vrecko
virtual reality framework
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ObjectEffect.cpp File Reference
#include "precompiled.h"
#include <vreckoAP/ObjectUtils/ObjectEffect.h>
#include <osg/Geode>
#include <osg/BlendEquation>
#include <osg/BlendFunc>
#include <osg/BlendColor>
#include <osg/Depth>
#include <osg/CullFace>
#include <osg/LightModel>
#include <osg/BoundingSphere>
#include <osg/PolygonOffset>
#include <vrecko/Scene.h>
#include <vrecko/EnvironmentObject.h>
#include <vrecko/SP_SceneInterface.h>
#include <vrecko/ReaderWriter.h>
#include <helpers/XercesXMLUtils.h>
#include <vreckoAP/ObjectUtils/ObjectInfo.h>
#include <osg/ShadeModel>
#include <osg/LineWidth>
#include <vreckoAP/SpacePartitioning/SphereBVH_Object_Data.h>
#include <vreckoAP/SpacePartitioning/SNCH_Object_Data.h>
#include <vreckoAP/SpacePartitioning/VoxelGrid_Object_Data.h>
#include <vreckoAP/SpacePartitioning/PointShell_Object_Data.h>

Namespaces

namespace  APObjectUtils
 

Macros

#define DEFAULT_STATESET_VALUE   (osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON)
 
#define SINGLE_TIME(x)
 
#define VG_ADD_VERTEX(ix, iy, iz)
 
#define VG_ADD_NORMALS(iter_var, ix, iy, iz)
 
#define VG_ADD_FACE_AND_COLOR
 

Macro Definition Documentation

#define DEFAULT_STATESET_VALUE   (osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON)
#define SINGLE_TIME (   x)
Value:
{ \
static bool bIWasHere = false; \
if (!bIWasHere) { \
bIWasHere = true; \
(x); \
} \
}
#define VG_ADD_FACE_AND_COLOR
Value:
{ \
faces->push_back(vertices->size() - 4); \
faces->push_back(vertices->size() - 3); \
faces->push_back(vertices->size() - 2); \
\
faces->push_back(vertices->size() - 4); \
faces->push_back(vertices->size() - 2); \
faces->push_back(vertices->size() - 1); \
\
colors->push_back(color); \
colors->push_back(color); \
}
#define VG_ADD_NORMALS (   iter_var,
  ix,
  iy,
  iz 
)
Value:
{ \
for (iter_var = 0; iter_var < 4; iter_var++) \
normals->push_back(osg::Vec3(ix, iy, iz)); \
}
#define VG_ADD_VERTEX (   ix,
  iy,
  iz 
)
Value:
{ \
vertices->push_back( \
osg::Vec3( \
bbox.xMin() + cellSize.x() * (ix), \
bbox.yMin() + cellSize.y() * (iy), \
bbox.zMin() + cellSize.z() * (iz) \
) \
); \
}