/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ // Note: the class documentation for the basic primitive shapes // SoSphere, SoCylinder, SoCone and SoCube have many common, or at // least close to common, paragraphs. If you make any changes, check // those other shapes too, to see if your updates / fixes should be // migrated. . /*! \class SoCone SoCone.h Inventor/nodes/SoCone.h \brief The SoCone class is for rendering cone shapes. \ingroup nodes Insert a cone shape into the scenegraph. The cone is rendered with the current material, texture and drawstyle settings (if any, otherwise the default settings are used). The SoCone node class is provided as a convenient abstraction for the application programmer to use "complex" shapes of this type without having to do the tessellation to polygons and other low-level programming herself. A cone is visualized by the underlying rendering system by first tessellating the conceptual cone into a set of polygons. To control the trade-off between an as much as possible correct visual appearance of the cone versus fast rendering, use an SoComplexity node to influence the number of polygons generated from the tessellation process. (The higher the complexity value, the more polygons will be generated, the more \e rounded the sides of the cone will look.) Set the SoComplexity::value field to what you believe would be a good trade-off between correctness and speed for your particular application. FILE FORMAT/DEFAULTS: \code Cone { bottomRadius 1 height 2 parts (SIDES | BOTTOM) } \endcode \sa SoCylinder, SoSphere, SoCube */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #if COIN_DEBUG #include #endif // COIN_DEBUG /*! \enum SoCone::Part Enumerates the various parts of the cone, for setting inclusion or exclusion from the shape. */ /*! \var SoSFBitMask SoCone::parts The parts to use for the cone shape. Defaults to SoCone::ALL. */ /*! \var SoSFFloat SoCone::bottomRadius Radius of the cone's bottom disc. Default value is 1.0. */ /*! \var SoSFFloat SoCone::height Height of cone. Default value is 2.0. */ #define CONE_SIDE_NUMTRIS 40.0f // ************************************************************************* SO_NODE_SOURCE(SoCone); /*! Constructor. */ SoCone::SoCone(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoCone); SO_NODE_ADD_FIELD(bottomRadius, (1.0f)); SO_NODE_ADD_FIELD(height, (2.0f)); SO_NODE_ADD_FIELD(parts, (ALL)); SO_NODE_DEFINE_ENUM_VALUE(Part, SIDES); SO_NODE_DEFINE_ENUM_VALUE(Part, BOTTOM); SO_NODE_DEFINE_ENUM_VALUE(Part, ALL); SO_NODE_SET_SF_ENUM_TYPE(parts, Part); } /*! Destructor. */ SoCone::~SoCone() { } // Doc from parent. void SoCone::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoCone, SO_FROM_INVENTOR_1|SoNode::VRML1); } // Doc from parent. void SoCone::computeBBox(SoAction * action, SbBox3f & box, SbVec3f & center) { float r = this->bottomRadius.getValue(); float h = this->height.getValue(); // Allow negative values. if (h < 0.0f) h = -h; if (r < 0.0f) r = -r; float half_height = h/2.0f; // The SIDES are present, so just find the middle point and enclose // everything. if (this->parts.getValue() & SoCone::SIDES) { center.setValue(0.0f, 0.0f, 0.0f); box.setBounds(SbVec3f(-r, -half_height, -r), SbVec3f(r, half_height, r)); } // ..no SIDES, but we've still got the bottom (NB: OIV misses this case). else if (this->parts.getValue() & SoCone::BOTTOM) { center.setValue(0.0f, -half_height, 0.0f); box.setBounds(SbVec3f(-r, -half_height, -r), SbVec3f(r, -half_height, r)); } // ..no parts present. My confidence is shot -- I feel very small. else { center.setValue(0.0f, 0.0f, 0.0f); box.setBounds(SbVec3f(0.0f, 0.0f, 0.0f), SbVec3f(0.0f, 0.0f, 0.0f)); } } // Doc from parent. void SoCone::GLRender(SoGLRenderAction * action) { if (!shouldGLRender(action)) return; SoState * state = action->getState(); SbBool doTextures = FALSE; SbBool do3DTextures = FALSE; if (SoGLTextureEnabledElement::get(state)) doTextures = TRUE; else if (SoGLTexture3EnabledElement::get(state)) do3DTextures = TRUE; SoCone::Part p = (SoCone::Part) this->parts.getValue(); SoMaterialBundle mb(action); SbBool sendNormals = !mb.isColorOnly() || (SoTextureCoordinateElement::getType(state) == SoTextureCoordinateElement::FUNCTION); unsigned int flags = 0; if (doTextures) flags |= SOGL_NEED_TEXCOORDS; else if (do3DTextures) flags |= SOGL_NEED_3DTEXCOORDS; if (sendNormals) flags |= SOGL_NEED_NORMALS; if (p & SoCone::SIDES) flags |= SOGL_RENDER_SIDE; if (p & SoCone::BOTTOM) flags |= SOGL_RENDER_BOTTOM; SoMaterialBindingElement::Binding bind = SoMaterialBindingElement::get(state); if (bind == SoMaterialBindingElement::PER_PART || bind == SoMaterialBindingElement::PER_PART_INDEXED) flags |= SOGL_MATERIAL_PER_PART; mb.sendFirst(); float complexity = this->getComplexityValue(action); sogl_render_cone(this->bottomRadius.getValue(), this->height.getValue(), (int)(CONE_SIDE_NUMTRIS * complexity), &mb, flags, state); #if COIN_DEBUG && 0 // debug SoDebugError::postInfo("SoCone::GLRender", "end"); #endif // debug } /*! Add a \a part to the cone. \sa removePart(), hasPart() */ void SoCone::addPart(SoCone::Part part) { if (this->hasPart(part)) { #if COIN_DEBUG SoDebugError::postWarning("SoCone::addPart", "part already set"); #endif // COIN_DEBUG return; } this->parts.setValue(this->parts.getValue() | part); } /*! Remove a \a part from the cone. \sa addPart(), hasPart() */ void SoCone::removePart(SoCone::Part part) { if (!this->hasPart(part)) { #if COIN_DEBUG SoDebugError::postWarning("SoCone::removePart", "part was not set"); #endif // COIN_DEBUG return; } this->parts.setValue(this->parts.getValue() & ~part); } /*! Returns \c TRUE if rendering of the given \a part is currently turned on. \sa addPart(), removePart() */ SbBool SoCone::hasPart(SoCone::Part part) const { return (this->parts.getValue() & part) ? TRUE : FALSE; } // Doc from parent. void SoCone::rayPick(SoRayPickAction * action) { if (!this->shouldRayPick(action)) return; SoCone::Part p = (SoCone::Part) this->parts.getValue(); unsigned int flags = 0; if (p & SoCone::SIDES) flags |= SOPICK_SIDES; if (p & SoCone::BOTTOM) flags |= SOPICK_BOTTOM; SoMaterialBindingElement::Binding bind = SoMaterialBindingElement::get(action->getState()); if (bind == SoMaterialBindingElement::PER_PART || bind == SoMaterialBindingElement::PER_PART_INDEXED) flags |= SOPICK_MATERIAL_PER_PART; sopick_pick_cone(this->bottomRadius.getValue(), this->height.getValue(), flags, this, action); } // Doc from parent. void SoCone::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; float complexity = this->getComplexityValue(action); int numtris = (int)(complexity * CONE_SIDE_NUMTRIS); if (this->parts.getValue() & SoCone::BOTTOM) { action->addNumTriangles(numtris-2); } if (this->parts.getValue() & SoCone::SIDES) { action->addNumTriangles(numtris); } } // Doc from parent. void SoCone::generatePrimitives(SoAction * action) { SoCone::Part p = (SoCone::Part) this->parts.getValue(); unsigned int flags = 0; if (p & SoCone::SIDES) flags |= SOGEN_GENERATE_SIDE; if (p & SoCone::BOTTOM) flags |= SOGEN_GENERATE_BOTTOM; SoMaterialBindingElement::Binding bind = SoMaterialBindingElement::get(action->getState()); if (bind == SoMaterialBindingElement::PER_PART || bind == SoMaterialBindingElement::PER_PART_INDEXED) flags |= SOGL_MATERIAL_PER_PART; float complexity = this->getComplexityValue(action); sogen_generate_cone(this->bottomRadius.getValue(), this->height.getValue(), (int)(CONE_SIDE_NUMTRIS * complexity), flags, this, action); }