Developer Documentation
QuadNode.cc
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41 
42 
43 
44 
45 
46 
47 //=============================================================================
48 //
49 // CLASS QuadNode - IMPLEMENTATION
50 //
51 //=============================================================================
52 
53 
54 //== INCLUDES =================================================================
55 
56 
57 #include "QuadNode.hh"
58 
59 
60 //== NAMESPACES ==============================================================
61 
62 
63 namespace ACG {
64 namespace SceneGraph {
65 
66 
67 //== IMPLEMENTATION ==========================================================
68 
69 
70 QuadNode::QuadNode( BaseNode* _parent,
71  const std::string& _name )
72  : BaseNode(_parent, _name)
73 {
74 }
75 
76 
77 //----------------------------------------------------------------------------
78 
79 
80 QuadNode::~QuadNode()
81 {
82 }
83 
84 
85 //----------------------------------------------------------------------------
86 
87 
88 void
89 QuadNode::boundingBox( Vec3d & _bbMin, Vec3d & _bbMax )
90 {
91  Vec3f bbMin(FLT_MAX,FLT_MAX,FLT_MAX);
92  Vec3f bbMax(-FLT_MAX,-FLT_MAX,-FLT_MAX);
93 
94  PointVector::const_iterator p_it = point_.begin(), p_end = point_.end();
95 
96  for ( ; p_it != p_end; ++p_it )
97  {
98  bbMin.minimize( *p_it );
99  bbMax.maximize( *p_it );
100  }
101 
102  Vec3d bbMind = ACG::Vec3d(bbMin);
103  Vec3d bbMaxd = ACG::Vec3d(bbMax);
104 
105  _bbMin.minimize(bbMind);
106  _bbMax.maximize(bbMaxd);
107 }
108 
109 
110 //----------------------------------------------------------------------------
111 
112 
116 {
118 
119  drawModes |= DrawModes::WIREFRAME;
120  drawModes |= DrawModes::HIDDENLINE;
121  drawModes |= DrawModes::SOLID_FLAT_SHADED;
122  // drawModes |= DrawModes::SOLID_FACES_COLORED;
123 
124  return drawModes;
125 }
126 
127 
128 //----------------------------------------------------------------------------
129 
130 
131 void
132 QuadNode::
133 draw(GLState& /* _state */ , const DrawModes::DrawMode& _drawMode)
134 {
135  if (_drawMode & DrawModes::WIREFRAME ||
136  _drawMode & DrawModes::HIDDENLINE )
137  {
138  ACG::GLState::disable(GL_LIGHTING);
139  ACG::GLState::shadeModel(GL_FLAT);
140  glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
141  draw_wireframe();
142  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
143  }
144 
145 
146  if (_drawMode & DrawModes::SOLID_FLAT_SHADED ||
147  _drawMode & DrawModes::HIDDENLINE )
148  {
149  ACG::GLState::enable(GL_LIGHTING);
150  ACG::GLState::shadeModel(GL_FLAT);
151  ACG::GLState::depthRange(0.01, 1.0);
152  draw_faces();
153  ACG::GLState::depthRange(0.0, 1.0);
154  }
155 
156  if (_drawMode & DrawModes::SOLID_FACES_COLORED)
157  {
158  ACG::GLState::disable(GL_LIGHTING);
159  ACG::GLState::shadeModel(GL_FLAT);
160  ACG::GLState::depthRange(0.01, 1.0);
161  draw_faces();
162  ACG::GLState::depthRange(0.0, 1.0);
163  }
164 }
165 
166 
167 //----------------------------------------------------------------------------
168 
169 
170 void
171 QuadNode::
172 draw_vertices()
173 {
174  // glDrawArrays(GL_POINTS, 0, mesh_.n_vertices());
175 }
176 
177 
178 //----------------------------------------------------------------------------
179 
180 
181 void
182 QuadNode::draw_faces()
183 {
184  glBegin(GL_QUADS);
185 
186  unsigned int i = 0;
187  unsigned int j = 0;
188 
189  for ( ; i < point_.size(); i += 4, j += 1 )
190  {
191  glNormal( normal_[j] );
192 
193  glVertex( point_[i + 0] );
194  glVertex( point_[i + 1] );
195  glVertex( point_[i + 2] );
196  glVertex( point_[i + 3] );
197  }
198 
199  glEnd();
200 }
201 
202 
203 //----------------------------------------------------------------------------
204 
205 
206 void
207 QuadNode::draw_wireframe()
208 {
209  glBegin(GL_QUADS);
210  for ( unsigned int i = 0; i < point_.size(); ++i )
211  glVertex( point_[i] );
212  glEnd();
213 }
214 
215 
216 //----------------------------------------------------------------------------
217 
218 
219 void
220 QuadNode::pick( GLState & _state, PickTarget /* _target */ )
221 {
222  _state.pick_set_maximum (1);
223  _state.pick_set_name (0);
224  draw_faces();
225 }
226 
227 
228 //----------------------------------------------------------------------------
229 
230 //=============================================================================
231 } // namespace SceneGraph
232 } // namespace ACG
233 //=============================================================================
void glNormal(const Vec3f &_n)
Wrapper: glNormal for Vec3f.
Definition: gl.hh:135
Namespace providing different geometric functions concerning angles.
static void disable(GLenum _cap, bool _warnRemoved=true)
replaces glDisable, but supports locking
DrawMode HIDDENLINE
draw hidden line (2 rendering passes needed)
Definition: DrawModes.cc:80
vector_type & maximize(const vector_type &_rhs)
maximize values: same as *this = max(*this, _rhs), but faster
Definition: Vector11T.hh:568
void boundingBox(Vec3d &_bbMin, Vec3d &_bbMax) override
Definition: QuadNode.cc:89
PickTarget
What target to use for picking.
Definition: PickTarget.hh:73
bool pick_set_maximum(size_t _idx)
Set the maximal number of primitives/components of your object.
Definition: GLState.cc:1051
vector_type & minimize(const vector_type &_rhs)
minimize values: same as *this = min(*this, _rhs), but faster
Definition: Vector11T.hh:540
void glVertex(const Vec2i &_v)
Wrapper: glVertex for Vec2i.
Definition: gl.hh:95
DrawMode NONE
not a valid draw mode
Definition: DrawModes.cc:71
DrawMode SOLID_FLAT_SHADED
draw flat shaded faces (requires face normals)
Definition: DrawModes.cc:81
DrawModes::DrawMode availableDrawModes() const override
Definition: QuadNode.cc:115
DrawMode WIREFRAME
draw wireframe
Definition: DrawModes.cc:78
DrawMode SOLID_FACES_COLORED
draw colored, but not lighted faces using face colors
Definition: DrawModes.cc:84
void pick_set_name(size_t _idx)
sets the current name/color (like glLoadName(_idx))
Definition: GLState.cc:1061
static void enable(GLenum _cap, bool _warnRemoved=true)
replaces glEnable, but supports locking
static void depthRange(GLclampd _zNear, GLclampd _zFar)
replaces glDepthRange, supports locking
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking
VectorT< double, 3 > Vec3d
Definition: VectorT.hh:121