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CoordFrameNode.cc
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51 
52 
53 //=============================================================================
54 //
55 // CLASS CoordFrameNode - IMPLEMENTATION
56 //
57 //=============================================================================
58 
59 //== INCLUDES =================================================================
60 
61 
62 #include "CoordFrameNode.hh"
63 #include "SceneGraph.hh"
64 #include "../GL/gltext.hh"
65 #include "../GL/stipple_alpha.hh"
66 
67 #include <cstdio>
68 
69 
70 //== NAMESPACES ===============================================================
71 
72 
73 namespace ACG {
74 namespace SceneGraph {
75 
76 
77 //== IMPLEMENTATION ==========================================================
78 
79 
81 CoordFrameNode(BaseNode* _parent, const std::string& _name)
82  : MaterialNode(_parent, _name)
83 {
84  bb_min_ = bb_max_ = Vec3f(0,0,0);
85 }
86 
87 
88 //-----------------------------------------------------------------------------
89 
90 
93 {
94  return ( DrawModes::WIREFRAME |
96 }
97 
98 
99 //-----------------------------------------------------------------------------
100 
101 
102 void
104 {
105  _bbMin.minimize(bb_min_);
106  _bbMax.maximize(bb_max_);
107 }
108 
109 
110 //-----------------------------------------------------------------------------
111 
112 
113 void
114 CoordFrameNode::draw(GLState& /* _state */ , const DrawModes::DrawMode& /* _drawMode */ )
115 {
116  // draw bounding box
117 
118  ACG::GLState::disable(GL_LIGHTING);
119  ACG::GLState::shadeModel(GL_FLAT);
120 
121  glBegin(GL_LINE_LOOP);
122  glVertex3f(bb_min_[0], bb_min_[1], bb_min_[2]);
123  glVertex3f(bb_max_[0], bb_min_[1], bb_min_[2]);
124  glVertex3f(bb_max_[0], bb_max_[1], bb_min_[2]);
125  glVertex3f(bb_min_[0], bb_max_[1], bb_min_[2]);
126  glEnd();
127 
128  glBegin(GL_LINE_LOOP);
129  glVertex3f(bb_min_[0], bb_min_[1], bb_max_[2]);
130  glVertex3f(bb_max_[0], bb_min_[1], bb_max_[2]);
131  glVertex3f(bb_max_[0], bb_max_[1], bb_max_[2]);
132  glVertex3f(bb_min_[0], bb_max_[1], bb_max_[2]);
133  glEnd();
134 
135  glBegin(GL_LINES);
136  glVertex3f(bb_min_[0], bb_min_[1], bb_min_[2]);
137  glVertex3f(bb_min_[0], bb_min_[1], bb_max_[2]);
138  glVertex3f(bb_max_[0], bb_min_[1], bb_min_[2]);
139  glVertex3f(bb_max_[0], bb_min_[1], bb_max_[2]);
140  glVertex3f(bb_max_[0], bb_max_[1], bb_min_[2]);
141  glVertex3f(bb_max_[0], bb_max_[1], bb_max_[2]);
142  glVertex3f(bb_min_[0], bb_max_[1], bb_min_[2]);
143  glVertex3f(bb_min_[0], bb_max_[1], bb_max_[2]);
144  glEnd();
145 
146 
147 
148  // draw planes: transparently filled
149 
150  std::vector<float>::const_iterator p_it, p_end;
151  Vec3f v0, v1, v2, v3;
152  char s[20], axis;
153 
154 
155  stipple_alpha(0.25);
156 
157  p_it = x_planes_.begin();
158  p_end = x_planes_.end();
159  axis = 'x';
160 
161 
162  for (bool finished(false); !finished; )
163  {
164  // break check
165  if (p_it == p_end)
166  {
167  switch (axis)
168  {
169  case 'x':
170  p_it = y_planes_.begin();
171  p_end = y_planes_.end();
172  axis = 'y';
173  break;
174 
175  case 'y':
176  p_it = z_planes_.begin();
177  p_end = z_planes_.end();
178  axis = 'z';
179  break;
180 
181  default:
182  finished = true;
183  break;
184  }
185  continue;
186  }
187 
188 
189  switch (axis)
190  {
191  case 'x':
192  v0 = Vec3f(*p_it, bb_min_[1], bb_min_[2]);
193  v1 = Vec3f(*p_it, bb_max_[1], bb_min_[2]);
194  v2 = Vec3f(*p_it, bb_max_[1], bb_max_[2]);
195  v3 = Vec3f(*p_it, bb_min_[1], bb_max_[2]);
196  break;
197 
198  case 'y':
199  v0 = Vec3f(bb_min_[0], *p_it, bb_min_[2]);
200  v1 = Vec3f(bb_max_[0], *p_it, bb_min_[2]);
201  v2 = Vec3f(bb_max_[0], *p_it, bb_max_[2]);
202  v3 = Vec3f(bb_min_[0], *p_it, bb_max_[2]);
203  break;
204 
205  case 'z':
206  v0 = Vec3f(bb_min_[0], bb_min_[1], *p_it);
207  v1 = Vec3f(bb_max_[0], bb_min_[1], *p_it);
208  v2 = Vec3f(bb_max_[0], bb_max_[1], *p_it);
209  v3 = Vec3f(bb_min_[0], bb_max_[1], *p_it);
210  break;
211  };
212 
213 
214  // quads
215  glBegin(GL_QUADS);
216  glVertex(v0); glVertex(v1); glVertex(v2); glVertex(v3);
217  glEnd();
218 
219 
220  // outlines
221  glBegin(GL_LINE_LOOP);
222  glVertex(v0); glVertex(v1); glVertex(v2); glVertex(v3);
223  glEnd();
224 
225 
226  // text
227  sprintf(s, "%c=%f", axis, *p_it);
228  glText(v0, s); glText(v1, s); glText(v2, s); glText(v3, s);
229 
230 
231  ++p_it;
232  }
233 
234 
235  stipple_alpha(1.0);
236 }
237 
238 
239 //-----------------------------------------------------------------------------
240 
241 
242 void
244 {
245  BoundingBoxAction bb_action;
246  traverse(this, bb_action);
247 
248  bb_min_ = bb_action.bbMin();
249  bb_max_ = bb_action.bbMax();
250 }
251 
252 
253 //-----------------------------------------------------------------------------
254 
255 
256 void
257 CoordFrameNode::set_bounding_box(const Vec3f& _bb_min, const Vec3f& _bb_max)
258 {
259  bb_min_ = _bb_min;
260  bb_max_ = _bb_max;
261 }
262 
263 
264 //=============================================================================
265 } // namespace SceneGraph
266 } // namespace ACG
267 //=============================================================================
Namespace providing different geometric functions concerning angles.
Definition: DBSCANT.cc:51
static void disable(GLenum _cap)
replaces glDisable, but supports locking
DrawMode SOLID_FLAT_SHADED
draw flat shaded faces (requires face normals)
Definition: DrawModes.cc:87
static void shadeModel(GLenum _mode)
replaces glShadeModel, supports locking
CoordFrameNode(BaseNode *_parent=0, const std::string &_name="<CoordFrameNode>")
Default constructor.
void update_bounding_box()
update bounding box (compute in from BB of children)
void set_bounding_box(const Vec3f &_bb_min, const Vec3f &_bb_max)
set bounding box
const Vec3d & bbMax() const
Returns maximum point of the bounding box.
Definition: SceneGraph.hh:409
VectorT< float, 3 > Vec3f
Definition: VectorT.hh:125
const Vec3d & bbMin() const
Returns minimum point of the bounding box.
Definition: SceneGraph.hh:407
DrawMode WIREFRAME
draw wireframe
Definition: DrawModes.cc:84
void draw(GLState &_state, const DrawModes::DrawMode &_drawMode)
drawing the primitive
void traverse(BaseNode *_node, Action &_action)
Definition: SceneGraph.hh:143
void boundingBox(Vec3d &_bbMin, Vec3d &_bbMax)
update bounding box
void glVertex(const Vec2i &_v)
Wrapper: glVertex for Vec2i.
Definition: gl.hh:97
void glText(const Vec3f &_pos, const std::string &_text, void *_font)
Text output in OpenGL, given 3D text position.
Definition: gltext.cc:66
DrawModes::DrawMode availableDrawModes() const
return available draw modes