forked from bartvdbraak/blender
f78de74b20
I took out the following from the includes in the intern dir that still had it: -#ifdef HAVE_CONFIG_H -#include <config.h> -#endif Kent -- mein@cs.umn.edu
118 lines
2.8 KiB
C++
Executable File
118 lines
2.8 KiB
C++
Executable File
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BSP_CSGISplitter_h
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#define BSP_CSGISplitter_h
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class BSP_MeshFragment;
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class BSP_CSGMesh;
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class MT_Plane3;
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/**
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* This class defines a mesh splitter interface.
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* It embodies the action of splitting a mesh by a plane.
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* Depending on the context of the operation subclasses
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* may wish to define different implementations. For example
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* with building a BSP tree from a mesh, the mesh does not
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* need to be kept consistent, it doesn't matter if the edges
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* are maintained etc. However when pushing polygons through
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* a BSP tree (say for CSG operations)it is important to
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* try and maintain mesh connectivity and thus a different
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* splitter implementation may be needed.
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*
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* This is an abstract interface class.
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*/
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class BSP_CSGISplitter
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{
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public:
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/**
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* Split the incoming mesh fragment (frag)
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* by the plane, put the output into (in,out and on)
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* Subclasses should clear the contents of the
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* in_coming fragment.
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*/
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virtual
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void
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Split(
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const MT_Plane3& plane,
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BSP_MeshFragment *frag,
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BSP_MeshFragment *in_frag,
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BSP_MeshFragment *out_frag,
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BSP_MeshFragment *on_frag,
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BSP_MeshFragment *spanning_frag
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)= 0;
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/**
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* Split the entire mesh with respect to the plane.
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* and place ouput into (in,out and on).
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* Subclasses should clear the contents of the
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* in_coming fragment.
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*/
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virtual
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void
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Split(
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BSP_CSGMesh & mesh,
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const MT_Plane3& plane,
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BSP_MeshFragment *in_frag,
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BSP_MeshFragment *out_frag,
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BSP_MeshFragment *on_frag,
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BSP_MeshFragment *spanning_frag
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)=0;
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virtual
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~BSP_CSGISplitter(
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){
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};
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protected :
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BSP_CSGISplitter(
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) {
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//nothing to do
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}
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BSP_CSGISplitter(
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const BSP_CSGISplitter &
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) {
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//nothing to do
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}
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};
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#endif
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