Thank you Robert for the detailed explanation of TriangleFunctor and TriangleIndexFunctor. Those classes have proven to be very useful to me. I'm curious to know if there is a good way to use those classes in a manner that allows you to also access attributes for each vertex. In particular, I'm interested in accessing texture coordinate and/or color attributes (for v1, v2 and v3) inside of my 'operator()(const int v1, const int v2, const int v3)' implementation.

I have had some limited success using a custom ConstAttributeFunctor subclass to accumlate attributes inside of a ' NodeVisitor::apply( osg::Geode&)' override, but I'm struggling with devising the best plan for mapping each vertex back to the appropriate attribute. My current solution is very messy and I doublt it's very robust. Is there a prescribed way to do this?

Thanks,
Rob Radtke

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Robert Osfield
Sent: 12 March 2010 10:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Need help to understand this code snippet withaccept
and operator

Hi Fred,

The TriangleIndexFunctor is a template helper class for making it
easier to access the triangles held in osg::Drawable.  The actual
geometry primitives held within different osg::Drawable subclasses
could be of any type and any arrangement, so casting osg::Drawable to
osg::Geometry etc. and then accessing the primitives directly and then
working out how to interpret the triangles from this is rather
complex, tedious and prone to poor performance unless you are very
careful.

To address the tight coupling of accessors to implementations, the
osg::Drawable has an accept(osg::Drawable::PrimitiveFunctor&) method
exists to allow a subclass from osg::Drawable to pass details on the
geometry primitives that it has to the functor in a generic way - thus
hiding the local implementation details of that Drawable and enabling
your own custom PrimitiveFunctor to work with a wide range of Drawable
without needing to know the implementation details.  While this
achieves good decoupling the PrimitiveFunctor still has to handle all
the different types of primitives - polygons, tri strips, quads, qaud
strips, lines etc, which is still pretty complicated to implement.

To address the complexity of handling all the different types of
primitives the TriangleIndexFunctor template class exists to decompose
all the descriptions of generic primitives into the simple triangles
marked by their corner indices.  For you the app developer all you
then need to do is create you little functor that implements the void
operator()(const int v1, const int v2, const int v3) method as per the
example, and then pass the resulting templated class to the drawable
to get all the triangle information.  The use of templates also
ensures good performance.

If it wasn't for PrimtiiveFunctor and
TriangleFunctor/TriangleIndexFunctor accessing geometry would be very
tedious and error prone task - lots of casts, switch statements and
book keeping.  These helper classes might seem a bit convoluted at
first look, they really make life much easier.  Go have a search
through the OSG code base, there are plenty of examples of
TriangleFunctor/TriangleIndexFunctor in action - especially in
src/osgUtil.

Cheers,
Robert.


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