/*
*
* Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* Further, this software is distributed without any warranty that it is
* free of the rightful claim of any third person regarding infringement
* or the like. Any license provided herein, whether implied or
* otherwise, applies only to this software file. Patent licenses, if
* any, provided herein do not apply to combinations of this program with
* other software, or any other product whatsoever.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
* Mountain View, CA 94043, or:
*
* http://www.sgi.com
*
* For further information regarding this notice, see:
*
* http://oss.sgi.com/projects/GenInfo/NoticeExplan/
*
*/
//
// Simple class that encapsulates some information about a quad-mesh
//
#include <Inventor/SbLinear.h>
#include <Inventor/SbPList.h>
class SoNode;
class SoCoordinate3;
class SoNormal;
class SoMaterial;
class SoMaterialBinding;
class SoTexture2;
class SoTextureCoordinate2;
class SoTextureCoordinateBinding;
class SoQuadMesh;
class SoSeparator;
class SoCallbackAction;
class QuadThing
{
public:
//
// Create a quad-mesh from another quad-mesh
//
QuadThing(const QuadThing *);
//
// Create a quad-mesh with the given dimensions and vertices.
//
QuadThing(int nx, int ny, const SbVec3f *verts);
//
// Read in a scene graph from a file and fill in the QuadThing
// appropriately. If there is a problem reading the file (it
// doesn't contain a QuadMesh, for example) this returns FALSE.
//
QuadThing(const char *filename);
~QuadThing();
//
// Interpolate between two things. This also figures out new
// normals.
//
void interp(const QuadThing *from, const QuadThing *to, float time);
//
// Get the scene graph representation for this QuadThing. If the
// QuadThing is later changed (via setVertices or interp) this
// scene graph is automatically changed, too. This scene graph
// does not include materials or textures (so GL tricks can be
// used to interpolate them).
//
SoSeparator *getSceneGraph();
//
// Get the materials node. Returns NULL if there were no
// materials defined.
//
SoMaterial *getMaterial();
SoMaterialBinding *getMatBinding();
//
// Get the texture and texture coordinates. Again, returns NULL
// if there are none.
//
SoTexture2 *getTexture2();
SoTextureCoordinate2 *getTexCoord();
SoTextureCoordinateBinding *getTexBinding();
private:
SoSeparator *sceneGraph; // Scene graph components
SoCoordinate3 *coords;
SoNormal *norms;
SoQuadMesh *qmesh;
SoMaterial *materials;
SoMaterialBinding *matbind;
SoTexture2 *texture;
SoTextureCoordinate2 *texcoords;
SoTextureCoordinateBinding *texbind;
void createSceneGraph();
void figureNormals();
void averageNormals(SbVec3f *, int row, int column);
void newell4(SbVec3f &n, int v1, int v2, int v3, int v4);
void scaleBBox();
};
class QuadThingList : public SbPList
{
public:
void append(QuadThing *q)
{ ((SbPList *) this)->append((void *) q); }
// Inserts given integer in list before integer with given index
void insert(QuadThing *q, int addBefore)
{ ((SbPList *) this)->insert((void *) q,
addBefore); }
QuadThing * operator [](int i) const
{ return ( (QuadThing *) ( (*(const SbPList *) this) [i] ) ); }
};