blender/intern/cycles/subd/subd_mesh.h

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/*
* Original code in the public domain -- castanyo@yahoo.es
*
* Modifications copyright (c) 2011, Blender Foundation.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __SUBD_MESH_H__
#define __SUBD_MESH_H__
#include "util_map.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class SubdFace;
class SubdVert;
class SubdEdge;
class DiagSplit;
class Mesh;
/* Subd Mesh, half edge based for dynamic mesh manipulation */
class SubdMesh
{
public:
vector<SubdVert*> verts;
vector<SubdEdge*> edges;
vector<SubdFace*> faces;
SubdMesh();
~SubdMesh();
SubdVert *add_vert(const float3& co);
SubdFace *add_face(int v0, int v1, int v2);
SubdFace *add_face(int v0, int v1, int v2, int v3);
SubdFace *add_face(int *index, int num);
bool link_boundary();
void tesselate(DiagSplit *split, bool linear,
Mesh *mesh, int shader, bool smooth);
protected:
bool can_add_face(int *index, int num);
bool can_add_edge(int i, int j);
SubdEdge *add_edge(int i, int j);
SubdEdge *find_edge(int i, int j);
void link_boundary_edge(SubdEdge *edge);
struct Key {
Key() {}
Key(int v0, int v1) : p0(v0), p1(v1) {}
bool operator<(const Key& k) const
{ return (p0 < k.p0 || (p0 == k.p0 && p1 < k.p1)); }
int p0, p1;
};
map<Key, SubdEdge *> edge_map;
};
CCL_NAMESPACE_END
#endif /* __SUBD_MESH_H__ */