7
mirror of https://gitlab.com/kicad/code/kicad.git synced 2025-04-18 18:49:17 +00:00

Forced smoothed normals calculations for VMRML2 parser

This commit is contained in:
Cirilo Bernardo 2016-02-02 16:50:46 +11:00
parent ca9ada70a2
commit b987445676
30 changed files with 163 additions and 332 deletions

View File

@ -360,7 +360,7 @@ bool WRL2APPEARANCE::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2APPEARANCE::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2APPEARANCE::TranslateToSG( SGNODE* aParent )
{
if( NULL == material && NULL == texture )
return NULL;
@ -418,7 +418,7 @@ SGNODE* WRL2APPEARANCE::TranslateToSG( SGNODE* aParent, bool calcNormals )
return m_sgNode;
}
m_sgNode = material->TranslateToSG( aParent, calcNormals );
m_sgNode = material->TranslateToSG( aParent );
return m_sgNode;
}

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@ -68,7 +68,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_APPEARANCE_H

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@ -910,7 +910,7 @@ bool WRL2BASE::readSwitch( WRLPROC& proc, WRL2NODE* aParent, WRL2NODE** aNode )
}
SGNODE* WRL2BASE::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2BASE::TranslateToSG( SGNODE* aParent )
{
if( m_Children.empty() )
return NULL;
@ -967,7 +967,7 @@ SGNODE* WRL2BASE::TranslateToSG( SGNODE* aParent, bool calcNormals )
do
{
IFSG_TRANSFORM wrapper( topNode.GetRawPtr() );
SGNODE* pshape = (*sC)->TranslateToSG( wrapper.GetRawPtr(), calcNormals );
SGNODE* pshape = (*sC)->TranslateToSG( wrapper.GetRawPtr() );
if( NULL != pshape )
test = true;
@ -981,7 +981,7 @@ SGNODE* WRL2BASE::TranslateToSG( SGNODE* aParent, bool calcNormals )
case WRL2_TRANSFORM:
case WRL2_SWITCH:
if( NULL != (*sC)->TranslateToSG( topNode.GetRawPtr(), calcNormals ) )
if( NULL != (*sC)->TranslateToSG( topNode.GetRawPtr() ) )
test = true;
break;

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@ -111,7 +111,7 @@ public:
// functions inherited from WRL2NODE
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool SetParent( WRL2NODE* aParent );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_BASE_H

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@ -210,7 +210,7 @@ bool WRL2BOX::AddChildNode( WRL2NODE* aNode )
}
SGNODE* WRL2BOX::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2BOX::TranslateToSG( SGNODE* aParent )
{
S3D::SGTYPES ptype = S3D::GetSGNodeType( aParent );

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@ -56,7 +56,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_BOX_H

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@ -192,7 +192,7 @@ bool WRL2COLOR::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2COLOR::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2COLOR::TranslateToSG( SGNODE* aParent )
{
// any data manipulation must be performed by the parent node
return NULL;

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@ -58,7 +58,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
/**
* Function HasColors

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@ -220,7 +220,7 @@ void WRL2COORDS::GetCoords( WRLVEC3F*& aCoordList, size_t& aListSize )
}
SGNODE* WRL2COORDS::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2COORDS::TranslateToSG( SGNODE* aParent )
{
// any data manipulation must be performed by the parent node
return NULL;

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@ -58,7 +58,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
void GetCoords( WRLVEC3F*& aCoordList, size_t& aListSize );
};

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@ -28,6 +28,7 @@
#include "vrml2_faceset.h"
#include "vrml2_coords.h"
#include "vrml2_color.h"
#include "wrlfacet.h"
#include "plugins/3dapi/ifsg_all.h"
@ -78,7 +79,8 @@ void WRL2FACESET::setDefaults( void )
normalPerVertex = true;
solid = true;
creaseAngle = 0.0;
creaseAngle = 0.5;
creaseLimit = 0.878; // approx cos( 0.5 )
}
@ -476,6 +478,13 @@ bool WRL2FACESET::Read( WRLPROC& proc, WRL2BASE* aTopNode )
return false;
}
if( creaseAngle < 0.0 )
creaseAngle = 0.0;
else if( creaseAngle > M_PI_2 )
creaseAngle = M_PI_2;
creaseLimit = cosf( creaseAngle );
}
else if( !glob.compare( "colorIndex" ) )
{
@ -587,7 +596,7 @@ bool WRL2FACESET::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2FACESET::TranslateToSG( SGNODE* aParent )
{
S3D::SGTYPES ptype = S3D::GetSGNodeType( aParent );
@ -633,12 +642,6 @@ SGNODE* WRL2FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
if( NULL == coord || vsize < 3 )
return NULL;
// create the index list and make sure we have >3 points
size_t idx;
int i1 = coordIndex[0];
int i2 = coordIndex[1];
int i3 = coordIndex[2];
WRLVEC3F* pcoords;
size_t coordsize;
((WRL2COORDS*) coord)->GetCoords( pcoords, coordsize );
@ -647,7 +650,7 @@ SGNODE* WRL2FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
return NULL;
// check that all indices are valid
for( idx = 0; idx < vsize; ++idx )
for( size_t idx = 0; idx < vsize; ++idx )
{
if( coordIndex[idx] < 0 )
continue;
@ -656,320 +659,129 @@ SGNODE* WRL2FACESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
return NULL;
}
// if the indices are defective just give up
if( i1 < 0 || i2 < 0 || i3 < 0
|| i1 == i2 || i1 == i3 || i2 == i3 )
return NULL;
std::vector< SGPOINT > lCPts; // coordinate points for SG node
std::vector< int > lCIdx; // coordinate index list for SG node (must be triads)
std::vector< SGVECTOR > lCNorm; // per-vertex normals
std::vector< int > faces; // tracks the number of polygons for the entire set
std::vector< SGCOLOR > lColors; // colors points (if any) for SG node
int nfaces = 0; // number of triangles for each face in the list
SHAPE lShape;
FACET* fp = NULL;
size_t iCoord;
int idx; // coordinate index
size_t cidx = 0; // color index
SGCOLOR pc1;
if( NULL == color )
{
// assuming convex polygons, create triangles for the SG node
for( idx = 3; idx <= vsize; )
// no per-vertex colors; we can save a few CPU cycles
for( iCoord = 0; iCoord < vsize; ++iCoord )
{
lCIdx.push_back( i1 );
idx = coordIndex[iCoord];
if( ccw )
if( idx < 0 )
{
lCIdx.push_back( i2 );
lCIdx.push_back( i3 );
}
else
{
lCIdx.push_back( i3 );
lCIdx.push_back( i2 );
}
++nfaces;
i2 = i3;
if( idx == vsize )
break;
i3 = coordIndex[idx++];
while( ( i1 < 0 || i2 < 0 || i3 < 0 ) && ( idx < vsize ) )
{
if( i3 < 0 )
if( NULL != fp )
{
faces.push_back( nfaces );
nfaces = 0;
if( fp->HasMinPoints() )
fp = NULL;
else
fp->Init();
}
i1 = i2;
i2 = i3;
i3 = coordIndex[idx++];
// any invalid polygons shall void the entire faceset; this is a requirement
// to ensure correct handling of the normals
if( ( i1 < 0 && i2 < 0 ) || ( i1 < 0 && i3 < 0 ) || ( i2 < 0 && i3 < 0 ) )
return NULL;
continue;
}
if( i1 < 0 || i2 < 0 || i3 < 0 )
break;
// if the coordinate is bad then skip it
if( idx >= (int)coordsize )
continue;
if( NULL == fp )
fp = lShape.NewFacet();
// push the vertex value and index
fp->AddVertex( pcoords[idx], idx );
}
}
else
{
int cIndex;
WRL2COLOR* cn = (WRL2COLOR*) color;
SGCOLOR pc1, pc2, pc3;
WRLVEC3F tc;
if( colorPerVertex )
for( iCoord = 0; iCoord < vsize; ++iCoord )
{
cIndex = 3;
idx = coordIndex[iCoord];
if( colorIndex.empty() )
if( idx < 0 )
{
cn->GetColor( coordIndex[0], tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( coordIndex[1], tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( coordIndex[2], tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
else
{
if( colorIndex.size() < coordIndex.size() )
if( NULL != fp )
{
#if defined( DEBUG_VRML2 ) && ( DEBUG_VRML2 > 1 )
std::cerr << __FILE__ << ": " << __FUNCTION__ << ": " << __LINE__ << "\n";
std::cerr << " * [INFO] bad file; colorIndex.size() < coordIndex.size()\n";
#endif
return NULL;
if( fp->HasMinPoints() )
fp = NULL;
else
fp->Init();
}
cn->GetColor( colorIndex[0], tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( colorIndex[1], tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( colorIndex[2], tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
}
else
{
cIndex = 1;
if( !colorPerVertex )
++cidx;
if( colorIndex.empty() )
{
cn->GetColor( 0, tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
else
{
cn->GetColor( colorIndex[0], tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
}
// assuming convex polygons, create triangles for the SG node
int cMaxIdx = (int) colorIndex.size();
for( idx = 3; idx <= vsize; )
{
lCIdx.push_back( i1 );
lColors.push_back( pc1 );
lColors.push_back( pc2 );
lColors.push_back( pc3 );
if( ccw )
{
lCIdx.push_back( i2 );
lCIdx.push_back( i3 );
}
else
{
lCIdx.push_back( i3 );
lCIdx.push_back( i2 );
continue;
}
++nfaces;
i2 = i3;
// if the coordinate is bad then skip it
if( idx >= (int)coordsize )
continue;
if( colorPerVertex && i1 >= 0 && i2 >= 0 && i3 >= 0 )
if( NULL == fp )
fp = lShape.NewFacet();
// push the vertex value and index
fp->AddVertex( pcoords[idx], idx );
// push the color if appropriate
if( !colorPerVertex )
{
pc1.SetColor( pc2 );
pc2.SetColor( pc3 );
if( colorIndex.empty() )
{
cn->GetColor( coordIndex[idx], tc.x, tc.y, tc.z );
cn->GetColor( cidx, tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( coordIndex[idx], tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( coordIndex[idx], tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
fp->AddColor( pc1 );
}
else
cn->GetColor( colorIndex[cIndex++], tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
if( idx == vsize )
break;
i3 = coordIndex[idx++];
while( ( i1 < 0 || i2 < 0 || i3 < 0 ) && ( idx < vsize ) )
{
if( i3 < 0 )
{
faces.push_back( nfaces );
nfaces = 0;
if( !colorPerVertex )
{
if( colorIndex.empty() || cIndex >= cMaxIdx )
cn->GetColor( cIndex++, tc.x, tc.y, tc.z );
else
cn->GetColor( colorIndex[cIndex++], tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
}
i1 = i2;
i2 = i3;
if( colorPerVertex )
{
pc1.SetColor( pc2 );
pc2.SetColor( pc3 );
if( colorIndex.empty() )
{
cn->GetColor( coordIndex[idx], tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( coordIndex[idx], tc.x, tc.y, tc.z );
pc2.SetColor( tc.x, tc.y, tc.z );
cn->GetColor( coordIndex[idx], tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
if( cidx < colorIndex.size() )
cn->GetColor( colorIndex[cidx], tc.x, tc.y, tc.z );
else
cn->GetColor( colorIndex[cIndex++], tc.x, tc.y, tc.z );
cn->GetColor( colorIndex.back(), tc.x, tc.y, tc.z );
pc3.SetColor( tc.x, tc.y, tc.z );
}
i3 = coordIndex[idx++];
// any invalid polygons shall void the entire faceset; this is a requirement
// to ensure correct handling of the normals
if( ( i1 < 0 && i2 < 0 ) || ( i1 < 0 && i3 < 0 ) || ( i2 < 0 && i3 < 0 ) )
return NULL;
}
if( i1 < 0 || i2 < 0 || i3 < 0 )
break;
}
}
if( lCIdx.empty() )
return NULL;
if( calcNormals || NULL == normal )
{
// create a vertex list for per-face per-vertex normals
std::vector< int >::iterator sI = lCIdx.begin();
std::vector< int >::iterator eI = lCIdx.end();
while( sI != eI )
{
lCPts.push_back( SGPOINT( pcoords[*sI].x, pcoords[*sI].y, pcoords[*sI].z ) );
++sI;
}
for( size_t i = 0; i < lCPts.size(); i += 3 )
{
SGVECTOR sv = S3D::CalcTriNorm( lCPts[i], lCPts[i+1], lCPts[i+2] );
lCNorm.push_back( sv );
lCNorm.push_back( sv );
lCNorm.push_back( sv );
}
}
else
{
// XXX - TO IMPLEMENT
return NULL;
/*
// use the vertex list as is
if( normalPerVertex )
{
// normalPerVertex = TRUE
// rules:
// + if normalIndex is not EMPTY, it is used to select a normal for each vertex
// + if normalIndex is EMPTY, the normal list is used in order per vertex
if( normalIndex.empty() )
{
for( size_t i = 0; i < coordsize; ++i )
{
lCPts.push_back( SGPOINT( pcoords[i].x, pcoords[i].y, pcoords[i].z ) );
// XXX - TO IMPLEMENT
}
}
else
{
// XXX - TO IMPLEMENT: index the normals
pc1.SetColor( tc.x, tc.y, tc.z );
fp->AddColor( pc1 );
}
}
else
{
// normalPerVertex = FALSE
// rules:
// + if normalIndex is not EMPTY, it is used to select a normal for each face
// + if normalIndex is EMPTY, the normal list is used in order per face
if( colorIndex.empty() )
{
cn->GetColor( idx, tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
fp->AddColor( pc1 );
}
else
{
if( iCoord < colorIndex.size() )
cn->GetColor( colorIndex[iCoord], tc.x, tc.y, tc.z );
else
cn->GetColor( colorIndex.back(), tc.x, tc.y, tc.z );
pc1.SetColor( tc.x, tc.y, tc.z );
fp->AddColor( pc1 );
}
}
//*/
}
}
IFSG_FACESET fsNode( aParent );
IFSG_COORDS cpNode( fsNode );
cpNode.SetCoordsList( lCPts.size(), &lCPts[0] );
IFSG_COORDINDEX ciNode( fsNode );
SGNODE* np = NULL;
if( calcNormals || NULL == normal )
{
for( int i = 0; i < (int)lCPts.size(); ++i )
ciNode.AddIndex( i );
}
if( ccw )
np = lShape.CalcShape( aParent, NULL, ORD_CCW, creaseLimit, true );
else
{
ciNode.SetIndices( lCIdx.size(), &lCIdx[0] );
}
np = lShape.CalcShape( aParent, NULL, ORD_CLOCKWISE, creaseLimit, true );
IFSG_NORMALS nmNode( fsNode );
nmNode.SetNormalList( lCNorm.size(), &lCNorm[0] );
if( !lColors.empty() )
{
IFSG_COLORS nmColor( fsNode );
nmColor.SetColorList( lColors.size(), &lColors[0] );
}
m_sgNode = fsNode.GetRawPtr();
return m_sgNode;
return np;
}

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@ -58,6 +58,7 @@ private:
std::vector< int > normalIndex;
float creaseAngle;
float creaseLimit;
/**
@ -87,7 +88,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
/**
* Function HasColors

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@ -377,7 +377,7 @@ bool WRL2LINESET::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2LINESET::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2LINESET::TranslateToSG( SGNODE* aParent )
{
// note: there are no plans to support drawing of lines
return NULL;

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@ -77,7 +77,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
/**
* Function HasColors

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@ -296,7 +296,7 @@ bool WRL2MATERIAL::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2MATERIAL::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2MATERIAL::TranslateToSG( SGNODE* aParent )
{
S3D::SGTYPES ptype = S3D::GetSGNodeType( aParent );

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@ -63,7 +63,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_MATERIAL_H

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@ -185,7 +185,7 @@ public:
* @param aParent is a pointer to the parent SG node
* @return is non-NULL on success
*/
virtual SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals ) = 0;
virtual SGNODE* TranslateToSG( SGNODE* aParent ) = 0;
};
#endif // VRML2_NODE_H

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@ -192,7 +192,7 @@ bool WRL2NORMS::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2NORMS::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2NORMS::TranslateToSG( SGNODE* aParent )
{
// any data manipulation must be performed by the parent node
return NULL;

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@ -58,7 +58,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_NORMS_H

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@ -325,7 +325,7 @@ bool WRL2POINTSET::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2POINTSET::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2POINTSET::TranslateToSG( SGNODE* aParent )
{
// note: there are no plans to support drawing of points
return NULL;

View File

@ -72,7 +72,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
/**
* Function HasColors

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@ -326,7 +326,7 @@ bool WRL2SHAPE::Read( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2SHAPE::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2SHAPE::TranslateToSG( SGNODE* aParent )
{
if( NULL == geometry )
return NULL;
@ -401,11 +401,11 @@ SGNODE* WRL2SHAPE::TranslateToSG( SGNODE* aParent, bool calcNormals )
IFSG_SHAPE shNode( aParent );
SGNODE* pShape = shNode.GetRawPtr();
SGNODE* pGeom = geometry->TranslateToSG( pShape, calcNormals );
SGNODE* pGeom = geometry->TranslateToSG( pShape );
SGNODE* pApp = NULL;
if( NULL != appearance )
pApp = appearance->TranslateToSG( pShape, calcNormals );
pApp = appearance->TranslateToSG( pShape );
if( ( NULL != appearance && NULL == pApp ) || NULL == pGeom )
{

View File

@ -67,7 +67,7 @@ public:
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
bool AddChildNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_SHAPE_H

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@ -273,7 +273,7 @@ bool WRL2SWITCH::readChildren( WRLPROC& proc, WRL2BASE* aTopNode )
}
SGNODE* WRL2SWITCH::TranslateToSG( SGNODE* aParent, bool calcNormals )
SGNODE* WRL2SWITCH::TranslateToSG( SGNODE* aParent )
{
#if defined( DEBUG_VRML2 ) && ( DEBUG_VRML2 > 2 )
std::cerr << " * [INFO] Translating Switch with " << m_Children.size();
@ -327,5 +327,5 @@ SGNODE* WRL2SWITCH::TranslateToSG( SGNODE* aParent, bool calcNormals )
return NULL;
}
return choices[whichChoice]->TranslateToSG( aParent, calcNormals );
return choices[whichChoice]->TranslateToSG( aParent );
}

View File

@ -58,7 +58,7 @@ public:
// functions inherited from WRL2NODE
bool Read( WRLPROC& proc, WRL2BASE* aTopNode );
bool AddRefNode( WRL2NODE* aNode );
SGNODE* TranslateToSG( SGNODE* aParent, bool calcNormals );
SGNODE* TranslateToSG( SGNODE* aParent );
};
#endif // VRML2_SWITCH_H

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