/usr/include/tulip/GlComplexPolygon.h is in libtulip-dev 4.8.0dfsg-2build2.
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*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux
*
* Tulip 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 3
* of the License, or (at your option) any later version.
*
* Tulip 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 General Public License for more details.
*
*/
#ifndef GLCOMPLEXPOLYGON_H
#define GLCOMPLEXPOLYGON_H
#include <vector>
#include <map>
#include <set>
#include <tulip/Color.h>
#include <tulip/Coord.h>
#include <tulip/tulipconf.h>
#include <tulip/GlSimpleEntity.h>
namespace tlp {
/**
* @ingroup OpenGL
* @brief Class to create a complex polygon (concave polygon or polygon with hole)
* If you want to create a complex polygon you have 4 constructors :
* Constructors with vector of coords : to create a complex polygon without hole
* - In this case you have two constructor : with and without outline color
* - You can create a polygon like this :
* \code
* vector <Coord> coords;
* coords.push_back(Coord(0,0,0));
* coords.push_back(Coord(10,0,0));
* coords.push_back(Coord(10,10,0));
* coords.push_back(Coord(0,10,0));
* GlComplexPolygon *complexPolygon=new GlComplexPolygon(coords,Color(255,0,0,255));
* layer->addGlEntity(complexPolygon,"complexPolygon");
* \endcode
*
* Constructors with vector of vector of Coords : to create a complex polygon with hole
* - In this case you have two constructor : with and without outline color
* - The first vector of coords is the polygon and others vector are holes
* - You can create a polygon with hole like this :
* \code
* vector <vector <Coord> > coords;
* vector <Coord> polygon;
* vector <Coord> hole;
* polygon.push_back(Coord(0,0,0));
* polygon.push_back(Coord(10,0,0));
* polygon.push_back(Coord(10,10,0));
* polygon.push_back(Coord(0,10,0));
* hole.push_back(Coord(4,4,0));
* hole.push_back(Coord(6,4,0));
* hole.push_back(Coord(6,6,0));
* hole.push_back(Coord(4,6,0));
* coords.push_back(polygon);
* coords.push_back(hole);
* GlComplexPolygon *complexPolygon=new GlComplexPolygon(coords,Color(255,0,0,255));
* layer->addGlEntity(complexPolygon,"complexPolygon");
* \endcode
*
* In constructors you can specify the polygon border style : polygonEdgesType parameter (0 -> straight lines, 1 -> catmull rom curves, 2 -> bezier curves)
* You can also specify the texture name if you want to create a textured complex polygon
*
* In complex polygon you can add a smooth border : see activateQuadBorder(..) function
* And you can specify the texture zoom : see setTextureZoom(...) function
*/
class TLP_GL_SCOPE GlComplexPolygon : public GlSimpleEntity {
public:
/**
* @brief Default constructor
* @warning don't use this constructor if you want to create a complex polygon, see others constructors
*/
GlComplexPolygon() {}
/**
* @brief Constructor with a vector of coords, a fill color, a polygon edges type(0 -> straight lines, 1 -> catmull rom curves, 2 -> bezier curves) and a textureName if you want
*/
GlComplexPolygon(const std::vector<Coord> &coords,Color fcolor,int polygonEdgesType=0,const std::string &textureName = "");
/**
* @brief Constructor with a vector of coords, a fill color, an outline color, a polygon edges type(0 -> straight lines, 1 -> catmull rom curves, 2 -> bezier curves) and a textureName if you want
*/
GlComplexPolygon(const std::vector<Coord> &coords,Color fcolor,Color ocolor,int polygonEdgesType=0,const std::string &textureName = "");
/**
* @brief Constructor with a vector of vector of coords (the first vector of coord is the polygon and others vectors are holes in polygon), a fill color, a polygon edges type(0 -> straight lines, 1 -> catmull rom curves, 2 -> bezier curves) and a textureName if you want
*/
GlComplexPolygon(const std::vector<std::vector<Coord> >&coords,Color fcolor,int polygonEdgesType=0,const std::string &textureName = "");
/**
* @brief Constructor with a vector of vector of coords (the first vector of coord is the polygon and others vectors are holes in polygon), a fill color, an outline color a polygon edges type(0 -> straight lines, 1 -> catmull rom curves, 2 -> bezier curves) and a textureName if you want
*/
GlComplexPolygon(const std::vector<std::vector<Coord> >&coords,Color fcolor,Color ocolor,int polygonEdgesType=0,const std::string &textureName = "");
virtual ~GlComplexPolygon() {}
/**
* @brief Draw the complex polygon
*/
virtual void draw(float lod,Camera *camera);
/**
* @brief Set if the polygon is outlined or not
*/
void setOutlineMode(const bool);
/**
* @brief Set size of outline
*/
void setOutlineSize(double size);
/**
* @brief Get fill color of GlComplexPolygon
*/
Color getFillColor() const {
return fillColor;
}
/**
* @brief Set fill color of GlComplexPolygon
*/
void setFillColor(const Color &color) {
fillColor=color;
}
/**
* @brief Get outline color of GlComplexPolygon
*/
Color getOutlineColor() const {
return outlineColor;
}
/**
* @brief Set outline color of GlComplexPolygon
*/
void setOutlineColor(const Color &color) {
outlineColor=color;
}
/**
* @brief Get the texture zoom factor
*/
float getTextureZoom() {
return textureZoom;
}
/**
* @brief Set the texture zoom factor
*
* By default if you have a polygon with a size bigger than (1,1,0) the texture will be repeated
* If you want to don't have this texture repeat you have to modify texture zoom
* For example if you have a polygon with coords ((0,0,0),(5,0,0),(5,5,0),(0,5,0)) you can set texture zoom to 5. to don't have texture repeat
*/
void setTextureZoom(float zoom) {
textureZoom=zoom;
runTesselation();
}
/**
* @brief Get the textureName
*/
std::string getTextureName();
/**
* @brief Set the textureName
*/
void setTextureName(const std::string &name);
/**
* @brief Draw a thick (textured) border around the polygon.
*
* The graphic card must support geometry shader to make this feature to work.
* The position parameter determines the way the border is drawn (depending on the polygon points ordering):
* - 0 : the border is drawn outside (or inside) the polygon
* - 1 : the border is centered on the polygon outline
* - 2 : the border is drawn inside (or outside) the polygon
*
* The texCoordFactor parameter determines the way the texture is applied : if < 1, the texture will be expanded and > 1, the texture will be compressed
* The polygonId parameter determines on which contour of the polygon, the border will be applied
*/
void activateQuadBorder(const float borderWidth, const Color &color, const std::string &texture = "", const int position = 1,
const float texCoordFactor = 1.f, const int polygonId = 0);
/**
* @brief Desactivate the textured quad border
*/
void desactivateQuadBorder(const int polygonId = 0);
/**
* @brief Translate entity
*/
virtual void translate(const Coord& mouvement);
/**
* @brief Function to export data and type outString (in XML format)
*/
virtual void getXML(std::string &outString);
/**
* @brief Function to export data in outString (in XML format)
*/
virtual void getXMLOnlyData(std::string &outString);
/**
* @brief Function to set data with inString (in XML format)
*/
virtual void setWithXML(const std::string &inString, unsigned int ¤tPosition);
const std::vector<std::vector<Coord> > &getPolygonSides() const {
return points;
}
protected:
/**
* @brief Add a new point in polygon
*/
virtual void addPoint(const Coord& point);
/**
* @brief Begin a new hole in the polygon
*/
virtual void beginNewHole();
void runTesselation();
void createPolygon(const std::vector<Coord> &coords,int polygonEdgesType);
std::vector<std::vector<Coord> > points;
std::vector<std::vector<float> > pointsIdx;
std::vector<float> verticesData;
std::vector<unsigned int> verticesIndices;
int currentVector;
bool outlined;
Color fillColor;
Color outlineColor;
double outlineSize;
std::string textureName;
float textureZoom;
std::vector<bool> quadBorderActivated;
std::vector<float> quadBorderWidth;
std::vector<Color> quadBorderColor;
std::vector<std::string> quadBorderTexture;
std::vector<int> quadBorderPosition;
std::vector<float> quadBorderTexFactor;
};
}
#endif
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