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#include <Tessellator>
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struct | NewVertex |
struct | Prim |
struct | Vec3d |
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enum | WindingType { TESS_WINDING_ODD = GLU_TESS_WINDING_ODD , TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO , TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE , TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE , TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO } |
enum | TessellationType { TESS_TYPE_GEOMETRY , TESS_TYPE_DRAWABLE , TESS_TYPE_POLYGONS } |
typedef std::vector< osg::ref_ptr< Prim > > | PrimList |
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typedef std::map< osg::Vec3 *, unsigned int > | VertexPtrToIndexMap |
typedef std::vector< NewVertex > | NewVertexList |
typedef std::vector< Vec3d * > | Vec3dList |
Protected Member Functions | |
void | reduceArray (osg::Array *cold, const unsigned int nnu) |
void | collectTessellation (osg::Geometry &cxgeom, unsigned int originalIndex) |
void | addContour (GLenum mode, unsigned int first, unsigned int last, osg::Vec3Array *vertices) |
void | addContour (osg::PrimitiveSet *primitive, osg::Vec3Array *vertices) |
void | handleNewVertices (osg::Geometry &geom, VertexPtrToIndexMap &vertexPtrToIndexMap) |
void | begin (GLenum mode) |
void | vertex (osg::Vec3 *vertex) |
void | combine (osg::Vec3 *vertex, void *vertex_data[4], GLfloat weight[4]) |
void | end () |
void | error (GLenum errorCode) |
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virtual | ~Referenced () |
void | signalObserversAndDelete (bool signalDelete, bool doDelete) const |
void | deleteUsingDeleteHandler () const |
Static Protected Member Functions | |
static void CALLBACK | beginCallback (GLenum which, void *userData) |
static void CALLBACK | vertexCallback (GLvoid *data, void *userData) |
static void CALLBACK | combineCallback (GLdouble coords[3], void *vertex_data[4], GLfloat weight[4], void **outData, void *useData) |
static void CALLBACK | endCallback (void *userData) |
static void CALLBACK | errorCallback (GLenum errorCode, void *userData) |
Protected Attributes | |
osg::GLUtesselator * | _tobj |
PrimList | _primList |
Vec3dList | _coordData |
NewVertexList | _newVertexList |
GLenum | _errorCode |
WindingType | _wtype |
TessellationType | _ttype |
bool | _boundaryOnly |
unsigned int | _numberVerts |
osg::Geometry::PrimitiveSetList | _Contours |
unsigned int | _index |
osg::Vec3 | tessNormal |
unsigned int | _extraPrimitives |
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OpenThreads::AtomicPtr | _observerSet |
OpenThreads::Atomic | _refCount |
Additional Inherited Members | |
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static OpenThreads::Mutex * | getGlobalReferencedMutex () |
static void | setDeleteHandler (DeleteHandler *handler) |
static DeleteHandler * | getDeleteHandler () |
Originally a simple class for tessellating a single polygon boundary. Using old style glu tessellation functions for portability. Upgraded Jan 2004 to use the modern glu tessellation functions.
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typedef std::vector< osg::ref_ptr<Prim> > osgUtil::Tessellator::PrimList |
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osgUtil::Tessellator::Tessellator | ( | ) |
osgUtil::Tessellator::~Tessellator | ( | ) |
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void osgUtil::Tessellator::addVertex | ( | osg::Vec3 * | vertex | ) |
Add a vertex to the current contour, see gluTessVertex for details. Note the vertex pointer is returned at the end of tessellation and must not be left dangling or be overwritten until all results are collected.
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void osgUtil::Tessellator::beginContour | ( | ) |
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void osgUtil::Tessellator::endContour | ( | ) |
void osgUtil::Tessellator::endTessellation | ( | ) |
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remove unused parts of the array, eg for when retessellating tessellation can introduce extra vertices for concave or crossing boundaries, these will leak memory if not removed when retessellating.
void osgUtil::Tessellator::reset | ( | ) |
void osgUtil::Tessellator::retessellatePolygons | ( | osg::Geometry & | cxgeom | ) |
Change the contours lists of the geometry into tessellated primitives (the list of primitives in the original geometry is stored in the Tessellator for possible re-use. The name remains retessellatePolygons although it now handles trifans, strips, quads etc. as well as Polygons so as to not break old codes relying on this function name.
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Set and get tessellation request boundary only on/off
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Define the normal to the tessellated polygon - this provides a hint how to tessellate the contours; see gluTessNormal in red book or man pages. GWM July 2005. Can improve teselation "For example, if you know that all polygons lie in the x-y plane, call gluTessNormal(tess, 0.0, 0.0, 1.0) before rendering any polygons."
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Set and get tessellation type
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Set and get tessellation windong rule
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List of primitives that define the contours
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count of number of extra primitives added
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count number of primitives in a geometry to get right no. of norms/colurs etc for per_primitive attributes.
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number of vertices that are part of the 'original' set of contours
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tessellation rule, which parts will become solid
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winding rule, which parts will become solid
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the gluTessNormal for tessellation hint