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
265 lines
4.9 KiB
C++
265 lines
4.9 KiB
C++
/**
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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 NAN_INCLUDED_ManMesh2_h
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#define NAN_INCLUDED_ManMesh2_h
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#include "LOD_MeshPrimitives.h"
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#include "MEM_SmartPtr.h"
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#include <vector>
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template <class HeapType> class CTR_UHeap;
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class LOD_ExternBufferEditor;
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class LOD_ManMesh2 // Manifold 2 dimensional mesh
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{
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public:
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static
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LOD_ManMesh2 *
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New(
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);
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// take ownership of the vertices.
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bool
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SetVertices(
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MEM_SmartPtr<std::vector<LOD_Vertex> > verts
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);
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// Add a triangle to the mesh
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void
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AddTriangle(
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int verts[3]
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);
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void
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ConnectTriangle(
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LOD_FaceInd fi,
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std::vector<LOD_EdgeInd> & new_edges
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);
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// geometry access
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//////////////////
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std::vector<LOD_Vertex> &
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VertexSet(
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) const ;
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std::vector<LOD_TriFace> &
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FaceSet(
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) const ;
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std::vector<LOD_Edge> &
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EdgeSet(
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) const;
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~LOD_ManMesh2(
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);
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// local geometry queries
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/////////////////////////
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// face queries
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///////////////
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void
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FaceVertices(
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LOD_FaceInd f,
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std::vector<LOD_VertexInd> &output
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);
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void
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FaceEdges(
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LOD_FaceInd f,
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std::vector<LOD_EdgeInd> &output
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);
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// edge queries
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///////////////
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void
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EdgeVertices(
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LOD_EdgeInd e,
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std::vector<LOD_VertexInd> &output
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);
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void
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EdgeFaces(
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LOD_EdgeInd e,
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std::vector<LOD_FaceInd> &output
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);
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// vertex queries
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/////////////////
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void
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VertexEdges(
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LOD_VertexInd v,
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std::vector<LOD_EdgeInd> &output
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);
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void
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VertexFaces(
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LOD_VertexInd v,
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std::vector<LOD_FaceInd> &output
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);
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void
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SetBBox(
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MT_Vector3 bbox_min,
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MT_Vector3 bbox_max
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);
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MT_Vector3
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BBoxMin(
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) const {
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return m_bbox_min;
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};
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MT_Vector3
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BBoxMax(
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) const {
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return m_bbox_max;
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};
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// Remove a primitive from the mesh
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///////////////////////////////////
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// These methods assume you have correctly
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// tidied up the index pointers in other primitives,
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// so that nothing refers to this object any more
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// These methods exchange the primitive with the
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// last primitive in the vector. It modifies everything
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// pointing to the last primitive correctly.
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// FIXME refactor extern editor out of primitive deletion
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// insead return a vector of primitives that need to be
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// modified and do this externally
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void
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DeleteVertex(
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LOD_ExternBufferEditor & extern_editor,
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LOD_VertexInd v
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);
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void
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DeleteEdge(
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LOD_EdgeInd e,
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CTR_UHeap<LOD_Edge> *heap
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);
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void
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DeleteFace(
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LOD_ExternBufferEditor & extern_editor,
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LOD_FaceInd f
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);
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// Sanity Check routines
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////////////////////////
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// Make sure the edge sets and the vertex sets are
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// consistent
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void
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SC_TriFace(
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LOD_FaceInd f
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);
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// basic sanity checking of an edge list bails out if there are more than 1024
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// edges
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void
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SC_EdgeList(
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LOD_EdgeInd e
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);
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// Check to see that the edges of v1 and v2 are unique.
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bool
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SC_UniqueEdge(
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LOD_EdgeInd e
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);
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private :
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// Returns the edge index of the edge from v1 to v2.
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// Does this by searching the edge sets of v1 - but not v2.
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// If you are paranoid you should check both and make sure the
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// indices are the same. If the edge doe not exist edgeInd is empty.
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LOD_EdgeInd
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FindEdge(
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const LOD_VertexInd v1,
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const LOD_VertexInd v2
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);
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// Insert an edge into the mesh
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// Tie up the ptrs and create space for the edge
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// returns manifold errors - need to sort out memory edges
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bool
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InsertEdge(
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const LOD_VertexInd v1,
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const LOD_VertexInd v2,
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const LOD_FaceInd f,
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std::vector<LOD_EdgeInd> &new_edges
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);
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private :
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LOD_ManMesh2(
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);
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MEM_SmartPtr< std::vector<LOD_Vertex> > m_verts;
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MEM_SmartPtr< std::vector<LOD_TriFace> > m_faces;
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MEM_SmartPtr< std::vector<LOD_Edge> > m_edges;
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// not sure of these descrtiptions of the mesh should
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// reside in this class coz may lead to very bloated interface.
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MT_Vector3 m_bbox_min;
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MT_Vector3 m_bbox_max;
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};
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#endif
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