blender/intern/decimation/intern/LOD_FaceNormalEditor.h
Chris Want 5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00

141 lines
2.3 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef NAN_INCLUDED_FaceNormalEditor_h
#define NAN_INCLUDED_FaceNormalEditor_h
#include "MEM_NonCopyable.h"
#include "LOD_ManMesh2.h"
#include "MT_Vector3.h"
class LOD_FaceNormalEditor : public MEM_NonCopyable
{
public :
// Creation
///////////
static
LOD_FaceNormalEditor *
New(
LOD_ManMesh2 &mesh
);
// Property editor interface
////////////////////////////
// Faces
////////
void
Remove(
std::vector<LOD_FaceInd> &sorted_faces
);
void
Add(
);
void
Update(
std::vector<LOD_FaceInd> &sorted_faces
);
// vertex normals
/////////////////
void
RemoveVertexNormals(
std::vector<LOD_VertexInd> &sorted_verts
);
void
UpdateVertexNormals(
std::vector<LOD_VertexInd> &sorted_verts
);
const
std::vector<MT_Vector3> &
Normals(
) const {
return m_normals.Ref();
};
const
std::vector<MT_Vector3> &
VertexNormals(
) const {
return m_vertex_normals.Ref();
};
// Editor specific methods
//////////////////////////
void
BuildNormals(
);
private :
MEM_SmartPtr<std::vector<MT_Vector3> > m_normals;
MEM_SmartPtr<std::vector<MT_Vector3> > m_vertex_normals;
LOD_ManMesh2 &m_mesh;
private :
LOD_FaceNormalEditor(LOD_ManMesh2 &mesh);
const
MT_Vector3
ComputeNormal(
const LOD_TriFace &face
) const ;
const
MT_Vector3
ComputeVertexNormal (
const LOD_VertexInd vi
) const;
};
#endif