/**************************************************************************\ * * 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 SoCylinder SoCylinder.h Inventor/nodes/SoCylinder.h \brief The SoCylinder class is for rendering cylinder shapes. \ingroup nodes Insert a cylinder shape into the scenegraph. The cylinder is rendered with the current material, texture and drawstyle settings (if any, otherwise the default settings are used). The SoCylinder 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 cylinder is visualized by the underlying rendering system by first tessellating the conceptual cylinder into a set of polygons. To control the trade-off between an as much as possible correct visual appearance of the cylinder 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 cylinder 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. A nice trick for rendering a disc is to render an SoCylinder with SoCylinder::height set to zero: \code #Inventor V2.1 ascii ShapeHints { # to get two-sided lighting on the disc vertexOrdering COUNTERCLOCKWISE shapeType UNKNOWN_SHAPE_TYPE } Cylinder { height 0 parts TOP } \endcode FILE FORMAT/DEFAULTS: \code Cylinder { radius 1 height 2 parts (SIDES | TOP | BOTTOM) } \endcode \sa SoCone, SoSphere, SoCube */ #include #include #if COIN_DEBUG #include #endif // COIN_DEBUG #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define CYL_SIDE_NUMTRIS 40.0f /*! \enum SoCylinder::Part The parts of a cylinder shape. */ /*! \var SoSFFloat SoCylinder::radius Radius of cylinder. Default value 1.0. */ /*! \var SoSFFloat SoCylinder::height Height of cylinder. Default is 2.0. */ /*! \var SoSFBitMask SoCylinder::parts Which parts to use for rendering, picking, etc. Defaults to SoCylinder::ALL. */ // ************************************************************************* SO_NODE_SOURCE(SoCylinder); /*! Constructor. */ SoCylinder::SoCylinder(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoCylinder); SO_NODE_ADD_FIELD(radius, (1.0f)); SO_NODE_ADD_FIELD(height, (2.0f)); SO_NODE_ADD_FIELD(parts, (SoCylinder::ALL)); SO_NODE_DEFINE_ENUM_VALUE(Part, SIDES); SO_NODE_DEFINE_ENUM_VALUE(Part, TOP); SO_NODE_DEFINE_ENUM_VALUE(Part, BOTTOM); SO_NODE_DEFINE_ENUM_VALUE(Part, ALL); SO_NODE_SET_SF_ENUM_TYPE(parts, Part); } /*! Destructor. */ SoCylinder::~SoCylinder() { } // Doc in parent. void SoCylinder::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoCylinder, SO_FROM_INVENTOR_1|SoNode::VRML1); } // Doc in parent. void SoCylinder::computeBBox(SoAction * action, SbBox3f & box, SbVec3f & center) { float r = this->radius.getValue(); float h = this->height.getValue(); // Allow negative values. if (r < 0.0f) r = -r; if (h < 0.0f) h = -h; // Either the SIDES are present, or we've at least got both the TOP // and BOTTOM caps -- so just find the middle point and enclose // everything. if (this->parts.getValue() & SoCylinder::SIDES || (this->parts.getValue() & SoCylinder::BOTTOM && this->parts.getValue() & SoCylinder::TOP)) { center.setValue(0.0f, 0.0f, 0.0f); box.setBounds(SbVec3f(-r, -h/2.0f, -r), SbVec3f(r, h/2.0f, r)); } // ..not a "full" cylinder, but we've got the BOTTOM cap. else if (this->parts.getValue() & SoCylinder::BOTTOM) { center.setValue(0.0f, -h/2.0f, 0.0f); box.setBounds(SbVec3f(-r, -h/2.0f, -r), SbVec3f(r, -h/2.0f, r)); } // ..not a "full" cylinder, but we've got the TOP cap. else if (this->parts.getValue() & SoCylinder::TOP) { center.setValue(0.0f, h/2.0f, 0.0f); box.setBounds(SbVec3f(-r, h/2.0f, -r), SbVec3f(r, h/2.0f, 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 in parent. void SoCylinder::GLRender(SoGLRenderAction * action) { if (!shouldGLRender(action)) return; SoState * state = action->getState(); SoCylinder::Part p = (SoCylinder::Part) this->parts.getValue(); SoMaterialBundle mb(action); mb.sendFirst(); SbBool sendNormals = !mb.isColorOnly() || (SoTextureCoordinateElement::getType(state) == SoTextureCoordinateElement::FUNCTION); unsigned int flags = 0; if (sendNormals) flags |= SOGL_NEED_NORMALS; if (SoGLTextureEnabledElement::get(state)) flags |= SOGL_NEED_TEXCOORDS; else if (SoGLTexture3EnabledElement::get(state)) flags |= SOGL_NEED_3DTEXCOORDS; if (p & SIDES) flags |= SOGL_RENDER_SIDE; if (p & TOP) flags |= SOGL_RENDER_TOP; if (p & 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; float complexity = this->getComplexityValue(action); sogl_render_cylinder(this->radius.getValue(), this->height.getValue(), (int)(CYL_SIDE_NUMTRIS * complexity), &mb, flags, state); } /*! Add a \a part to the cylinder. \sa removePart(), hasPart() */ void SoCylinder::addPart(SoCylinder::Part part) { if (this->hasPart(part)) { #if COIN_DEBUG SoDebugError::postWarning("SoCylinder::addPart", "part already set"); #endif // COIN_DEBUG return; } this->parts.setValue(this->parts.getValue() | part); } /*! Remove a \a part from the cylinder. \sa addPart(), hasPart() */ void SoCylinder::removePart(SoCylinder::Part part) { if (!this->hasPart(part)) { #if COIN_DEBUG SoDebugError::postWarning("SoCylinder::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 SoCylinder::hasPart(SoCylinder::Part part) const { return (this->parts.getValue() & part) ? TRUE : FALSE; } // Doc in parent. void SoCylinder::rayPick(SoRayPickAction * action) { if (!shouldRayPick(action)) return; unsigned int flags = 0; SoCylinder::Part p = (SoCylinder::Part) this->parts.getValue(); if (p & SIDES) flags |= SOPICK_SIDES; if (p & TOP) flags |= SOPICK_TOP; if (p & 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_cylinder(this->radius.getValue(), this->height.getValue(), flags, this, action); } // Doc in parent. void SoCylinder::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; float complexity = this->getComplexityValue(action); int numtris = (int)(complexity * CYL_SIDE_NUMTRIS); if (this->parts.getValue() & SoCylinder::BOTTOM) { action->addNumTriangles(numtris-2); } if (this->parts.getValue() & SoCylinder::TOP) { action->addNumTriangles(numtris-2); } if (this->parts.getValue() & SoCylinder::SIDES) { action->addNumTriangles(numtris * 2); } } // Doc in parent. void SoCylinder::generatePrimitives(SoAction * action) { SoCylinder::Part p = (SoCylinder::Part) this->parts.getValue(); unsigned int flags = 0; if (p & SoCylinder::SIDES) flags |= SOGEN_GENERATE_SIDE; if (p & SoCylinder::BOTTOM) flags |= SOGEN_GENERATE_BOTTOM; if (p & SoCylinder::TOP) flags |= SOGEN_GENERATE_TOP; 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_cylinder(this->radius.getValue(), this->height.getValue(), (int)(CYL_SIDE_NUMTRIS * complexity), flags, this, action); }