() {return _nature;} inline const FrsMaterial& frs_material() const {return _FrsMaterial;} protected: virtual void AddVertexToLine(LineRep *iLine, SVertex *v) = 0; private: Nature::EdgeNature _nature; FrsMaterial _FrsMaterial; bool _overloadFrsMaterial; }; /*! Class to tesselate the 2D projected silhouette */ class ViewMapTesselator2D : public ViewMapTesselator { public: inline ViewMapTesselator2D() : ViewMapTesselator() {} virtual ~ViewMapTesselator2D() {} protected: virtual void AddVertexToLine(LineRep *iLine, SVertex *v) { iLine->AddVertex(v->point2D()); } }; /*! Class to tesselate the 3D silhouette */ class ViewMapTesselator3D : public ViewMapTesselator { public: inline ViewMapTesselator3D() : ViewMapTesselator() {} virtual ~ViewMapTesselator3D() {} protected: virtual void AddVertexToLine(LineRep *iLine, SVertex *v) { iLine->AddVertex(v->point3D()); } }; // // Implementation // /////////////////////////////////////////////// template NodeGroup * ViewMapTesselator::Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end) { NodeGroup *group = new NodeGroup; NodeShape *tshape = new NodeShape; group->AddChild(tshape); //tshape->frs_material().setDiffuse(0.f, 0.f, 0.f, 1.f); tshape->setFrsMaterial(_FrsMaterial); LineRep* line; FEdge *firstEdge; FEdge *nextFEdge, *currentEdge; int id=0; // for(vector::const_iterator c=viewedges.begin(),cend=viewedges.end(); // c!=cend; // c++) for(ViewEdgesIterator c=begin, cend=end; c!=cend; c++) { // if((*c)->qi() > 0){ // continue; // } // if(!((*c)->nature() & (_nature))) // continue; // firstEdge = (*c)->fedgeA(); // if(firstEdge->invisibility() > 0) // continue; line = new OrientedLineRep(); if(_overloadFrsMaterial) line->setFrsMaterial(_FrsMaterial); // there might be chains containing a single element if(0 == (firstEdge)->nextEdge()) { line->setStyle(LineRep::LINES); // line->AddVertex((*c)->vertexA()->point3D()); // line->AddVertex((*c)->vertexB()->point3D()); AddVertexToLine(line, firstEdge->vertexA()); AddVertexToLine(line, firstEdge->vertexB()); } else { line->setStyle(LineRep::LINE_STRIP); //firstEdge = (*c); nextFEdge = firstEdge; currentEdge = firstEdge; do { //line->AddVertex(nextFEdge->vertexA()->point3D()); AddVertexToLine(line, nextFEdge->vertexA()); currentEdge = nextFEdge; nextFEdge = nextFEdge->nextEdge(); }while((nextFEdge != NULL) && (nextFEdge != firstEdge)); // Add the last vertex //line->AddVertex(currentEdge->vertexB()->point3D()); AddVertexToLine(line, currentEdge->vertexB()); } line->setId((*c)->getId().getFirst()); line->ComputeBBox(); tshape->AddRep(line); id++; } return group; } #endif // VIEWMAPTESSELATOR_H