That makes sense.  Thank you so much for the quick reply!

Rob

On 7/27/2010 2:23 AM, Robert Osfield wrote:
Hi Rob,

If you want to access the vertex attribute data (such as colours,
normals, tex coords)  then you are probably best to do a
dynamic_cast<Geometry*>  on the drawable and then access the data that
way.  If the drawable isn't a geometry then you'll need to use a cast
to whatever object it is.

Robert.

On Mon, Jul 26, 2010 at 11:07 PM, Rob Radtke<[email protected]>  wrote:
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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