Developer Documentation
QuadNode.cc
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51 
52 
53 //=============================================================================
54 //
55 // CLASS QuadNode - IMPLEMENTATION
56 //
57 //=============================================================================
58 
59 
60 //== INCLUDES =================================================================
61 
62 
63 #include "QuadNode.hh"
64 
65 
66 //== NAMESPACES ==============================================================
67 
68 
69 namespace ACG {
70 namespace SceneGraph {
71 
72 
73 //== IMPLEMENTATION ==========================================================
74 
75 
76 QuadNode::QuadNode( BaseNode* _parent,
77  std::string _name )
78  : BaseNode(_parent, _name)
79 {
80 }
81 
82 
83 //----------------------------------------------------------------------------
84 
85 
86 QuadNode::~QuadNode()
87 {
88 }
89 
90 
91 //----------------------------------------------------------------------------
92 
93 
94 void
95 QuadNode::boundingBox( Vec3d & _bbMin, Vec3d & _bbMax )
96 {
97  Vec3f bbMin(FLT_MAX,FLT_MAX,FLT_MAX);
98  Vec3f bbMax(-FLT_MAX,-FLT_MAX,-FLT_MAX);
99 
100  PointVector::const_iterator p_it = point_.begin(), p_end = point_.end();
101 
102  for ( ; p_it != p_end; ++p_it )
103  {
104  bbMin.minimize( *p_it );
105  bbMax.maximize( *p_it );
106  }
107 
108  Vec3d bbMind = ACG::Vec3d(bbMin);
109  Vec3d bbMaxd = ACG::Vec3d(bbMax);
110 
111  _bbMin.minimize(bbMind);
112  _bbMax.maximize(bbMaxd);
113 }
114 
115 
116 //----------------------------------------------------------------------------
117 
118 
122 {
124 
125  drawModes |= DrawModes::WIREFRAME;
126  drawModes |= DrawModes::HIDDENLINE;
127  drawModes |= DrawModes::SOLID_FLAT_SHADED;
128  // drawModes |= DrawModes::SOLID_FACES_COLORED;
129 
130  return drawModes;
131 }
132 
133 
134 //----------------------------------------------------------------------------
135 
136 
137 void
138 QuadNode::
139 draw(GLState& /* _state */ , const DrawModes::DrawMode& _drawMode)
140 {
141  if (_drawMode & DrawModes::WIREFRAME ||
142  _drawMode & DrawModes::HIDDENLINE )
143  {
144  ACG::GLState::disable(GL_LIGHTING);
145  ACG::GLState::shadeModel(GL_FLAT);
146  glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
147  draw_wireframe();
148  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
149  }
150 
151 
152  if (_drawMode & DrawModes::SOLID_FLAT_SHADED ||
153  _drawMode & DrawModes::HIDDENLINE )
154  {
155  ACG::GLState::enable(GL_LIGHTING);
156  ACG::GLState::shadeModel(GL_FLAT);
157  ACG::GLState::depthRange(0.01, 1.0);
158  draw_faces();
159  ACG::GLState::depthRange(0.0, 1.0);
160  }
161 
162  if (_drawMode & DrawModes::SOLID_FACES_COLORED)
163  {
164  ACG::GLState::disable(GL_LIGHTING);
165  ACG::GLState::shadeModel(GL_FLAT);
166  ACG::GLState::depthRange(0.01, 1.0);
167  draw_faces();
168  ACG::GLState::depthRange(0.0, 1.0);
169  }
170 }
171 
172 
173 //----------------------------------------------------------------------------
174 
175 
176 void
177 QuadNode::
178 draw_vertices()
179 {
180  // glDrawArrays(GL_POINTS, 0, mesh_.n_vertices());
181 }
182 
183 
184 //----------------------------------------------------------------------------
185 
186 
187 void
188 QuadNode::draw_faces()
189 {
190  glBegin(GL_QUADS);
191 
192  unsigned int i = 0;
193  unsigned int j = 0;
194 
195  for ( ; i < point_.size(); i += 4, j += 1 )
196  {
197  glNormal( normal_[j] );
198 
199  glVertex( point_[i + 0] );
200  glVertex( point_[i + 1] );
201  glVertex( point_[i + 2] );
202  glVertex( point_[i + 3] );
203  }
204 
205  glEnd();
206 }
207 
208 
209 //----------------------------------------------------------------------------
210 
211 
212 void
213 QuadNode::draw_wireframe()
214 {
215  glBegin(GL_QUADS);
216  for ( unsigned int i = 0; i < point_.size(); ++i )
217  glVertex( point_[i] );
218  glEnd();
219 }
220 
221 
222 //----------------------------------------------------------------------------
223 
224 
225 void
226 QuadNode::pick( GLState & _state, PickTarget /* _target */ )
227 {
228  _state.pick_set_maximum (1);
229  _state.pick_set_name (0);
230  draw_faces();
231 }
232 
233 
234 //----------------------------------------------------------------------------
235 
236 //=============================================================================
237 } // namespace SceneGraph
238 } // namespace ACG
239 //=============================================================================
DrawMode HIDDENLINE
draw hidden line (2 rendering passes needed)
Definition: DrawModes.cc:86
DrawMode SOLID_FLAT_SHADED
draw flat shaded faces (requires face normals)
Definition: DrawModes.cc:87
DrawMode WIREFRAME
draw wireframe
Definition: DrawModes.cc:84
void glNormal(const Vec3f &_n)
Wrapper: glNormal for Vec3f.
Definition: gl.hh:137
void glVertex(const Vec2i &_v)
Wrapper: glVertex for Vec2i.
Definition: gl.hh:97
PickTarget
What target to use for picking.
Definition: BaseNode.hh:99
vector_type & maximize(const vector_type &_rhs)
maximize values: same as *this = max(*this, _rhs), but faster
Definition: Vector11T.hh:562
static void enable(GLenum _cap)
replaces glEnable, but supports locking
DrawMode SOLID_FACES_COLORED
draw colored, but not lighted faces using face colors
Definition: DrawModes.cc:90
bool pick_set_maximum(unsigned int _idx)
Set the maximal number of primitives/components of your object.
Definition: GLState.cc:1047
static void depthRange(GLclampd _zNear, GLclampd _zFar)
replaces glDepthRange, supports locking
static void disable(GLenum _cap)
replaces glDisable, but supports locking
Namespace providing different geometric functions concerning angles.
Definition: DBSCANT.cc:51
void boundingBox(Vec3d &_bbMin, Vec3d &_bbMax)
Definition: QuadNode.cc:95
void pick_set_name(unsigned int _idx)
sets the current name/color (like glLoadName(_idx))
Definition: GLState.cc:1057
DrawMode NONE
not a valid draw mode
Definition: DrawModes.cc:77
DrawModes::DrawMode availableDrawModes() const
Definition: QuadNode.cc:121
vector_type & minimize(const vector_type &_rhs)
minimize values: same as *this = min(*this, _rhs), but faster
Definition: Vector11T.hh:534
VectorT< double, 3 > Vec3d
Definition: VectorT.hh:127
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking