forked from bartvdbraak/blender
268 lines
6.3 KiB
C
268 lines
6.3 KiB
C
/**
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* ***** BEGIN GPL LICENSE BLOCK *****
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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, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BSP_CSGMesh_CFIterator_h
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#define BSP_CSGMesh_CFIterator_h
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#include "BSP_CSGMesh.h"
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#include "../extern/CSG_BooleanOps.h"
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/**
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* This class defines 2 C style iterators over a CSG mesh, one for
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* vertices and 1 for faces. They conform to the iterator interface
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* defined in CSG_BooleanOps.h
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*/
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struct BSP_CSGMesh_VertexIt {
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BSP_CSGMesh *mesh;
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BSP_MVertex * pos;
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};
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inline
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void
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BSP_CSGMesh_VertexIt_Destruct(
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CSG_VertexIteratorDescriptor * iterator
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) {
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delete ((BSP_CSGMesh_VertexIt *)(iterator->it));
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iterator->it = NULL;
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iterator->Done = NULL;
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iterator->Fill = NULL;
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iterator->Reset = NULL;
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iterator->Step = NULL;
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iterator->num_elements = 0;
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};
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inline
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int
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BSP_CSGMesh_VertexIt_Done(
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CSG_IteratorPtr it
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;
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/* dereferencing iterator::end() is illegal, so we dereference 1 before it */
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/* also check that vector is not empty */
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if (vertex_it->mesh->VertexSet().size() &&
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vertex_it->pos <= &(*(vertex_it->mesh->VertexSet().end() -1) )) return 0;
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return 1;
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};
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inline
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void
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BSP_CSGMesh_VertexIt_Fill(
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CSG_IteratorPtr it,
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CSG_IVertex *vert
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;
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vertex_it->pos->m_pos.getValue(vert->position);
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};
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inline
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void
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BSP_CSGMesh_VertexIt_Step(
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CSG_IteratorPtr it
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;
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++(vertex_it->pos);
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};
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inline
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void
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BSP_CSGMesh_VertexIt_Reset(
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CSG_IteratorPtr it
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;
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vertex_it->pos = &vertex_it->mesh->VertexSet()[0];
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};
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inline
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void
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BSP_CSGMeshVertexIt_Construct(
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BSP_CSGMesh *mesh,
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CSG_VertexIteratorDescriptor *output
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){
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// user should have insured mesh is not equal to NULL.
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output->Done = BSP_CSGMesh_VertexIt_Done;
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output->Fill = BSP_CSGMesh_VertexIt_Fill;
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output->Step = BSP_CSGMesh_VertexIt_Step;
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output->Reset = BSP_CSGMesh_VertexIt_Reset;
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output->num_elements = mesh->VertexSet().size();
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BSP_CSGMesh_VertexIt * v_it = new BSP_CSGMesh_VertexIt;
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v_it->mesh = mesh;
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if( output->num_elements > 0 )
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v_it->pos = &mesh->VertexSet()[0];
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output->it = v_it;
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};
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/**
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* Face iterator.
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*/
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struct BSP_CSGMesh_FaceIt {
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BSP_CSGMesh *mesh;
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BSP_MFace *pos;
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int face_triangle;
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};
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inline
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void
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BSP_CSGMesh_FaceIt_Destruct(
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CSG_FaceIteratorDescriptor *iterator
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) {
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delete ((BSP_CSGMesh_FaceIt *)(iterator->it));
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iterator->it = NULL;
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iterator->Done = NULL;
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iterator->Fill = NULL;
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iterator->Reset = NULL;
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iterator->Step = NULL;
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iterator->num_elements = 0;
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};
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inline
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int
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BSP_CSGMesh_FaceIt_Done(
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CSG_IteratorPtr it
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_FaceIt * face_it = (BSP_CSGMesh_FaceIt *)it;
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/* dereferencing iterator::end() is illegal, so we dereference 1 before it */
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/* also check that vector is not empty */
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if (face_it->mesh->FaceSet().size() &&
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face_it->pos <= &(*(face_it->mesh->FaceSet().end() -1))) {
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if (face_it->face_triangle + 3 <= (int)face_it->pos->m_verts.size()) {
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return 0;
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}
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}
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return 1;
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};
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inline
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void
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BSP_CSGMesh_FaceIt_Fill(
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CSG_IteratorPtr it,
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CSG_IFace *face
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){
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_FaceIt * face_it = (BSP_CSGMesh_FaceIt *)it;
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// essentially iterating through a triangle fan here.
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if (face_it->pos->m_verts.size()>3) {
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// QUAD
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face->vertex_index[0] = int(face_it->pos->m_verts[0]);
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face->vertex_index[1] = int(face_it->pos->m_verts[1]);
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face->vertex_index[2] = int(face_it->pos->m_verts[2]);
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face->vertex_index[3] = int(face_it->pos->m_verts[3]);
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face->orig_face = face_it->pos->m_orig_face;
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face->vertex_number = 4;
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}
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else {
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// TRIANGLE
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face->vertex_index[0] = int(face_it->pos->m_verts[0]);
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face->vertex_index[1] = int(face_it->pos->m_verts[1]);
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face->vertex_index[2] = int(face_it->pos->m_verts[2]);
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face->orig_face = face_it->pos->m_orig_face;
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face->vertex_number = 3;
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}
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};
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inline
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void
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BSP_CSGMesh_FaceIt_Step(
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CSG_IteratorPtr it
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_FaceIt * face_it = (BSP_CSGMesh_FaceIt *)it;
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/* dereferencing iterator::end() is illegal, so we dereference 1 before it */
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/* also check that vector is not empty */
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if (face_it->mesh->FaceSet().size() &&
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face_it->pos <= &(*(face_it->mesh->FaceSet().end() -1))) {
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//if (face_it->face_triangle + 3 < face_it->pos->m_verts.size()) {
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// (face_it->face_triangle)++;
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//} else {
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face_it->face_triangle = 0;
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(face_it->pos) ++;
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//}
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}
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};
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inline
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void
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BSP_CSGMesh_FaceIt_Reset(
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CSG_IteratorPtr it
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) {
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// assume CSG_IteratorPtr is of the correct type.
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BSP_CSGMesh_FaceIt * f_it = (BSP_CSGMesh_FaceIt *)it;
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f_it->pos = &f_it->mesh->FaceSet()[0];
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f_it->face_triangle = 0;
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};
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inline
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void
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BSP_CSGMesh_FaceIt_Construct(
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BSP_CSGMesh * mesh,
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CSG_FaceIteratorDescriptor *output
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) {
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output->Done = BSP_CSGMesh_FaceIt_Done;
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output->Fill = BSP_CSGMesh_FaceIt_Fill;
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output->Step = BSP_CSGMesh_FaceIt_Step;
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output->Reset = BSP_CSGMesh_FaceIt_Reset;
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output->num_elements = mesh->FaceSet().size();
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BSP_CSGMesh_FaceIt * f_it = new BSP_CSGMesh_FaceIt;
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f_it->mesh = mesh;
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if( output->num_elements > 0 )
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f_it->pos = &mesh->FaceSet()[0];
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f_it->face_triangle = 0;
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output->it = f_it;
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};
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#endif
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