#include <Inventor/SbTesselator.h>
Public Methods | |
SbTesselator (void(*callback)(void *v0, void *v1, void *v2, void *data)=NULL, void *userdata=NULL) | |
~SbTesselator (void) | |
void | beginPolygon (SbBool keepVertices=FALSE, const SbVec3f &normal=SbVec3f(0.0f, 0.0f, 0.0f)) |
void | addVertex (const SbVec3f &v, void *data) |
void | endPolygon (void) |
void | setCallback (void(*callback)(void *v0, void *v1, void *v2, void *data), void *data) |
SbTesselator is used within Coin to split polygons into triangles. It handles concave polygons, does Delaunay triangulation and avoids generating self-intersecting triangles.
Here's a simple example which shows how to tesselate a quad polygon with corners in <0, 0, 0>, <1, 0, 0>, <1, 1, 0> and <0, 1, 0>.
// Callback function for the tesselator. Called once for each // generated triangle with the vertices. static void tess_cb(void * v0, void * v1, void * v2, void * cbdata) { SbVec3f * vtx0 = (SbVec3f *)v0; SbVec3f * vtx1 = (SbVec3f *)v1; SbVec3f * vtx2 = (SbVec3f *)v2; (void)fprintf(stdout, "triangle: <%f, %f, %f> <%f, %f, %f> <%f, %f, %f>\n", (*vtx0)[0], (*vtx0)[1], (*vtx0)[2], (*vtx1)[0], (*vtx1)[1], (*vtx1)[2], (*vtx2)[0], (*vtx2)[1], (*vtx2)[2]); // Do stuff with triangle here. } static SbVec3f vertices[] = { SbVec3f(1, 0, 0), SbVec3f(1, 1, 0), SbVec3f(0, 1, 0), SbVec3f(0, 0, 0) }; SbTesselator mytesselator(tess_cb, NULL); mytesselator.beginPolygon(); for (int i=0; i < 4; i++) mytesselator.addVertex(vertices[i], &vertices[i]); mytesselator.endPolygon();
The call to SbTesselator::endPolygon() triggers the SbTesselator to spring into action, calling the tess_cb() function for each triangle it generates.
The reason we use 2 arguments to SbTesselator::addVertex() and passes void pointers for the vertices to the callback function is to make it possible to have more complex structures than just the coordinates themselves (as in the example above), like material information, lighting information or whatever other attributes your vertices have.
This class is not part of the original Open Inventor API.
(Another option for tesselating polygons is the tesselator of the GLU library. It has some features not part of SbTesselator (like handling hulls), but the GLU library is known to have bugs in various implementations and doesn't do Delaunay triangulation.)
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Initializes a tesselator. The callback argument specifies a function which will be called for each triangle returned by the tesselator. The callback function will get three pointers to each vertex and the userdata pointer. The vertex pointers are specified in the SbTesselator::addVertex() method. |
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Destructor. |
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Initializes new polygon. You can explicitly set the polygon normal if you know what it is. Otherwise it will be calculated internally.
If keepVerts is |
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Adds a new vertex to the polygon. data will be returned as a vertex in the callback-function. |
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Signals the tesselator to begin tesselating. The callback function specified in the constructor (or set using the SbTesselator::setCallback() method) will be called for each triangle before returning. |
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Sets the callback function for this tesselator. |