28 _current_wshape =
nullptr;
29 _current_frs_material =
nullptr;
30 _current_matrix =
nullptr;
37 for (vector<Matrix44r *>::iterator it = _matrices_stack.begin(); it != _matrices_stack.end();
42 _matrices_stack.clear();
63 return _current_wshape;
68 return _current_frs_material;
73 return _current_matrix;
83 _current_wshape = wshape;
88 _current_frs_material = mat;
92 inline void setCurrentMatrix(
Matrix44r *matrix)
94 _current_matrix = matrix;
110 void buildTriangleStrip(
const float *vertices,
111 const float *normals,
112 vector<FrsMaterial> &iMaterials,
113 const float *texCoords,
115 const uint *vindices,
116 const uint *nindices,
117 const uint *mindices,
118 const uint *tindices,
119 const uint nvertices);
121 void buildTriangleFan(
const float *vertices,
122 const float *normals,
123 vector<FrsMaterial> &iMaterials,
124 const float *texCoords,
126 const uint *vindices,
127 const uint *nindices,
128 const uint *mindices,
129 const uint *tindices,
130 const uint nvertices);
132 void buildTriangles(
const float *vertices,
133 const float *normals,
134 vector<FrsMaterial> &iMaterials,
135 const float *texCoords,
137 const uint *vindices,
138 const uint *nindices,
139 const uint *mindices,
140 const uint *tindices,
141 const uint nvertices);
143 void transformVertices(
const float *vertices,
148 void transformNormals(
const float *normals,
uint nsize,
const Matrix44r &transform,
float *res);
154 vector<Matrix44r *> _matrices_stack;
156#ifdef WITH_CXX_GUARDEDALLOC
157 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:WingedEdgeBuilder")
Configuration definitions.
A Set of indexed faces to represent a surface object.
Classes defining the basic "Iterator" design pattern.
Class to visit (without doing anything) a scene graph structure.
Classes to define a Winged Edge data structure.
void setCurrentFrsMaterial(FrsMaterial *mat)
VISIT_DECL(IndexedFaceSet)
void setCurrentWShape(WShape *wshape)
WShape * getCurrentWShape()
RenderMonitor * _pRenderMonitor
VISIT_DECL(NodeTransform)
FrsMaterial * getCurrentFrsMaterial()
virtual void visitNodeTransformAfter(NodeTransform &)
virtual ~WingedEdgeBuilder()
void setRenderMonitor(RenderMonitor *iRenderMonitor)
WingedEdge * getWingedEdge()
Matrix44r * getCurrentMatrix()
virtual bool buildWShape(WShape &shape, IndexedFaceSet &ifs)
virtual void buildWVertices(WShape &shape, const float *vertices, uint vsize)