/**************************************************************************\ * * 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 SoSphere SoSphere.h Inventor/nodes/SoSphere.h \brief The SoSphere class is for rendering sphere shapes. \ingroup nodes Renders a sphere with the size given by the SoSphere::radius field. The sphere is rendered with the current material, texture and drawstyle settings (if any, otherwise the default settings are used). The SoSphere 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 good trick for rendering ellipsoidal 3D shapes is to use an SoSphere prefixed with an SoScale transformation to "flatten" it along one or more of the principal axes. (Ie use for instance an SoScale node with SoScale::scaleFactor equal to [1, 1, 0.1] to flatten it along the Z direction.) A sphere is visualized by the underlying rendering system by first tessellating the conceptual sphere into a set of polygons. To control the trade-off between an as much as possible correct visual appearance of the sphere 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 sphere 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 Sphere { radius 1 } \endcode \sa SoCone, SoCylinder, SoCube */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /*! \var SoSFFloat SoSphere::radius Radius of sphere. Default value is 1.0. */ #define SPHERE_NUM_SLICES 30.0f #define SPHERE_NUM_STACKS 30.0f // ************************************************************************* SO_NODE_SOURCE(SoSphere); /*! Constructor. */ SoSphere::SoSphere(void) { SO_NODE_INTERNAL_CONSTRUCTOR(SoSphere); SO_NODE_ADD_FIELD(radius, (1.0f)); } /*! Destructor. */ SoSphere::~SoSphere() { } // Documented in superclass. void SoSphere::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoSphere, SO_FROM_INVENTOR_1|SoNode::VRML1); } // Documented in superclass. void SoSphere::GLRender(SoGLRenderAction * action) { if (!this->shouldGLRender(action)) return; SoState * state = action->getState(); SoMaterialBundle mb(action); mb.sendFirst(); SbBool doTextures = FALSE; SbBool do3DTextures = FALSE; if (SoGLTextureEnabledElement::get(state)) doTextures = TRUE; else if (SoGLTexture3EnabledElement::get(state)) do3DTextures = TRUE; SbBool sendNormals = !mb.isColorOnly() || (SoTextureCoordinateElement::getType(state) == SoTextureCoordinateElement::FUNCTION); float complexity = SbClamp(this->getComplexityValue(action), 0.0f, 1.0f); unsigned int flags = 0; if (sendNormals) flags |= SOGL_NEED_NORMALS; if (doTextures) flags |= SOGL_NEED_TEXCOORDS; else if (do3DTextures) flags |= SOGL_NEED_3DTEXCOORDS; sogl_render_sphere(this->radius.getValue(), (int)(SPHERE_NUM_SLICES * complexity), (int)(SPHERE_NUM_STACKS * complexity), &mb, flags, state); } // Documented in superclass. void SoSphere::computeBBox(SoAction * action, SbBox3f & box, SbVec3f & center) { float r = this->radius.getValue(); // Allow negative values. if (r < 0.0f) r = -r; box.setBounds(SbVec3f(-r, -r, -r), SbVec3f(r, r, r)); center.setValue(0.0f, 0.0f, 0.0f); } // Documented in superclass. void SoSphere::rayPick(SoRayPickAction *action) { if (!shouldRayPick(action)) return; sopick_pick_sphere(this->radius.getValue(), action); } // Documented in superclass. void SoSphere::getPrimitiveCount(SoGetPrimitiveCountAction * action) { if (!this->shouldPrimitiveCount(action)) return; float complexity = this->getComplexityValue(action); action->addNumTriangles((int)(complexity*2.0f*SPHERE_NUM_SLICES*(SPHERE_NUM_STACKS-1))); } // Documented in superclass. void SoSphere::generatePrimitives(SoAction * action) { float complexity = this->getComplexityValue(action); sogen_generate_sphere(this->radius.getValue(), (int)(SPHERE_NUM_SLICES * complexity), (int)(SPHERE_NUM_STACKS * complexity), this, action); }