/*
*
* 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/
*
*/
/*-----------------------------------------------------------
* This is an example from The Inventor Mentor,
* chapter 9, example 5.
*
* Using a callback for generated primitives.
* A simple scene with a sphere is created.
* A callback is used to write out the triangles that
* form the sphere in the scene.
*----------------------------------------------------------*/
#include <Inventor/SoDB.h>
#include <Inventor/SoPrimitiveVertex.h>
#include <Inventor/actions/SoCallbackAction.h>
#include <Inventor/actions/SoWriteAction.h>
#include <Inventor/nodes/SoDirectionalLight.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoPerspectiveCamera.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoSphere.h>
// Function prototypes
void printSpheres(SoNode *);
SoCallbackAction::Response printHeaderCallback(void *,
SoCallbackAction *, const SoNode *);
void printTriangleCallback(void *, SoCallbackAction *,
const SoPrimitiveVertex *, const SoPrimitiveVertex *,
const SoPrimitiveVertex *);
void printVertex(const SoPrimitiveVertex *);
//////////////////////////////////////////////////////////////
// CODE FOR The Inventor Mentor STARTS HERE
void
printSpheres(SoNode *root)
{
SoCallbackAction myAction;
myAction.addPreCallback(SoSphere::getClassTypeId(),
printHeaderCallback, NULL);
myAction.addTriangleCallback(SoSphere::getClassTypeId(),
printTriangleCallback, NULL);
myAction.apply(root);
}
SoCallbackAction::Response
printHeaderCallback(void *, SoCallbackAction *,
const SoNode *node)
{
printf("\n Sphere ");
// Print the node name (if it exists) and address
if (! !node->getName())
printf("named \"%s\" ", node->getName().getString());
printf("at address %#x\n", node);
return SoCallbackAction::CONTINUE;
}
void
printTriangleCallback(void *, SoCallbackAction *,
const SoPrimitiveVertex *vertex1,
const SoPrimitiveVertex *vertex2,
const SoPrimitiveVertex *vertex3)
{
printf("Triangle:\n");
printVertex(vertex1);
printVertex(vertex2);
printVertex(vertex3);
}
void
printVertex(const SoPrimitiveVertex *vertex)
{
const SbVec3f &point = vertex->getPoint();
printf("\tCoords = (%g, %g, %g)\n",
point[0], point[1], point[2]);
const SbVec3f &normal = vertex->getNormal();
printf("\tNormal = (%g, %g, %g)\n",
normal[0], normal[1], normal[2]);
}
// CODE FOR The Inventor Mentor ENDS HERE
///////////////////////////////////////////////////////////////
main(int, char **)
{
// Initialize Inventor
SoDB::init();
// Make a scene containing a red sphere
SoSeparator *root = new SoSeparator;
SoPerspectiveCamera *myCamera = new SoPerspectiveCamera;
SoMaterial *myMaterial = new SoMaterial;
root->ref();
root->addChild(myCamera);
root->addChild(new SoDirectionalLight);
myMaterial->diffuseColor.setValue(1.0, 0.0, 0.0); // Red
root->addChild(myMaterial);
root->addChild(new SoSphere);
root->ref();
// Write out the triangles that form the sphere in the scene
printSpheres(root);
root->unref();
return 0;
}