/**************************************************************************\ * * 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 SoCube SoCube.h Inventor/nodes/SoCube.h \brief The SoCube class is for rendering cubes. \ingroup nodes Insert a cube shape into the scenegraph. The cube is rendered with the current material, texture and drawstyle settings (if any, otherwise the default settings are used). (Strictly speaking, as you can have different width, height and depth values for the "cube", instances of this class actually represents \e boxes.) The SoCube node class is provided as a convenient abstraction for the application programmer to use "complex" shapes of this type without having to do the calculation and book-keeping of the polygon sides and other low-level programming herself. FILE FORMAT/DEFAULTS: \code Cube { width 2 height 2 depth 2 } \endcode \sa SoCylinder, SoSphere, SoCone */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /*! \var SoSFFloat SoCube::width X axis dimension of cube, defaults to 2.0. */ /*! \var SoSFFloat SoCube::height Y axis dimension of cube, defaults to 2.0. */ /*! \var SoSFFloat SoCube::depth Z axis dimension of cube, defaults to 2.0. */ // ************************************************************************* SO_NODE_SOURCE(SoCube); /*! Constructor. */ SoCube::SoCube(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoCube); SO_NODE_ADD_FIELD(width, (2.0f)); SO_NODE_ADD_FIELD(height, (2.0f)); SO_NODE_ADD_FIELD(depth, (2.0f)); } /*! Destructor. */ SoCube::~SoCube() { } // Doc in parent. void SoCube::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoCube, SO_FROM_INVENTOR_1|SoNode::VRML1); } // Doc in parent. void SoCube::GLRender(SoGLRenderAction * action) { if (!this->shouldGLRender(action)) return; SoState * state = action->getState(); SoMaterialBindingElement::Binding binding = SoMaterialBindingElement::get(state); SbBool materialPerPart = (binding == SoMaterialBindingElement::PER_PART || binding == SoMaterialBindingElement::PER_PART_INDEXED || binding == SoMaterialBindingElement::PER_FACE || binding == SoMaterialBindingElement::PER_FACE_INDEXED); SbBool doTextures = FALSE; SbBool do3DTextures = FALSE; if (SoGLTextureEnabledElement::get(state)) doTextures = TRUE; else if (SoGLTexture3EnabledElement::get(state)) do3DTextures = TRUE; SoMaterialBundle mb(action); mb.sendFirst(); SbBool sendNormals = !mb.isColorOnly() || (SoTextureCoordinateElement::getType(state) == SoTextureCoordinateElement::FUNCTION); unsigned int flags = 0; if (materialPerPart) flags |= SOGL_MATERIAL_PER_PART; if (doTextures) flags |= SOGL_NEED_TEXCOORDS; else if (do3DTextures) flags |= SOGL_NEED_3DTEXCOORDS; if (sendNormals) flags |= SOGL_NEED_NORMALS; sogl_render_cube(width.getValue(), height.getValue(), depth.getValue(), &mb, flags, state); } // Doc in parent. void SoCube::generatePrimitives(SoAction * action) { SoMaterialBindingElement::Binding binding = SoMaterialBindingElement::get(action->getState()); SbBool materialPerPart = (binding == SoMaterialBindingElement::PER_PART || binding == SoMaterialBindingElement::PER_PART_INDEXED || binding == SoMaterialBindingElement::PER_FACE || binding == SoMaterialBindingElement::PER_FACE_INDEXED); unsigned int flags = 0; if (materialPerPart) flags |= SOGEN_MATERIAL_PER_PART; sogen_generate_cube(this->width.getValue(), this->height.getValue(), this->depth.getValue(), flags, this, action); } // Doc in parent. void SoCube::computeBBox(SoAction * action, SbBox3f & box, SbVec3f & center) { center.setValue(0.0f, 0.0f, 0.0f); float w, h, d; this->getHalfSize(w, h, d); // Allow negative values. if (w < 0.0f) w = -w; if (h < 0.0f) h = -h; if (d < 0.0f) d = -d; box.setBounds(-w, -h, -d, w, h, d); } // Doc in parent. void SoCube::rayPick(SoRayPickAction * action) { if (!shouldRayPick(action)) return; SoMaterialBindingElement::Binding binding = SoMaterialBindingElement::get(action->getState()); SbBool materialPerPart = (binding == SoMaterialBindingElement::PER_PART || binding == SoMaterialBindingElement::PER_PART_INDEXED); sopick_pick_cube(this->width.getValue(), this->height.getValue(), this->depth.getValue(), materialPerPart ? SOPICK_MATERIAL_PER_PART : 0, this, action); } // Convenience function for finding half the size of the box. void SoCube::getHalfSize(float & w, float & h, float & d) { w = (this->width.isIgnored() ? 1.0f : this->width.getValue() * 0.5f); h = (this->height.isIgnored() ? 1.0f : this->height.getValue() * 0.5f); d = (this->depth.isIgnored() ? 1.0f : this->depth.getValue() * 0.5f); } // Doc from parent. void SoCube::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; action->addNumTriangles(12); }