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//
// Filename : StrokeTesselator.h
// Author(s) : Stephane Grabli
// Purpose : Class to build a Node Tree designed to be displayed
// from a set of strokes 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 STROKETESSELATOR_H
# define STROKETESSELATOR_H
# include "Stroke.h"
# include "../scene_graph/LineRep.h"
class StrokeTesselator
{
public:
inline StrokeTesselator() {_FrsMaterial.setDiffuse(0,0,0,1);_overloadFrsMaterial=false;}
virtual ~StrokeTesselator() {}
/*! Builds a line rep contained from a Stroke
*/
LineRep* Tesselate(Stroke* iStroke) ;
/*! Builds a set of lines rep contained under a
* a NodeShape, itself contained under a NodeGroup from a
* set of strokes
*/
template<class StrokeIterator>
NodeGroup* Tesselate(StrokeIterator begin, StrokeIterator end) ;
inline void setFrsMaterial(const FrsMaterial& iMaterial) {_FrsMaterial=iMaterial;_overloadFrsMaterial=true;}
inline const FrsMaterial& frs_material() const {return _FrsMaterial;}
private:
FrsMaterial _FrsMaterial;
bool _overloadFrsMaterial;
};
#endif // STROKETESSELATOR_H
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