00001 /*======================================================================= 00002 * Copyright 1991-1996, Silicon Graphics, Inc. 00003 * ALL RIGHTS RESERVED 00004 * 00005 * UNPUBLISHED -- Rights reserved under the copyright laws of the United 00006 * States. Use of a copyright notice is precautionary only and does not 00007 * imply publication or disclosure. 00008 * 00009 * U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND: 00010 * Use, duplication or disclosure by the Government is subject to restrictions 00011 * as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights 00012 * in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or 00013 * in similar or successor clauses in the FAR, or the DOD or NASA FAR 00014 * Supplement. Contractor/manufacturer is Silicon Graphics, Inc., 00015 * 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311. 00016 * 00017 * THE CONTENT OF THIS WORK CONTAINS CONFIDENTIAL AND PROPRIETARY 00018 * INFORMATION OF SILICON GRAPHICS, INC. ANY DUPLICATION, MODIFICATION, 00019 * DISTRIBUTION, OR DISCLOSURE IN ANY FORM, IN WHOLE, OR IN PART, IS STRICTLY 00020 * PROHIBITED WITHOUT THE PRIOR EXPRESS WRITTEN PERMISSION OF SILICON 00021 * GRAPHICS, INC. 00022 **=======================================================================*/ 00023 /*======================================================================= 00024 ** Author : Paul S. Strauss (MMM yyyy) 00025 ** Modified by : Nick Thompson (MMM yyyy) 00026 **=======================================================================*/ 00027 /*======================================================================= 00028 *** THE CONTENT OF THIS WORK IS PROPRIETARY TO FEI S.A.S, (FEI S.A.S.), *** 00029 *** AND IS DISTRIBUTED UNDER A LICENSE AGREEMENT. *** 00030 *** *** 00031 *** REPRODUCTION, DISCLOSURE, OR USE, IN WHOLE OR IN PART, OTHER THAN AS *** 00032 *** SPECIFIED IN THE LICENSE ARE NOT TO BE UNDERTAKEN EXCEPT WITH PRIOR *** 00033 *** WRITTEN AUTHORIZATION OF FEI S.A.S. *** 00034 *** *** 00035 *** RESTRICTED RIGHTS LEGEND *** 00036 *** USE, DUPLICATION, OR DISCLOSURE BY THE GOVERNMENT OF THE CONTENT OF THIS *** 00037 *** WORK OR RELATED DOCUMENTATION IS SUBJECT TO RESTRICTIONS AS SET FORTH IN *** 00038 *** SUBPARAGRAPH (C)(1) OF THE COMMERCIAL COMPUTER SOFTWARE RESTRICTED RIGHT *** 00039 *** CLAUSE AT FAR 52.227-19 OR SUBPARAGRAPH (C)(1)(II) OF THE RIGHTS IN *** 00040 *** TECHNICAL DATA AND COMPUTER SOFTWARE CLAUSE AT DFARS 52.227-7013. *** 00041 *** *** 00042 *** COPYRIGHT (C) 1996-2020 BY FEI S.A.S, *** 00043 *** BORDEAUX, FRANCE *** 00044 *** ALL RIGHTS RESERVED *** 00045 **=======================================================================*/ 00046 /*======================================================================= 00047 ** Modified by : VSG (MMM YYYY) 00048 **=======================================================================*/ 00049 00050 00051 #ifndef _SO_SPHERE_ 00052 #define _SO_SPHERE_ 00053 00054 #include <Inventor/fields/SoSFFloat.h> 00055 #include <Inventor/nodes/SoShape.h> 00056 00057 class SbProjection; 00058 00060 // 00061 // Class: SoSphere 00062 // 00063 // Simple sphere. By default a sphere has radius 1 and is centered 00064 // around the origin. 00065 // 00067 00126 class SoSphere : public SoShape { 00127 00128 SO_NODE_HEADER(SoSphere); 00129 00130 public: 00131 // Fields 00136 SoSFFloat radius; 00137 00141 SoSphere(); 00142 00143 private: 00144 virtual void GLRender(SoGLRenderAction *action); 00145 virtual void rayPick(SoRayPickAction *action); 00146 virtual void getPrimitiveCount(SoGetPrimitiveCountAction *action); 00147 00148 // Computes bounding box of sphere 00149 virtual void computeBBox(SoAction *action, SbBox3f &box, 00150 SbVec3f ¢er); 00151 00152 private: 00153 static void initClass(); 00154 static void exitClass(); 00155 00156 private: 00157 // Generates triangles representing a sphere 00158 virtual void generatePrimitives(SoAction *action); 00159 00160 virtual ~SoSphere(); 00161 00162 private: 00163 // render the sphere 00164 void GLRenderGeneric(SoGLRenderAction *action, 00165 SbBool sendNormals = TRUE, SbBool doTextures = FALSE); 00166 00167 // Computes tesselation depth based on current complexity 00168 int computeDepth(SoAction *action); 00169 00174 void ouputGeneratePrimitiveTriangle(SbProjection* proj, SoPrimitiveVertex* vertices, 00175 bool counterClockwise); 00176 }; 00177 00178 #endif /* _SO_SPHERE_ */ 00179 00180 00181