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//
// 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.
//
///////////////////////////////////////////////////////////////////////////////
#include "StrokeTesselator.h"
#include "../scene_graph/OrientedLineRep.h"
#include "../scene_graph/NodeGroup.h"
#include "../scene_graph/NodeShape.h"
#include "StrokeAdvancedIterators.h"
LineRep* StrokeTesselator::Tesselate(Stroke *iStroke)
{
if(0 == iStroke)
return 0;
LineRep* line;
line = new OrientedLineRep();
Stroke::vertex_iterator v,vend;
if(2 == iStroke->vertices_size())
{
line->setStyle(LineRep::LINES);
v = iStroke->vertices_begin();
StrokeVertex *svA= (*v);
v++;
StrokeVertex *svB = (*v);
Vec3r A((*svA)[0], (*svA)[1], 0);
Vec3r B((*svB)[0], (*svB)[1], 0);
line->AddVertex(A);
line->AddVertex(B);
}
else
{
if(_overloadFrsMaterial)
line->setFrsMaterial(_FrsMaterial);
line->setStyle(LineRep::LINE_STRIP);
for(v=iStroke->vertices_begin(), vend=iStroke->vertices_end();
v!=vend;
v++)
{
StrokeVertex *sv= (*v);
Vec3r V((*sv)[0], (*sv)[1], 0);
line->AddVertex(V);
}
}
line->setId(iStroke->getId());
line->ComputeBBox();
return line;
}
template<class StrokeVertexIterator>
NodeGroup* StrokeTesselator::Tesselate(StrokeVertexIterator begin, StrokeVertexIterator end)
{
NodeGroup *group = new NodeGroup;
NodeShape *tshape = new NodeShape;
group->AddChild(tshape);
//tshape->material().setDiffuse(0.f, 0.f, 0.f, 1.f);
tshape->setFrsMaterial(_FrsMaterial);
for(StrokeVertexIterator c=begin, cend=end;
c!=cend;
c++)
{
tshape->AddRep(Tesselate((*c)));
}
return group;
}
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