260 lines
7.9 KiB
C++
260 lines
7.9 KiB
C++
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/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015 Cirilo Bernardo <cirilo.bernardo@gmail.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/*
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* NOTES:
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*
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* 1. Notice that the plugin class is instantiated as a static; this
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* ensures that it is created an destroyed.
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*/
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#include <iostream>
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#include <cmath>
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#include <s3d_plugin_tetra.h>
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#include <3d_cache/sg/ifsg_all.h>
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S3D_PLUGIN_TETRA::S3D_PLUGIN_TETRA()
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{
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m_extensions.push_back( wxString::FromUTF8Unchecked( "wrl" ) );
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#ifdef _WIN32
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// assume a case-insensitive file system
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m_filters.push_back( wxT( "VRML 1.0/2.0 (*.wrl)|*.wrl" ) );
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#else
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// assume the filesystem is case sensitive
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m_extensions.push_back( wxString::FromUTF8Unchecked( "WRL" ) );
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m_filters.push_back( wxT( "VRML 1.0/2.0 (*.wrl;*.WRL)|*.wrl;*.WRL" ) );
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#endif
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return;
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}
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S3D_PLUGIN_TETRA::~S3D_PLUGIN_TETRA()
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{
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return;
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}
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int S3D_PLUGIN_TETRA::GetNExtensions( void ) const
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{
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return (int) m_extensions.size();
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}
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const wxString S3D_PLUGIN_TETRA::GetModelExtension( int aIndex ) const
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{
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if( aIndex < 0 || aIndex >= (int) m_extensions.size() )
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return wxString( "" );
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return m_extensions[aIndex];
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}
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int S3D_PLUGIN_TETRA::GetNFilters( void ) const
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{
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return (int)m_filters.size();
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}
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const wxString S3D_PLUGIN_TETRA::GetFileFilter( int aIndex ) const
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{
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if( aIndex < 0 || aIndex >= (int)m_filters.size() )
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return wxEmptyString;
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return m_filters[aIndex];
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}
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bool S3D_PLUGIN_TETRA::CanRender( void ) const
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{
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return true;
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}
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SCENEGRAPH* S3D_PLUGIN_TETRA::Load( const wxString& aFileName )
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{
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// For this demonstration we create a tetrahedron and
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// paint its faces Magenta Red Green Blue. Steps:
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// * Create a top level transform tx0 which represent the VRML file
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// * Create a child transform tx1, parent tx0, to define the tetrahedron
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// + Create 'shape' to define one facet
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// ++ Create a 'face' to hold vertices and indices
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// +++ Create 'cp' which is the coordinate list
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// +++ Create 'np' which is the per-vertex normals list
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// +++ Create 'coordIndex' which is the (triangular) vertex index list
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// for facet1 of the tetrahedron
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// ++ Create a 'material' to define the appearance of 'shape'
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// **
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// + shape->NewNode() to define next facet
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// ++ face->NewNode() for a new facet
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// +++ Add Ref to 'cp' for coordinate list
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// +++ Add Ref to 'np' for normals list
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// +++ coordIndex->NewNode() for vertex index list of new facet
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// ++ material->NewNode() for material of new facet
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// + repeat twice from ** to produce last 2 facets
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// * Create a child transform tx2, parent tx0, for a referenced tetrahedron
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// + Set a translation and rotation so that this is distinct from tx1
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// + Add Reference to tx1
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// ALL DONE: we now have:
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// tx0
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// - contains tx1 which contains all elements of a tetrahedron
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// - contains tx0 which contains a reference to tx1 and offsets it so
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// that it renders in a different position
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// create the top level transform; this will hold all other
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// scenegraph objects; a transform may hold other transforms and
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// shapes
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IFSG_TRANSFORM* tx0 = new IFSG_TRANSFORM( true );
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// create the transform which will house the shapes
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IFSG_TRANSFORM* tx1 = new IFSG_TRANSFORM( tx0->GetRawPtr() );
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// add a shape which we will use to define a tetrahedron; shapes
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// hold facesets and appearances
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IFSG_SHAPE* shape = new IFSG_SHAPE( *tx1 );
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// add a faceset; these contain coordinate lists, coordinate indices,
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// vertex lists, vertex indices, and may also contain color lists and
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// their indices.
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IFSG_FACESET* face = new IFSG_FACESET( *shape );
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// define the vertices of the tetrahedron
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double SQ2 = sqrt( 0.5 );
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SGPOINT vert[4];
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vert[0] = SGPOINT( 1.0, 0.0, -SQ2 );
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vert[1] = SGPOINT( -1.0, 0.0, -SQ2 );
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vert[2] = SGPOINT( 0.0, 1.0, SQ2 );
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vert[3] = SGPOINT( 0.0, -1.0, SQ2 );
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IFSG_COORDS* cp = new IFSG_COORDS( *face );
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cp->SetCoordsList( 4, vert );
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// coordinate indices - note: enforce triangles;
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// in real plugins where it is not necessarily possible
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// to determine which side a triangle is visible from,
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// 2 point orders must be specified for each triangle
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IFSG_COORDINDEX* coordIdx = new IFSG_COORDINDEX( *face );
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int cidx[12] = { 0, 3, 1, 0, 2, 3, 1, 3, 2, 0, 1, 2 };
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coordIdx->SetIndices( 3, cidx );
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// the vertex normals in this case are the normalized
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// vertex points
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SGVECTOR norm[4];
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norm[0] = SGVECTOR( -1.0, 0.0, SQ2 );
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norm[1] = SGVECTOR( 1.0, 0.0, SQ2 );
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norm[2] = SGVECTOR( 0.0, -1.0, -SQ2 );
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norm[3] = SGVECTOR( 0.0, 1.0, -SQ2 );
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IFSG_NORMALS* np = new IFSG_NORMALS( *face );
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np->SetNormalList( 4, norm );
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// create an appearance; appearances are owned by shapes
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// magenta
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IFSG_APPEARANCE* material = new IFSG_APPEARANCE( *shape);
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material->SetSpecular( 1.0, 0.0, 1.0 );
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material->SetDiffuse( 0.9, 0.0, 0.9 );
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material->SetAmbient( 0.9 );
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material->SetShininess( 0.3 );
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// Shape2
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shape->NewNode( *tx1 );
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face->NewNode( *shape );
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face->AddRefNode( *cp );
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face->AddRefNode( *np );
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coordIdx->NewNode( *face );
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coordIdx->SetIndices( 3, &cidx[3] );
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// red
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material->NewNode( *shape );
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material->SetSpecular( 1.0, 0.0, 0.0 );
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material->SetDiffuse( 0.9, 0.0, 0.0 );
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material->SetAmbient( 0.9 );
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material->SetShininess( 0.3 );
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// Shape3
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shape->NewNode( *tx1 );
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face->NewNode( *shape );
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face->AddRefNode( *cp );
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face->AddRefNode( *np );
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coordIdx->NewNode( *face );
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coordIdx->SetIndices( 3, &cidx[6] );
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// green
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material->NewNode( *shape );
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material->SetSpecular( 0.0, 1.0, 0.0 );
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material->SetDiffuse( 0.0, 0.9, 0.0 );
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material->SetAmbient( 0.9 );
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material->SetShininess( 0.3 );
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// Shape4
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shape->NewNode( *tx1 );
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face->NewNode( *shape );
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face->AddRefNode( *cp );
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face->AddRefNode( *np );
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coordIdx->NewNode( *face );
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coordIdx->SetIndices( 3, &cidx[9] );
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// blue
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material->NewNode( *shape );
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material->SetSpecular( 0.0, 0.0, 1.0 );
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material->SetDiffuse( 0.0, 0.0, 0.9 );
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material->SetAmbient( 0.9 );
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material->SetShininess( 0.3 );
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// create a copy of the entire tetrahedron shifted Z+2 and rotated 2/3PI
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IFSG_TRANSFORM* tx2 = new IFSG_TRANSFORM( tx0->GetRawPtr() );
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tx2->AddRefNode( *tx1 );
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tx2->SetTranslation( SGPOINT( 0, 0, 2 ) );
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tx2->SetRotation( SGVECTOR( 0, 0, 1 ), M_PI*2.0/3.0 );
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SGNODE* data = tx0->GetRawPtr();
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// delete the wrappers
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delete shape;
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delete face;
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delete coordIdx;
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delete material;
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delete cp;
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delete np;
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delete tx0;
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delete tx1;
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delete tx2;
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return (SCENEGRAPH*)data;
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}
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static S3D_PLUGIN_TETRA plugin_3d_tetra;
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#ifndef _WIN32
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extern "C" __attribute__((__visibility__("default"))) S3D_PLUGIN* Get3DPlugin( void )
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{
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return &plugin_3d_tetra;
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}
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#else
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extern "C" __declspec( dllexport ) S3D_PLUGIN* Get3DPlugin( void )
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{
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return &plugin_3d_tetra;
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}
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#endif
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