Developer Documentation
QuadNode.cc
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40\*===========================================================================*/
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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
63namespace ACG {
64namespace SceneGraph {
65
66
67//== IMPLEMENTATION ==========================================================
68
69
70QuadNode::QuadNode( BaseNode* _parent,
71 const std::string& _name )
72 : BaseNode(_parent, _name)
73{
74}
75
76
77//----------------------------------------------------------------------------
78
79
80QuadNode::~QuadNode()
81{
82}
83
84
85//----------------------------------------------------------------------------
86
87
88void
89QuadNode::boundingBox( Vec3d & _bbMin, Vec3d & _bbMax )
90{
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
114QuadNode::
115availableDrawModes() const
116{
117 DrawModes::DrawMode drawModes(DrawModes::NONE);
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
131void
132QuadNode::
133draw(GLState& /* _state */ , const DrawModes::DrawMode& _drawMode)
134{
135 if (_drawMode & DrawModes::WIREFRAME ||
136 _drawMode & DrawModes::HIDDENLINE )
137 {
138 ACG::GLState::disable(GL_LIGHTING);
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);
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);
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
170void
171QuadNode::
172draw_vertices()
173{
174 // glDrawArrays(GL_POINTS, 0, mesh_.n_vertices());
175}
176
177
178//----------------------------------------------------------------------------
179
180
181void
182QuadNode::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
206void
207QuadNode::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
219void
220QuadNode::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//=============================================================================
static void enable(GLenum _cap, bool _warnRemoved=true)
replaces glEnable, but supports locking
Definition: GLState.cc:1507
void pick_set_name(size_t _idx)
sets the current name/color (like glLoadName(_idx))
Definition: GLState.cc:1061
bool pick_set_maximum(size_t _idx)
Set the maximal number of primitives/components of your object.
Definition: GLState.cc:1051
static void depthRange(GLclampd _zNear, GLclampd _zFar)
replaces glDepthRange, supports locking
Definition: GLState.cc:1757
static void disable(GLenum _cap, bool _warnRemoved=true)
replaces glDisable, but supports locking
Definition: GLState.cc:1527
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking
Definition: GLState.cc:1729
vector_type & maximize(const vector_type &_rhs)
maximize values: same as *this = max(*this, _rhs), but faster
Definition: Vector11T.hh:588
vector_type & minimize(const vector_type &_rhs)
minimize values: same as *this = min(*this, _rhs), but faster
Definition: Vector11T.hh:560
PickTarget
What target to use for picking.
Definition: PickTarget.hh:74
Namespace providing different geometric functions concerning angles.
void glNormal(const Vec3f &_n)
Wrapper: glNormal for Vec3f.
Definition: gl.hh:135
void glVertex(const Vec2i &_v)
Wrapper: glVertex for Vec2i.
Definition: gl.hh:95
VectorT< double, 3 > Vec3d
Definition: VectorT.hh:121