1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
//
// Filename : TriangleRep.h
// Author(s) : Stephane Grabli
// Purpose : Class to define the represenation of a triangle
// Date of creation : 16/12/2002
//
///////////////////////////////////////////////////////////////////////////////
//
// 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 TRIANGLEREP_H
# define TRIANGLEREP_H
//! inherits from class Rep
#include "Rep.h"
/*! Base class for all lines objects */
class LIB_SCENE_GRAPH_EXPORT TriangleRep : public Rep
{
public:
/*! Line description style */
enum TRIANGLE_STYLE{FILL, LINES};
private:
TRIANGLE_STYLE _Style;
Vec3r _vertices[3];
Vec3r _colors[3];
public:
inline TriangleRep() : Rep() {_Style = FILL;}
/*! Builds a triangle from 3 vertices
* v0
* first vertex
* v1
* second vertex
* v2
* third vertex
*/
inline TriangleRep(const Vec3r& v0, const Vec3r& v1, const Vec3r& v2)
: Rep()
{
_vertices[0] = v0;
_vertices[1] = v1;
_vertices[2] = v2;
_Style = FILL;
}
inline TriangleRep( const Vec3r& v0, const Vec3r& c0,
const Vec3r& v1, const Vec3r& c1,
const Vec3r& v2, const Vec3r& c2)
: Rep()
{
_vertices[0] = v0;
_vertices[1] = v1;
_vertices[2] = v2;
_colors[0] = c0;
_colors[1] = c1;
_colors[2] = c2;
_Style = FILL;
}
virtual ~TriangleRep()
{}
/*! accessors */
inline const TRIANGLE_STYLE style() const {return _Style;}
inline const Vec3r& vertex(int index) const {return _vertices[index];}
inline const Vec3r& color(int index) const {return _colors[index];}
/*! modifiers */
inline void setStyle(const TRIANGLE_STYLE iStyle) {_Style = iStyle;}
inline void setVertex(int index, const Vec3r& iVertex) {_vertices[index] = iVertex;}
inline void setColor(int index, const Vec3r& iColor) {_colors[index] = iColor;}
inline void setVertices(const Vec3r& v0, const Vec3r& v1, const Vec3r& v2) {_vertices[0] = v0; _vertices[1] = v1; _vertices[2] = v2;}
inline void setColors(const Vec3r& c0, const Vec3r& c1, const Vec3r& c2) {_colors[0] = c0; _colors[1] = c1; _colors[2] = c2;}
/*! Accept the corresponding visitor */
virtual void accept(SceneVisitor& v) {
Rep::accept(v);
v.visitTriangleRep(*this);
}
/*! Computes the triangle bounding box.*/
virtual void ComputeBBox();
};
#endif
|