Make edges differently colored.

coverity_scan^2
Aesylwinn 9 years ago
parent 642b1d0273
commit b11f5b2717

@ -9,6 +9,11 @@ namespace SceneUtil
{
const unsigned short DiamondVertexCount = 6;
const unsigned short DiamondIndexCount = 24;
const unsigned short DiamondConnectorVertexCount = 4;
const unsigned short DiamondTotalVertexCount = DiamondVertexCount + DiamondConnectorVertexCount;
const float DiamondHalfHeight = 40.f;
const float DiamondHalfWidth = 16.f;
@ -34,6 +39,11 @@ namespace SceneUtil
5, 2, 4
};
const unsigned short DiamondConnectorVertices[DiamondConnectorVertexCount] =
{
1, 2, 3, 4
};
const osg::Vec4f DiamondColors[DiamondVertexCount] =
{
osg::Vec4f(0.f, 0.f, 1.f, 1.f),
@ -44,12 +54,14 @@ namespace SceneUtil
osg::Vec4f(0.f, .25f, 9.f, 1.f)
};
const osg::Vec4f DiamondEdgeColor = osg::Vec4f(0.5f, 1.f, 1.f, 1.f);
osg::ref_ptr<osg::Geometry> PathgridGeometryFactory::create(const ESM::Pathgrid& pathgrid)
{
const unsigned short PointCount = static_cast<unsigned short>(pathgrid.mPoints.size());
const size_t EdgeCount = pathgrid.mEdges.size();
const unsigned short VertexCount = PointCount * DiamondVertexCount;
const unsigned short VertexCount = PointCount * DiamondTotalVertexCount;
const unsigned short ColorCount = VertexCount;
const size_t PointIndexCount = PointCount * DiamondIndexCount;
const size_t EdgeIndexCount = EdgeCount * 2;
@ -64,15 +76,15 @@ namespace SceneUtil
new osg::DrawElementsUShort(osg::PrimitiveSet::LINES, EdgeIndexCount);
// Add each point/node
for (unsigned short pointIndex = 0; pointIndex < PointCount; ++pointIndex)
{
const ESM::Pathgrid::Point& point = pathgrid.mPoints[pointIndex];
osg::Vec3f position = osg::Vec3f(point.mX, point.mY, point.mZ);
unsigned short vertexOffset = pointIndex * DiamondVertexCount;
unsigned short vertexOffset = pointIndex * DiamondTotalVertexCount;
unsigned short indexOffset = pointIndex * DiamondIndexCount;
// Point
for (unsigned short i = 0; i < DiamondVertexCount; ++i)
{
(*vertices)[vertexOffset + i] = position + DiamondPoints[i];
@ -83,6 +95,14 @@ namespace SceneUtil
{
pointIndices->setElement(indexOffset + i, vertexOffset + DiamondIndices[i]);
}
// Connectors
vertexOffset += DiamondVertexCount;
for (unsigned short i = 0; i < DiamondConnectorVertexCount; ++i)
{
(*vertices)[vertexOffset + i] = position + DiamondPoints[DiamondConnectorVertices[i]];
(*colors)[vertexOffset + i] = DiamondEdgeColor;
}
}
// Add edges
@ -108,21 +128,21 @@ namespace SceneUtil
unsigned short diamondIndex = 0;
if (dir.isNaN())
diamondIndex = 1;
diamondIndex = 0;
else if (dir.y() >= 0 && dir.x() > 0)
diamondIndex = 4;
diamondIndex = 3;
else if (dir.x() <= 0 && dir.y() > 0)
diamondIndex = 2;
else if (dir.y() <= 0 && dir.x() < 0)
diamondIndex = 1;
else if (dir.y() <= 0 && dir.x() < 0)
diamondIndex = 0;
else if (dir.x() >= 0 && dir.y() < 0)
diamondIndex = 3;
diamondIndex = 2;
unsigned short fromIndex = static_cast<unsigned short>(edge->mV0);
unsigned short toIndex = static_cast<unsigned short>(edge->mV1);
lineIndices->setElement(lineIndex++, fromIndex * DiamondVertexCount + diamondIndex);
lineIndices->setElement(lineIndex++, toIndex * DiamondVertexCount + diamondIndex);
lineIndices->setElement(lineIndex++, fromIndex * DiamondTotalVertexCount + DiamondVertexCount + diamondIndex);
lineIndices->setElement(lineIndex++, toIndex * DiamondTotalVertexCount + DiamondVertexCount + diamondIndex);
}
lineIndices->resize(lineIndex);

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