/**************************************************************************\ * * 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 * \**************************************************************************/ #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #ifdef HAVE_VRML97 /*! \class SoVRMLExtrusion SoVRMLExtrusion.h Inventor/VRMLnodes/SoVRMLExtrusion.h \brief The SoVRMLExtrusion class is a a geometry node for extruding a cross section along a spine. \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim Extrusion { eventIn MFVec2f set_crossSection eventIn MFRotation set_orientation eventIn MFVec2f set_scale eventIn MFVec3f set_spine field SFBool beginCap TRUE field SFBool ccw TRUE field SFBool convex TRUE field SFFloat creaseAngle 0 # [0,inf) field MFVec2f crossSection [ 1 1, 1 -1, -1 -1, -1 1, 1 1 ] # (-inf,inf) field SFBool endCap TRUE field MFRotation orientation 0 0 1 0 # [-1,1],(-inf,inf) field MFVec2f scale 1 1 # (0,inf) field SFBool solid TRUE field MFVec3f spine [ 0 0 0, 0 1 0 ] # (-inf,inf) } \endverbatim \e Introduction The Extrusion node specifies geometric shapes based on a two dimensional cross-section extruded along a three dimensional spine in the local coordinate system. The cross-section can be scaled and rotated at each spine point to produce a wide variety of shapes. An Extrusion node is defined by: \li a 2D crossSection piecewise linear curve (described as a series of connected vertices); \li a 3D spine piecewise linear curve (also described as a series of connected vertices); \li a list of 2D scale parameters; \li a list of 3D orientation parameters. \e Algorithmic \e description Shapes are constructed as follows. The cross-section curve, which starts as a curve in the Y=0 plane, is first scaled about the origin by the first scale parameter (first value scales in X, second value scales in Z). It is then translated by the first spine point and oriented using the first orientation parameter (as explained later). The same procedure is followed to place a cross- section at the second spine point, using the second scale and orientation values. Corresponding vertices of the first and second cross-sections are then connected, forming a quadrilateral polygon between each pair of vertices. This same procedure is then repeated for the rest of the spine points, resulting in a surface extrusion along the spine. The final orientation of each cross-section is computed by first orienting it relative to the spine segments on either side of point at which the cross-section is placed. This is known as the spine-aligned cross-section plane (SCP), and is designed to provide a smooth transition from one spine segment to the next (see Figure 6.6). The SCP is then rotated by the corresponding orientation value. This rotation is performed relative to the SCP. For example, to impart twist in the cross- section, a rotation about the Y-axis (0 1 0) would be used. Other orientations are valid and rotate the cross-section out of the SCP.
Figure 6.6
The SCP is computed by first computing its Y-axis and Z-axis, then taking the cross product of these to determine the X-axis. These three axes are then used to determine the rotation value needed to rotate the Y=0 plane to the SCP. This results in a plane that is the approximate tangent of the spine at each point, as shown in Figure 6.6. First the Y-axis is determined, as follows: Let n be the number of spines and let i be the index variable satisfying 0 <= i < n: \li For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] - spine[i-1]). \li If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] - spine[n-2]) to compute the Y-axis. \li If the spine curve is not closed: The Y-axis used for the first point is the vector from spine[0] to spine[1], and for the last it is the vector from spine[n-2] to spine[n-1]. The Z-axis is determined as follows: \li For all points other than the first or last: Take the following cross-product: \verbatim Z = (spine[i+1] - spine[i]) × (spine[i-1] - spine[i]) \endverbatim \li If the spine curve is closed: The SCP for the first and last points is the same and is found by taking the following cross- product: \verbatim Z = (spine[1] - spine[0]) × (spine[n-2] - spine[0]) \endverbatim \li If the spine curve is not closed: The Z-axis used for the first spine point is the same as the Z-axis for spine[1]. The Z- axis used for the last spine point is the same as the Z-axis for spine[n-2]. \li After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis is flipped (multiplied by -1). In most cases, this prevents small changes in the spine segment angles from flipping the cross-section 180 degrees. Once the Y- and Z-axes have been computed, the X-axis can be calculated as their cross-product. \e Special \e Cases If the number of scale or orientation values is greater than the number of spine points, the excess values are ignored. If they contain one value, it is applied at all spine points. The results are undefined if the number of scale or orientation values is greater than one but less than the number of spine points. The scale values shall be positive. If the three points used in computing the Z-axis are collinear, the cross-product is zero so the value from the previous point is used instead. If the Z-axis of the first point is undefined (because the spine is not closed and the first two spine segments are collinear) then the Z-axis for the first spine point with a defined Z-axis is used. If the entire spine is collinear, the SCP is computed by finding the rotation of a vector along the positive Y-axis (v1) to the vector formed by the spine points (v2). The Y=0 plane is then rotated by this value. If two points are coincident, they both have the same SCP. If each point has a different orientation value, then the surface is constructed by connecting edges of the cross-sections as normal. This is useful in creating revolved surfaces. Note: combining coincident and non-coincident spine segments, as well as other combinations, can lead to interpenetrating surfaces which the extrusion algorithm makes no attempt to avoid. \e Common \e Cases The following common cases are among the effects which are supported by the Extrusion node: \li Surfaces of revolution: If the cross-section is an approximation of a circle and the spine is straight, the Extrusion is equivalent to a surface of revolution, where the scale parameters define the size of the cross-section along the spine. \li Uniform extrusions: If the scale is (1, 1) and the spine is straight, the cross-section is extruded uniformly without twisting or scaling along the spine. The result is a cylindrical shape with a uniform cross section. \li Bend/twist/taper objects: These shapes are the result of using all fields. The spine curve bends the extruded shape defined by the cross-section, the orientation parameters (given as rotations about the Y-axis) twist it around the spine, and the scale parameters taper it (by scaling about the spine). \e Other \e Fields Extrusion has three parts: the sides, the beginCap (the surface at the initial end of the spine) and the endCap (the surface at the final end of the spine). The caps have an associated SFBool field that indicates whether each exists (TRUE) or doesn't exist (FALSE). When the beginCap or endCap fields are specified as TRUE, planar cap surfaces will be generated regardless of whether the crossSection is a closed curve. If crossSection is not a closed curve, the caps are generated by adding a final point to crossSection that is equal to the initial point. An open surface can still have a cap, resulting (for a simple case) in a shape analogous to a soda can sliced in half vertically. These surfaces are generated even if spine is also a closed curve. If a field value is FALSE, the corresponding cap is not generated. Texture coordinates are automatically generated by Extrusion nodes. Textures are mapped so that the coordinates range in the U direction from 0 to 1 along the crossSection curve (with 0 corresponding to the first point in crossSection and 1 to the last) and in the V direction from 0 to 1 along the spine curve (with 0 corresponding to the first listed spine point and 1 to the last). If either the endCap or beginCap exists, the crossSection curve is uniformly scaled and translated so that the larger dimension of the cross-section (X or Z) produces texture coordinates that range from 0.0 to 1.0. The beginCap and endCap textures' S and T directions correspond to the X and Z directions in which the crossSection coordinates are defined. The browser shall automatically generate normals for the Extrusion node,using the creaseAngle field to determine if and how normals are smoothed across the surface. Normals for the caps are generated along the Y-axis of the SCP, with the ordering determined by viewing the cross-section from above (looking along the negative Y-axis of the SCP). By default, a beginCap with a counterclockwise ordering shall have a normal along the negative Y-axis. An endCap with a counterclockwise ordering shall have a normal along the positive Y-axis. Each quadrilateral making up the sides of the extrusion are ordered from the bottom cross-section (the one at the earlier spine point) to the top. So, one quadrilateral has the points: \verbatim spine[0](crossSection[0], crossSection[1]) spine[1](crossSection[1], crossSection[0]) \endverbatim in that order. By default, normals for the sides are generated as described in 4.6.3, Shapes and geometry (). For instance, a circular crossSection with counter-clockwise ordering and the default spine form a cylinder. With solid TRUE and ccw TRUE, the cylinder is visible from the outside. Changing ccw to FALSE makes it visible from the inside. The ccw, solid, convex, and creaseAngle fields are described in 4.6.3, Shapes and geometry (). */ /*! SoSFBool SoVRMLExtrusion::beginCap Used to enable/disable begin cap. Default value is TRUE. */ /*! SoSFBool SoVRMLExtrusion::ccw Specifies counterclockwise vertex ordering. Default value is TRUE. */ /*! SoSFBool SoVRMLExtrusion::convex Specifies if cross sections is convex. Default value is TRUE. */ /*! SoSFFloat SoVRMLExtrusion::creaseAngle Specifies the crease angle for the generated normals. Default value is 0.0. */ /*! SoMFVec2f SoVRMLExtrusion::crossSection The cross section. */ /*! SoSFBool SoVRMLExtrusion::endCap Used to enable/disable end cap. Default value is TRUE. */ /*! SoMFRotation SoVRMLExtrusion::orientation Orientation for the cross section at each spine point. */ /*! SoMFVec2f SoVRMLExtrusion::scale Scaling for the cross section at each spine point. */ /*! SoSFBool SoVRMLExtrusion::solid When TRUE, backface culling will be enabled. Default value is TRUE. */ /*! SoMFVec3f SoVRMLExtrusion::spine The spine points. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef HAVE_THREADS #include #endif // HAVE_THREADS // ************************************************************************* // // needed to avoid warnings generated by SbVec3f::normalize // static float my_normalize(SbVec3f & vec) { float len = vec.length(); if (len > FLT_EPSILON) { vec /= len; } return len; } // set this to TRUE to create triangles, even if convex == TRUE just // testing this feature. Will consider an environment variable or // something later. pederb, 2005-01-25 static const SbBool ALWAYS_CREATE_TRIANGLES = FALSE; class SoVRMLExtrusionP { public: SoVRMLExtrusionP(SoVRMLExtrusion * master) :master(master), coord(32), tcoord(32), idx(32), gen(TRUE), dirty(TRUE) #ifdef COIN_THREADSAFE , rwmutex(SbRWMutex::READ_PRECEDENCE) #endif // COIN_THREADSAFE { this->tess.setCallback(tess_callback, this); } SoVRMLExtrusion * master; SbList coord; SbList tcoord; SbList idx; SoNormalGenerator gen; SbTesselator tess; static void tess_callback(void *, void *, void *, void *); void generateCoords(void); void generateNormals(void); SbBool dirty; #ifdef COIN_THREADSAFE SbRWMutex rwmutex; void readLock(void) { this->rwmutex.readLock(); } void readUnlock(void) { this->rwmutex.readUnlock(); } void writeLock(void) { this->rwmutex.writeLock(); } void writeUnlock(void) { this->rwmutex.writeUnlock(); } #else // !COIN_THREADSAFE void readLock(void) { } void readUnlock(void) { } void writeLock(void) { } void writeUnlock(void) { } #endif // !COIN_THREADSAFE }; #define PRIVATE(obj) (obj)->pimpl #define PUBLIC(obj) obj->master // ************************************************************************* SO_NODE_SOURCE(SoVRMLExtrusion); // ************************************************************************* // Doc in parent void SoVRMLExtrusion::initClass(void) // static { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLExtrusion, SO_VRML97_NODE_TYPE); } /*! Constructor. */ SoVRMLExtrusion::SoVRMLExtrusion(void) { PRIVATE(this) = new SoVRMLExtrusionP(this); SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLExtrusion); SO_VRMLNODE_ADD_FIELD(beginCap, (TRUE)); SO_VRMLNODE_ADD_FIELD(endCap, (TRUE)); SO_VRMLNODE_ADD_FIELD(solid, (TRUE)); SO_VRMLNODE_ADD_FIELD(ccw, (TRUE)); SO_VRMLNODE_ADD_FIELD(convex, (TRUE)); SO_VRMLNODE_ADD_FIELD(creaseAngle, (0.0f)); SO_NODE_ADD_FIELD(crossSection, (0.0f, 0.0f)); this->crossSection.setNum(5); SbVec2f * cs = this->crossSection.startEditing(); cs[0] = SbVec2f(1.0f, 1.0f); cs[1] = SbVec2f(1.0f, -1.0f); cs[2] = SbVec2f(-1.0f, -1.0f); cs[3] = SbVec2f(-1.0f, 1.0f); cs[4] = SbVec2f(1.0f, 1.0f); this->crossSection.finishEditing(); this->crossSection.setDefault(TRUE); SO_NODE_ADD_FIELD(orientation, (SbRotation::identity())); SO_NODE_ADD_FIELD(scale, (1.0f, 1.0f)); SO_NODE_ADD_FIELD(spine, (0.0f, 0.0f, 0.0f)); this->spine.setNum(2); this->spine.set1Value(1, 0.0f, 1.0f, 0.0f); this->spine.setDefault(TRUE); } /*! Destructor. */ SoVRMLExtrusion::~SoVRMLExtrusion() { delete PRIVATE(this); } // Doc in parent void SoVRMLExtrusion::GLRender(SoGLRenderAction * action) { if (!this->shouldGLRender(action)) return; SoState * state = action->getState(); state->push(); this->setupShapeHints(state, this->ccw.getValue(), this->solid.getValue()); PRIVATE(this)->readLock(); this->updateCache(); SbBool doTextures = SoGLTextureEnabledElement::get(state); const SbVec3f * normals = PRIVATE(this)->gen.getNormals(); SoCoordinateElement::set3(state, this, PRIVATE(this)->coord.getLength(), PRIVATE(this)->coord.getArrayPtr()); const SoCoordinateElement * coords = SoCoordinateElement::getInstance(state); if (doTextures) { if (SoTextureCoordinateElement::getType(state) != SoTextureCoordinateElement::FUNCTION) { SoTextureCoordinateElement::set2(state, this, PRIVATE(this)->tcoord.getLength(), PRIVATE(this)->tcoord.getArrayPtr()); } int lastenabled = -1; const SbBool * enabled = SoMultiTextureEnabledElement::getEnabledUnits(state, lastenabled); if (lastenabled >= 1) { for (int i = 1; i <= lastenabled; i++) { if (enabled[i] && (SoMultiTextureCoordinateElement::getType(state, i) != SoTextureCoordinateElement::FUNCTION)) { SoMultiTextureCoordinateElement::set2(state, this, i, PRIVATE(this)->tcoord.getLength(), PRIVATE(this)->tcoord.getArrayPtr()); } } } } SoTextureCoordinateBundle tb(action, TRUE, FALSE); doTextures = tb.needCoordinates(); SoMaterialBundle mb(action); mb.sendFirst(); sogl_render_faceset((SoGLCoordinateElement *) coords, PRIVATE(this)->idx.getArrayPtr(), PRIVATE(this)->idx.getLength(), normals, NULL, &mb, NULL, &tb, PRIVATE(this)->idx.getArrayPtr(), 3, /* SoIndexedFaceSet::PER_VERTEX */ 0, doTextures?1:0); PRIVATE(this)->readUnlock(); state->pop(); // send approx number of triangles for autocache handling sogl_autocache_update(state, PRIVATE(this)->idx.getLength() / 4); } // Doc in parent void SoVRMLExtrusion::getPrimitiveCount(SoGetPrimitiveCountAction * action) { PRIVATE(this)->readLock(); this->updateCache(); action->addNumTriangles(PRIVATE(this)->idx.getLength() / 4); PRIVATE(this)->readUnlock(); } // Doc in parent void SoVRMLExtrusion::computeBBox(SoAction * action, SbBox3f & box, SbVec3f & center) { PRIVATE(this)->readLock(); this->updateCache(); int num = PRIVATE(this)->coord.getLength(); const SbVec3f * coords = PRIVATE(this)->coord.getArrayPtr(); box.makeEmpty(); while (num--) { box.extendBy(*coords++); } if (!box.isEmpty()) center = box.getCenter(); PRIVATE(this)->readUnlock(); } // Doc in parent void SoVRMLExtrusion::generatePrimitives(SoAction * action) { PRIVATE(this)->readLock(); this->updateCache(); const SbVec3f * normals = PRIVATE(this)->gen.getNormals(); const SbVec2f * tcoords = PRIVATE(this)->tcoord.getArrayPtr(); const SbVec3f * coords = PRIVATE(this)->coord.getArrayPtr(); const int32_t * iptr = PRIVATE(this)->idx.getArrayPtr(); const int32_t * endptr = iptr + PRIVATE(this)->idx.getLength(); SoState * state = action->getState(); state->push(); SbBool ccw = this->ccw.getValue(); SbBool solid = this->solid.getValue(); if (SoTextureCoordinateElement::getType(state) != SoTextureCoordinateElement::FUNCTION) { SoTextureCoordinateElement::set2(state, this, PRIVATE(this)->tcoord.getLength(), PRIVATE(this)->tcoord.getArrayPtr()); } if (action->isOfType(SoGLRenderAction::getClassTypeId())) { int lastenabled = -1; const SbBool * enabled = SoMultiTextureEnabledElement::getEnabledUnits(state, lastenabled); if (lastenabled >= 1) { for (int i = 1; i <= lastenabled; i++) { if (enabled[i] && (SoMultiTextureCoordinateElement::getType(state, i) != SoTextureCoordinateElement::FUNCTION)) { SoMultiTextureCoordinateElement::set2(state, this, i, PRIVATE(this)->tcoord.getLength(), PRIVATE(this)->tcoord.getArrayPtr()); } } } } SoShapeHintsElement::set(state, this, this->ccw.getValue() ? SoShapeHintsElement::COUNTERCLOCKWISE : SoShapeHintsElement::CLOCKWISE, this->solid.getValue() ? SoShapeHintsElement::SOLID : SoShapeHintsElement::UNKNOWN_SHAPE_TYPE, this->convex.getValue() ? SoShapeHintsElement::CONVEX : SoShapeHintsElement::UNKNOWN_FACE_TYPE); SoTextureCoordinateBundle tb(action, FALSE, FALSE); SbBool istexfunc = tb.isFunction(); SoPrimitiveVertex vertex; this->beginShape(action, TRIANGLES); TriangleShape shapetype = LINES; // set it to some impossible value int idx; while (iptr < endptr) { // we generate either triangles or quads, so this test is safe SbBool isquad = iptr[3] >= 0; if (isquad && (shapetype != QUADS)) { if (shapetype == TRIANGLES) this->endShape(); this->beginShape(action, QUADS); shapetype = QUADS; } if (!isquad && (shapetype != TRIANGLES)) { if (shapetype == QUADS) this->endShape(); this->beginShape(action, TRIANGLES); shapetype = TRIANGLES; } idx = *iptr++; while (idx >= 0) { vertex.setNormal(*normals); vertex.setPoint(coords[idx]); if (istexfunc) { vertex.setTextureCoords(tb.get(coords[idx], *normals)); } else { vertex.setTextureCoords(tcoords[idx]); } this->shapeVertex(&vertex); idx = *iptr++; normals++; } } if ((shapetype == TRIANGLES) || (shapetype == QUADS)) this->endShape(); state->pop(); PRIVATE(this)->readUnlock(); } // private method that updates the coordinate and normal cache. // cache must be read-locked when entering here! void SoVRMLExtrusion::updateCache(void) { if (PRIVATE(this)->dirty) { PRIVATE(this)->readUnlock(); PRIVATE(this)->writeLock(); PRIVATE(this)->generateCoords(); PRIVATE(this)->generateNormals(); PRIVATE(this)->dirty = FALSE; PRIVATE(this)->writeUnlock(); PRIVATE(this)->readLock(); } } // Doc in parent void SoVRMLExtrusion::notify(SoNotList * list) { PRIVATE(this)->dirty = TRUE; inherited::notify(list); } // Doc in parent SoDetail * SoVRMLExtrusion::createTriangleDetail(SoRayPickAction * action, const SoPrimitiveVertex * v1, const SoPrimitiveVertex * v2, const SoPrimitiveVertex * v3, SoPickedPoint * pp) { // no triangle detail for Extrusion return NULL; } static SbVec3f calculate_y_axis(const SbVec3f * spine, const int i, const int numspine, const SbBool closed) { SbVec3f Y; if (closed) { if (i > 0) { Y = spine[i+1] - spine[i-1]; } else { Y = spine[1] - spine[numspine-1]; } } else { if (i == 0) Y = spine[1] - spine[0]; else if (i == numspine-1) Y = spine[numspine-1] - spine[numspine-2]; else Y = spine[i+1] - spine[i-1]; } my_normalize(Y); return Y; } static SbVec3f calculate_z_axis(const SbVec3f * spine, const int i, const int numspine, const SbBool closed) { SbVec3f z0, z1; if (closed) { if (i > 0) { z0 = spine[i+1] - spine[i]; z1 = spine[i-1] - spine[i]; } else { z0 = spine[1] - spine[0]; z1 = spine[numspine-1] - spine[0]; } } else { if (numspine == 2) return SbVec3f(0.0f, 0.0f, 0.0f); else if (i == 0) { z0 = spine[2] - spine[1]; z1 = spine[0] - spine[1]; } else if (i == numspine-1) { z0 = spine[numspine-1] - spine[numspine-2]; z1 = spine[numspine-3] - spine[numspine-2]; } else { z0 = spine[i+1] - spine[i]; z1 = spine[i-1] - spine[i]; } } my_normalize(z0); my_normalize(z1); // test if spine segments are collinear. If they are, the cross // product will not be reliable, and we should just use the previous // Z-axis instead. if (SbAbs(z0.dot(z1)) > 0.999f) { return SbVec3f(0.0f, 0.0f, 0.0f); } SbVec3f tmp = z0.cross(z1); if (my_normalize(tmp) == 0.0f) { return SbVec3f(0.0f, 0.0f, 0.0f); } return tmp; } // // generates extruded coordinates // void SoVRMLExtrusionP::generateCoords(void) { this->coord.truncate(0); this->tcoord.truncate(0); this->idx.truncate(0); if (PUBLIC(this)->crossSection.getNum() == 0 || PUBLIC(this)->spine.getNum() == 0) return; SbMatrix matrix = SbMatrix::identity(); SbBox2f crossbox; crossbox.makeEmpty(); int i, j, numcross; SbBool connected = FALSE; // is cross section closed SbBool closed = FALSE; // is spine closed numcross = PUBLIC(this)->crossSection.getNum(); const SbVec2f * cross = PUBLIC(this)->crossSection.getValues(0); if (cross[0] == cross[numcross-1]) { connected = TRUE; } int numspine = PUBLIC(this)->spine.getNum(); const SbVec3f * spine = PUBLIC(this)->spine.getValues(0); if (spine[0] == spine[numspine-1]) { closed = TRUE; } // calculate the length of the spine and cross section. Needed for // texture coordinates. float spinelen = 0.0f; float crosslen = 0.0f; for (i = 0; i < numspine-1; i++) { spinelen += (spine[i+1]-spine[i]).length(); } if (spinelen == 0.0f) spinelen = 1.0f; for (i = 0; i < numcross-1; i++) { crosslen += (cross[i+1]-cross[i]).length(); } if (crosslen == 0.0f) crosslen = 1.0f; SbVec3f prevY(0.0f, 0.0f, 0.0f); SbVec3f prevZ(0.0f, 0.0f, 0.0f); const SbVec3f empty(0.0f, 0.0f, 0.0f); SbBool colinear = FALSE; SbVec3f X, Y, Z; // find first non-collinear spine segments and calculate the first // valid Y and Z axis for (i = 0; i < numspine && (prevY == empty || prevZ == empty); i++) { if (prevY == empty) { Y = calculate_y_axis(spine, i, numspine, closed); if (Y != empty) prevY = Y; } if (prevZ == empty) { Z = calculate_z_axis(spine, i, numspine, closed); if (Z != empty) prevZ = Z; } } if (prevY == empty) prevY = SbVec3f(0.0f, 1.0f, 0.0f); if (prevZ == empty) { // all spine segments are colinear, calculate constant Z axis prevZ = SbVec3f(0.0f, 0.0f, 1.0f); if (prevY != SbVec3f(0.0f, 1.0f, 0.0f)) { SbRotation rot(SbVec3f(0.0f, 1.0f, 0.0f), prevY); rot.multVec(prevZ, prevZ); } colinear = TRUE; } int numorient = PUBLIC(this)->orientation.getNum(); const SbRotation * orient = PUBLIC(this)->orientation.getValues(0); int numscale = PUBLIC(this)->scale.getNum(); const SbVec2f * scale = PUBLIC(this)->scale.getValues(0); // calculate cross section bbox for (j = 0; j < numcross; j++) { crossbox.extendBy(cross[j]); } float currentspinelen = 0.0f; // for texcoords // loop through all spines for (i = 0; i < numspine; i++) { if (colinear) { Y = prevY; Z = prevZ; } else { Y = calculate_y_axis(spine, i, numspine, closed); if (Y == empty) Y = prevY; Z = calculate_z_axis(spine, i, numspine, closed); if (Z == empty) Z = prevZ; if (Z.dot(prevZ) < 0) Z = -Z; } X = Y.cross(Z); my_normalize(X); prevY = Y; prevZ = Z; matrix[0][0] = X[0]; matrix[0][1] = X[1]; matrix[0][2] = X[2]; matrix[0][3] = 0.0f; matrix[1][0] = Y[0]; matrix[1][1] = Y[1]; matrix[1][2] = Y[2]; matrix[1][3] = 0.0f; matrix[2][0] = Z[0]; matrix[2][1] = Z[1]; matrix[2][2] = Z[2]; matrix[2][3] = 0.0f; matrix[3][0] = spine[i][0]; matrix[3][1] = spine[i][1]; matrix[3][2] = spine[i][2]; matrix[3][3] = 1.0f; if (numorient) { SbMatrix rmat; orient[SbMin(i, numorient-1)].getValue(rmat); matrix.multLeft(rmat); } if (numscale) { SbMatrix smat = SbMatrix::identity(); SbVec2f s = scale[SbMin(i, numscale-1)]; smat[0][0] = s[0]; smat[2][2] = s[1]; matrix.multLeft(smat); } float currentcrosslen = 0.0f; // for texcoords for (j = 0; j < numcross; j++) { SbVec3f c; SbVec2f tc; c[0] = cross[j][0]; c[1] = 0.0f; c[2] = cross[j][1]; matrix.multVecMatrix(c, c); this->coord.append(c); tc[0] = currentcrosslen / crosslen; tc[1] = currentspinelen / spinelen; this->tcoord.append(tc); if (j < numcross-1) { currentcrosslen += (cross[j+1]-cross[j]).length(); } } if (i < numspine-1) { currentspinelen += (spine[i+1]-spine[i]).length(); } } #define ADD_POINT(i0, j0) \ do { \ this->idx.append((i0)*numcross+(j0)); \ } while (0) // this macro makes the code below more readable #define ADD_TRIANGLE(i0, j0, i1, j1, i2, j2) \ do { \ this->idx.append((i0)*numcross+(j0)); \ this->idx.append((i2)*numcross+(j2)); \ this->idx.append((i1)*numcross+(j1)); \ this->idx.append(-1); \ } while (0) #define ADD_QUAD(i0, j0, i1, j1, i2, j2, i3, j3) \ do { \ this->idx.append((i0)*numcross+(j0)); \ this->idx.append((i3)*numcross+(j3)); \ this->idx.append((i2)*numcross+(j2)); \ this->idx.append((i1)*numcross+(j1)); \ this->idx.append(-1); \ } while (0) // create walls for (i = 0; i < numspine-1; i++) { for (j = 0; j < numcross-1; j++) { if (PUBLIC(this)->convex.getValue() && !ALWAYS_CREATE_TRIANGLES) { ADD_QUAD(i, j, i+1, j, i+1, j+1, i, j+1); } else { ADD_TRIANGLE(i, j, i+1, j, i+1, j+1); ADD_TRIANGLE(i, j, i+1, j+1, i, j+1); } } } SbVec2f crossboxsize = crossbox.getMax() - crossbox.getMin(); // create beginCap polygon if (PUBLIC(this)->beginCap.getValue() && !closed) { // create texcoords for (i = 0; i < numcross; i++) { SbVec2f c = cross[i]; c -= crossbox.getMin(); c[0] /= crossboxsize[0]; c[1] /= crossboxsize[1]; this->tcoord.append(c); } // just duplicated begincap coords to simplify texture coordinate handling for (i = 0; i < numcross; i++) { this->coord.append(coord[i]); } if (PUBLIC(this)->convex.getValue()) { if (ALWAYS_CREATE_TRIANGLES) { for (i = 1; i < (connected ? numcross-2 : numcross-1); i++) { ADD_TRIANGLE(numspine, 0, numspine, i, numspine, i+1); } } else { for (int i = (connected ? numcross-2 : numcross-1); i >= 0; i--) { ADD_POINT(numspine, i); } this->idx.append(-1); } } else { // let the tesselator create triangles this->tess.beginPolygon(FALSE); for (i = (connected ? numcross-2 : numcross-1); i >= 0; i--) { int theidx = numcross*numspine + i; SbVec3f tc; tc.setValue(cross[i][0], cross[i][1], 0.0f); this->tess.addVertex(tc, (void*) ((uintptr_t) theidx)); } this->tess.endPolygon(); } } // create endCap polygon if (PUBLIC(this)->endCap.getValue() && !closed) { // just duplicate endcap coords to simplify texture coordinate handling for (i = 0; i < numcross; i++) { this->coord.append(coord[(numspine-1)*numcross+i]); } // create texcoords for (i = 0; i < numcross; i++) { SbVec2f c = cross[i]; c -= crossbox.getMin(); c[0] /= crossboxsize[0]; c[1] /= crossboxsize[1]; // the endCap texcoords should be flipped in the T dimension c[1] = 1.0f - c[1]; this->tcoord.append(c); } if (PUBLIC(this)->convex.getValue()) { if (ALWAYS_CREATE_TRIANGLES) { for (i = 1; i < (connected ? numcross-2 : numcross-1); i++) { ADD_TRIANGLE(numspine+1, numcross-1, numspine+1, numcross-1-i, numspine+1, numcross-2-i); } } else { for (int i = 0; i < (connected ? numcross-1 : numcross); i++) { ADD_POINT(numspine+1, i); } this->idx.append(-1); } } else { // let the tesselator create triangles this->tess.beginPolygon(FALSE); for (i = (connected ? numcross-2 : numcross-1); i >= 0; i--) { int theidx = (numspine+1)*numcross + numcross - 1 - i; SbVec3f tc; tc.setValue(cross[(numcross-1)-i][0], cross[(numcross-1)-i][1], 0.0f); this->tess.addVertex(tc, (void*) ((uintptr_t) theidx)); } this->tess.endPolygon(); } } #undef ADD_TRIANGLE #undef ADD_QUAD #undef ADD_POINT } // // generates per-verex normals for the extrusion. // void SoVRMLExtrusionP::generateNormals(void) { this->gen.reset(PUBLIC(this)->ccw.getValue()); const SbVec3f * c = this->coord.getArrayPtr(); const int32_t * iptr = this->idx.getArrayPtr(); const int32_t * endptr = iptr + this->idx.getLength(); while (iptr < endptr) { this->gen.beginPolygon(); int32_t theidx = *iptr++; while (theidx >= 0) { this->gen.polygonVertex(c[theidx]); theidx = *iptr++; } this->gen.endPolygon(); } this->gen.generate(PUBLIC(this)->creaseAngle.getValue()); } // // callback from the polygon tessellator // void SoVRMLExtrusionP::tess_callback(void * v0, void * v1, void * v2, void * data) { SoVRMLExtrusionP * thisp = (SoVRMLExtrusionP*) data; thisp->idx.append((int32_t)((uintptr_t)v0)); thisp->idx.append((int32_t)((uintptr_t)v1)); thisp->idx.append((int32_t)((uintptr_t)v2)); thisp->idx.append(-1); } #undef PUBLIC #undef PRIVATE #endif // HAVE_VRML97