MinimalEdgeRing::MinimalEdgeRing(geomgraph::DirectedEdge *start, const geom::GeometryFactory *geometryFactory) : geomgraph::EdgeRing(start, geometryFactory) { computePoints(start); computeRing(); #if GEOS_DEBUG std::cerr << "MinimalEdgeRing[" << this << "] ctor" << std::endl; #endif }
// CGAlgorithms obsoleted MaximalEdgeRing::MaximalEdgeRing(DirectedEdge *start, const GeometryFactory *geometryFactory) : EdgeRing(start, geometryFactory) { computePoints(start); computeRing(); #if GEOS_DEBUG cerr << "MaximalEdgeRing[" << this << "] ctor" << endl; #endif }
void SoCylinder::GLRenderGeneric(SoGLRenderAction *action, SbBool sendNormals, SbBool doTextures) // //////////////////////////////////////////////////////////////////////// { SbVec3f scale, tmp; getSize(scale[0], scale[1]); scale[2] = scale[0]; SbBool materialPerPart; int curParts, numSides, numSections, side, section; float yTop, yBot, dy; float s, ds, tTop, tBot, dt; float outerRadius, innerRadius, dRadius; SbVec2f *ringCoords; SbVec3f pt, norm; SoMaterialBundle mb(action); SoMaterialBindingElement::Binding mbe = SoMaterialBindingElement::get(action->getState()); materialPerPart = (mbe == SoMaterialBindingElement::PER_PART_INDEXED || mbe == SoMaterialBindingElement::PER_PART); curParts = (parts.isIgnored() ? ALL : parts.getValue()); // Compute number of sides and sections to use to represent // cylinder, then compute ring of x,z coordinates around cylinder // and store in ringCoords. computeRing(action, numSides, numSections, ringCoords); // Make sure first material is sent if necessary mb.sendFirst(); if (HAS_PART(curParts, SIDES)) { // Draw each section of sides as a triangle mesh, from top to bottom yTop = 1.0; dy = -2.0 / numSections; tTop = 1.0; dt = -1.0 / numSections; ds = -1.0 / numSides; for (section = 0; section < numSections; section++) { yBot = yTop + dy; tBot = tTop + dt; s = 1.0; glBegin(GL_TRIANGLE_STRIP); for (side = 0; side < numSides; side++) { pt[0] = ringCoords[side][0]; pt[2] = ringCoords[side][1]; // Deal with normal norm.setValue(pt[0], 0.0, pt[2]); if (sendNormals) glNormal3fv(norm.getValue()); // Point at bottom of section pt[1] = yBot; if (doTextures) glTexCoord2f(s, tBot); glVertex3fv(SCALE(pt).getValue()); // Point at top of section pt[1] = yTop; if (doTextures) glTexCoord2f(s, tTop); glVertex3fv(SCALE(pt).getValue()); s += ds; } // Join end of strip back to beginning side = 0; s = 0.0; pt[0] = ringCoords[side][0]; pt[2] = ringCoords[side][1]; // Deal with normal norm.setValue(pt[0], 0.0, pt[2]); if (sendNormals) glNormal3fv(norm.getValue()); // Point at bottom of section pt[1] = yBot; if (doTextures) glTexCoord2f(s, tBot); glVertex3fv(SCALE(pt).getValue()); // Point at top of section pt[1] = yTop; if (doTextures) glTexCoord2f(s, tTop); glVertex3fv(SCALE(pt).getValue()); s += ds; glEnd(); // Prepare for next section down yTop = yBot; tTop = tBot; } } // Draw top face as a series of concentric rings. The number of // rings is the same as the number of sections of the sides of the // cylinder. if (HAS_PART(curParts, TOP)) { norm.setValue(0.0, 1.0, 0.0); pt[1] = 1.0; if (materialPerPart) mb.send(1, FALSE); if (sendNormals) glNormal3fv(norm.getValue()); // Start at the outside and work in outerRadius = 1.0; dRadius = -1.0 / numSections; for (section = numSections - 1; section >= 0; --section) { innerRadius = outerRadius + dRadius; // Innermost ring is treated as a triangle fan. This not // only gets better shading (because the center vertex is // sent), but also avoids the problem of having a polygon // with too many vertices. if (section == 0) { glBegin(GL_TRIANGLE_FAN); // Center point comes first pt[0] = pt[2] = 0.0; if (doTextures) glTexCoord2f(0.5, 0.5); glVertex3fv(SCALE(pt).getValue()); // Send all vertices around ring. Go in reverse order // so that vertex ordering is correct for (side = numSides - 1; side >= 0; side--) { pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(TOP_TEX_S(pt[0]), TOP_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); } // Send first vertex again pt[0] = outerRadius * ringCoords[numSides - 1][0]; pt[2] = outerRadius * ringCoords[numSides - 1][1]; if (doTextures) glTexCoord2f(TOP_TEX_S(pt[0]), TOP_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); glEnd(); } // Other rings are triangle strips else { glBegin(GL_TRIANGLE_STRIP); for (side = 0; side < numSides; side++) { // Send points on outer and inner rings pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(TOP_TEX_S(pt[0]), TOP_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); pt[0] = innerRadius * ringCoords[side][0]; pt[2] = innerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(TOP_TEX_S(pt[0]), TOP_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); } // Join end of strip back to beginning pt[0] = outerRadius * ringCoords[0][0]; pt[2] = outerRadius * ringCoords[0][1]; if (doTextures) glTexCoord2f(TOP_TEX_S(pt[0]), TOP_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); pt[0] = innerRadius * ringCoords[0][0]; pt[2] = innerRadius * ringCoords[0][1]; if (doTextures) glTexCoord2f(TOP_TEX_S(pt[0]), TOP_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); glEnd(); // Prepare for next ring outerRadius = innerRadius; } } } // Draw bottom face the same way as the top if (HAS_PART(curParts, BOTTOM)) { norm.setValue(0.0, -1.0, 0.0); pt[1] = -1.0; if (materialPerPart) mb.send(2, FALSE); if (sendNormals) glNormal3fv(norm.getValue()); // Start at the outside and work in outerRadius = 1.0; dRadius = -1.0 / numSections; for (section = numSections - 1; section >= 0; --section) { innerRadius = outerRadius + dRadius; // Innermost ring is drawn as a triangle fan. This not // only gets better shading (because the center vertex is // sent), but also avoids the problem of having a polygon // with too many vertices. if (section == 0) { glBegin(GL_TRIANGLE_FAN); // Center point comes first pt[0] = pt[2] = 0.0; if (doTextures) glTexCoord2f(0.5, 0.5); glVertex3fv(SCALE(pt).getValue()); // Send all vertices around ring for (side = 0; side < numSides; side++) { pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(BOT_TEX_S(pt[0]), BOT_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); } // Send first vertex again pt[0] = outerRadius * ringCoords[0][0]; pt[2] = outerRadius * ringCoords[0][1]; if (doTextures) glTexCoord2f(BOT_TEX_S(pt[0]), BOT_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); glEnd(); } // Other rings are triangle strips else { glBegin(GL_TRIANGLE_STRIP); // Go in reverse order so that vertex ordering is correct for (side = numSides - 1; side >= 0; side--) { // Send points on outer and inner rings pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(BOT_TEX_S(pt[0]), BOT_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); pt[0] = innerRadius * ringCoords[side][0]; pt[2] = innerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(BOT_TEX_S(pt[0]), BOT_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); } // Join end of strip back to beginning side = numSides - 1; pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(BOT_TEX_S(pt[0]), BOT_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); pt[0] = innerRadius * ringCoords[side][0]; pt[2] = innerRadius * ringCoords[side][1]; if (doTextures) glTexCoord2f(BOT_TEX_S(pt[0]), BOT_TEX_T(pt[2])); glVertex3fv(SCALE(pt).getValue()); glEnd(); // Prepare for next ring outerRadius = innerRadius; } } } }
void SoCylinder::generatePrimitives(SoAction *action) // //////////////////////////////////////////////////////////////////////// { SbBool materialPerPart; int curParts, numSides, numSections, side, section; float yTop, yBot, dy; float s, ds, tTop, tBot, dt; float outerRadius, innerRadius, dRadius; SbVec2f *ringCoords; SbVec3f pt, norm; float radius, halfHeight; SbVec4f tex; SbBool genTexCoords; SoPrimitiveVertex pv; SoCylinderDetail detail; const SoTextureCoordinateElement *tce; SoMaterialBindingElement::Binding mbe = SoMaterialBindingElement::get(action->getState()); materialPerPart = (mbe == SoMaterialBindingElement::PER_PART_INDEXED || mbe == SoMaterialBindingElement::PER_PART); curParts = (parts.isIgnored() ? ALL : parts.getValue()); // Compute number of sides and sections to use to represent // cylinder, then compute ring of x,z coordinates around cylinder // and store in ringCoords. computeRing(action, numSides, numSections, ringCoords); pv.setDetail(&detail); // Determine whether we should generate our own texture coordinates switch (SoTextureCoordinateElement::getType(action->getState())) { case SoTextureCoordinateElement::EXPLICIT: genTexCoords = TRUE; break; case SoTextureCoordinateElement::FUNCTION: genTexCoords = FALSE; break; } // If we're not generating our own coordinates, we'll need the // texture coordinate element to get coords based on points/normals. if (! genTexCoords) tce = SoTextureCoordinateElement::getInstance(action->getState()); else { tex[2] = 0.0; tex[3] = 1.0; } getSize(radius, halfHeight); if (HAS_PART(curParts, SIDES)) { // Draw each section of sides as a triangle mesh, from top to bottom yTop = 1.0; dy = -2.0 / numSections; tTop = 1.0; dt = -1.0 / numSections; ds = -1.0 / numSides; for (section = 0; section < numSections; section++) { yBot = yTop + dy; tBot = tTop + dt; s = 1.0; detail.setPart(SIDES); beginShape(action, TRIANGLE_STRIP); for (side = 0; side < numSides; side++) { pt[0] = ringCoords[side][0]; pt[2] = ringCoords[side][1]; // Deal with normal norm.setValue(pt[0], 0.0, pt[2]); pv.setNormal(norm); // Point at bottom of section pt[1] = yBot; pt[0] *= radius; pt[1] *= halfHeight; pt[2] *= radius; if (genTexCoords) { tex[0] = s; tex[1] = tBot; } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); // Point at top of section pt[1] = yTop; pt[1] *= halfHeight; if (genTexCoords) { tex[0] = s; tex[1] = tTop; } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); s += ds; } // Join end of strip back to beginning side = 0; s = 0.0; pt[0] = ringCoords[side][0]; pt[2] = ringCoords[side][1]; // Deal with normal norm.setValue(pt[0], 0.0, pt[2]); pv.setNormal(norm); // Point at bottom of section pt[1] = yBot; pt[0] *= radius; pt[1] *= halfHeight; pt[2] *= radius; if (genTexCoords) { tex[0] = s; tex[1] = tBot; } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); // Point at top of section pt[1] = yTop; pt[1] *= halfHeight; if (genTexCoords) { tex[0] = s; tex[1] = tTop; } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); s += ds; endShape(); // Prepare for next section down yTop = yBot; tTop = tBot; } } // Draw top face as a series of concentric rings. The number of // rings is the same as the number of sections of the sides of the // cylinder. if (HAS_PART(curParts, TOP)) { norm.setValue(0.0, 1.0, 0.0); pt[1] = halfHeight; if (materialPerPart) pv.setMaterialIndex(1); pv.setNormal(norm); detail.setPart(TOP); // Start at the outside and work in outerRadius = 1.0; dRadius = -1.0 / numSections; for (section = numSections - 1; section >= 0; --section) { innerRadius = outerRadius + dRadius; // Innermost ring is treated as a triangle fan. This not // only gets better shading (because the center vertex is // sent), but also avoids the problem of having a polygon // with too many vertices. if (section == 0) { beginShape(action, TRIANGLE_FAN); // Center point comes first pt[0] = pt[2] = 0.0; if (genTexCoords) tex[0] = tex[1] = 0.5; else tex = tce->get(norm, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); // Send all vertices around ring. Go in reverse order // so that vertex ordering is correct for (side = numSides - 1; side >= 0; side--) { pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = TOP_TEX_S(pt[0]); tex[1] = TOP_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); } // Send first vertex again pt[0] = outerRadius * ringCoords[numSides - 1][0]; pt[2] = outerRadius * ringCoords[numSides - 1][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = TOP_TEX_S(pt[0]); tex[1] = TOP_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); endShape(); } // Other rings are triangle strips else { beginShape(action, TRIANGLE_STRIP); for (side = 0; side < numSides; side++) { // Send points on outer and inner rings pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = TOP_TEX_S(pt[0]); tex[1] = TOP_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); pt[0] = innerRadius * ringCoords[side][0]; pt[2] = innerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = TOP_TEX_S(pt[0]); tex[1] = TOP_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); } // Join end of strip back to beginning pt[0] = outerRadius * ringCoords[0][0]; pt[2] = outerRadius * ringCoords[0][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = TOP_TEX_S(pt[0]); tex[1] = TOP_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); pt[0] = innerRadius * ringCoords[0][0]; pt[2] = innerRadius * ringCoords[0][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = TOP_TEX_S(pt[0]); tex[1] = TOP_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); endShape(); // Prepare for next ring outerRadius = innerRadius; } } } // Draw bottom face the same way as the top if (HAS_PART(curParts, BOTTOM)) { norm.setValue(0.0, -1.0, 0.0); pt[1] = -halfHeight; if (materialPerPart) pv.setMaterialIndex(2); pv.setNormal(norm); detail.setPart(BOTTOM); // Start at the outside and work in outerRadius = 1.0; dRadius = -1.0 / numSections; for (section = numSections - 1; section >= 0; --section) { innerRadius = outerRadius + dRadius; // Innermost ring is drawn as a triangle fan. This not // only gets better shading (because the center vertex is // sent), but also avoids the problem of having a polygon // with too many vertices. if (section == 0) { beginShape(action, TRIANGLE_FAN); // Center point comes first pt[0] = pt[2] = 0.0; if (genTexCoords) tex[0] = tex[1] = 0.5; else tex = tce->get(norm, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); // Send all vertices around ring for (side = 0; side < numSides; side++) { pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = BOT_TEX_S(pt[0]); tex[1] = BOT_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); } // Send first vertex again pt[0] = outerRadius * ringCoords[0][0]; pt[2] = outerRadius * ringCoords[0][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = BOT_TEX_S(pt[0]); tex[1] = BOT_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); endShape(); } // Other rings are triangle strips else { beginShape(action, TRIANGLE_STRIP); // Go in reverse order so that vertex ordering is correct for (side = numSides - 1; side >= 0; side--) { // Send points on outer and inner rings pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = BOT_TEX_S(pt[0]); tex[1] = BOT_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); pt[0] = innerRadius * ringCoords[side][0]; pt[2] = innerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = BOT_TEX_S(pt[0]); tex[1] = BOT_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); } // Join end of strip back to beginning side = numSides - 1; pt[0] = outerRadius * ringCoords[side][0]; pt[2] = outerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = BOT_TEX_S(pt[0]); tex[1] = BOT_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); pt[0] = innerRadius * ringCoords[side][0]; pt[2] = innerRadius * ringCoords[side][1]; pt[0] *= radius; pt[2] *= radius; if (genTexCoords) { tex[0] = BOT_TEX_S(pt[0]); tex[1] = BOT_TEX_T(pt[2]); } else tex = tce->get(pt, norm); pv.setPoint(pt); pv.setTextureCoords(tex); shapeVertex(&pv); endShape(); // Prepare for next ring outerRadius = innerRadius; } } } }