Exemplo n.º 1
0
SbBool
SoXipPolygon::isConsistent() const
{
	// check if the contour size is greater than the minimum size.
	const SbVec3f* pointPtr = point.getValues(0);

	SbBox3f bbox;
	for( int i = 0; i < point.getNum(); ++ i )
		bbox.extendBy( pointPtr[i] );

	SbVec3f bbSize;
	bbox.getSize(bbSize[0], bbSize[1], bbSize[2]);

	float screenScale = mViewVolume.getHeight() / mViewport.getViewportSizePixels()[1];
	float bbLengthPix = bbSize.length() / screenScale;

	return ( bbLengthPix >= (2 * CLOSING_MIN_PIXEL_DISTANCE) );
}
Exemplo n.º 2
0
void
SoSurroundScale::updateMySurroundParams(SoAction *action,
					const SbMatrix &myInv )
//
////////////////////////////////////////////////////////////////////////
{
    const SoFullPath *curPath = (const SoFullPath *) action->getCurPath();
    int curPathLength = curPath->getLength();

    // If the container node is out of range, just return.
	int numUpCon = (int) numNodesUpToContainer.getValue();
	if (   (numUpCon <= 0)    || (numUpCon > (curPathLength - 1))  ){
	    cachedScale.setValue(1,1,1);
	    cachedInvScale.setValue(1,1,1);
	    cachedTranslation.setValue(0,0,0);
	    cacheOK = FALSE;
	    return;
	}

    // CHECK TO SEE IF OUR CACHED VALUES ARE OKAY
    // IF SO, JUST RETURN 
	if (   cacheOK  ) 
	    return;

    // Find the path to apply the bounding box action to. It should end
    // 'numUpCon' above this one.
	SoPath *applyPath = curPath->copy(0, (curPathLength - numUpCon));
	applyPath->ref();

    // See if there is a node to do a reset at. If so, build a resetPath
	SoPath *resetPath = NULL;
	int numUpReset = (int) numNodesUpToReset.getValue();

	if (numUpReset >= 0 && (numUpReset < numUpCon) ) {
	    // Build a path ending at the reset node.
	    resetPath = curPath->copy(0, curPathLength - numUpReset );
	    resetPath->ref();
	}
	SoFullPath *fullResetPath = (SoFullPath *) resetPath;

    // Create a getBoundingBox action
    // Set the reset path if we have one.
    // Apply the bounding box action and find out how big the box was.
    // Temporarily set the ignoreInBbox flag TRUE, so we don't infinite loop!

	SbViewportRegion vpRegion(0,0);
	SoState	*state = action->getState();
	vpRegion = SoViewportRegionElement::get(state);

	static SoGetBoundingBoxAction *boundingBoxAction = NULL;
	if (boundingBoxAction == NULL)
	    boundingBoxAction = new SoGetBoundingBoxAction(vpRegion);
	else
	    boundingBoxAction->setViewportRegion(vpRegion);

	if (fullResetPath)
	    boundingBoxAction->setResetPath( fullResetPath, FALSE,
						SoGetBoundingBoxAction::BBOX);

	SbBool oldFlag = isIgnoreInBbox();
	setIgnoreInBbox( TRUE );
	boundingBoxAction->apply( applyPath );
	setIgnoreInBbox( oldFlag );
	SbXfBox3f &myXfBox = boundingBoxAction->getXfBoundingBox();

	// Transform the box into our local space, then project it.
	myXfBox.transform( myInv );
	SbBox3f myBox = myXfBox.project();

    // Get the scale for this node to add to the ctm.
	if (myBox.isEmpty()) {
	    cachedScale.setValue(1,1,1);
	    cachedInvScale.setValue(1,1,1);
	    cachedTranslation.setValue(0,0,0);
	    cacheOK = TRUE;
	    return;
	}
	else {
	    float x, y, z;
	    myBox.getSize(x,y,z);
	    cachedScale.setValue(  .5*x, .5*y, .5*z );

	    float minLength = .01 * cachedScale.length();
	    // Macro defined just before beginning of this method.
	    FUDGE(cachedScale[0],minLength);
	    FUDGE(cachedScale[1],minLength);
	    FUDGE(cachedScale[2],minLength);

	    // Find the inverse values
	    for (int j = 0; j < 3; j++ )
		cachedInvScale[j] = 1.0 / cachedScale[j];
	}

    // Get the translation for this node to add to the ctm.
	// This will get the cube centered about the bbox center.
	// If the bounding box is not centered at the origin, we have to
	// move the cube to the correct place. 
	if (doTranslations)
	    cachedTranslation = 0.5 * (   myBox.getMin() + myBox.getMax() );
	else
	    cachedTranslation.setValue(0,0,0);

    // Establish the cached values to save us some time later...
	cacheOK = TRUE;

	if (resetPath)
	    resetPath->unref();
	if (applyPath)
	    applyPath->unref();
}