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Diffstat (limited to 'intern/decimation/intern/LOD_ManMesh2.h')
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+/**
+ * $Id$
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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/BL DUAL LICENSE BLOCK *****
+ */
+
+#ifndef NAN_INCLUDED_ManMesh2_h
+
+#define NAN_INCLUDED_ManMesh2_h
+
+#include "LOD_MeshPrimitives.h"
+#include "MEM_SmartPtr.h"
+#include <vector>
+
+template <class HeapType> class CTR_UHeap;
+
+class LOD_ExternBufferEditor;
+
+class LOD_ManMesh2 // Manifold 2 dimensional mesh
+{
+
+public:
+
+ static
+ LOD_ManMesh2 *
+ New(
+ );
+
+ // take ownership of the vertices.
+
+ bool
+ SetVertices(
+ MEM_SmartPtr<std::vector<LOD_Vertex> > verts
+ );
+
+ // Add a triangle to the mesh
+
+ void
+ AddTriangle(
+ int verts[3]
+ );
+
+ void
+ ConnectTriangle(
+ LOD_FaceInd fi,
+ std::vector<LOD_EdgeInd> & new_edges
+ );
+
+ // geometry access
+ //////////////////
+
+ std::vector<LOD_Vertex> &
+ VertexSet(
+ ) const ;
+
+ std::vector<LOD_TriFace> &
+ FaceSet(
+ ) const ;
+
+ std::vector<LOD_Edge> &
+ EdgeSet(
+ ) const;
+
+ ~LOD_ManMesh2(
+ );
+
+ // local geometry queries
+ /////////////////////////
+
+ // face queries
+ ///////////////
+
+ void
+ FaceVertices(
+ LOD_FaceInd f,
+ std::vector<LOD_VertexInd> &output
+ );
+
+ void
+ FaceEdges(
+ LOD_FaceInd f,
+ std::vector<LOD_EdgeInd> &output
+ );
+
+ // edge queries
+ ///////////////
+
+ void
+ EdgeVertices(
+ LOD_EdgeInd e,
+ std::vector<LOD_VertexInd> &output
+ );
+
+ void
+ EdgeFaces(
+ LOD_EdgeInd e,
+ std::vector<LOD_FaceInd> &output
+ );
+
+ // vertex queries
+ /////////////////
+
+ void
+ VertexEdges(
+ LOD_VertexInd v,
+ std::vector<LOD_EdgeInd> &output
+ );
+
+ void
+ VertexFaces(
+ LOD_VertexInd v,
+ std::vector<LOD_FaceInd> &output
+ );
+
+ void
+ SetBBox(
+ MT_Vector3 bbox_min,
+ MT_Vector3 bbox_max
+ );
+
+ MT_Vector3
+ BBoxMin(
+ ) const {
+ return m_bbox_min;
+ };
+
+ MT_Vector3
+ BBoxMax(
+ ) const {
+ return m_bbox_max;
+ };
+
+ // Remove a primitive from the mesh
+ ///////////////////////////////////
+
+ // These methods assume you have correctly
+ // tidied up the index pointers in other primitives,
+ // so that nothing refers to this object any more
+
+ // These methods exchange the primitive with the
+ // last primitive in the vector. It modifies everything
+ // pointing to the last primitive correctly.
+
+ // FIXME refactor extern editor out of primitive deletion
+ // insead return a vector of primitives that need to be
+ // modified and do this externally
+
+ void
+ DeleteVertex(
+ LOD_ExternBufferEditor & extern_editor,
+ LOD_VertexInd v
+ );
+
+ void
+ DeleteEdge(
+ LOD_EdgeInd e,
+ CTR_UHeap<LOD_Edge> *heap
+ );
+
+ void
+ DeleteFace(
+ LOD_ExternBufferEditor & extern_editor,
+ LOD_FaceInd f
+ );
+
+ // Sanity Check routines
+ ////////////////////////
+
+ // Make sure the edge sets and the vertex sets are
+ // consistent
+
+ void
+ SC_TriFace(
+ LOD_FaceInd f
+ );
+
+ // basic sanity checking of an edge list bails out if there are more than 1024
+ // edges
+
+ void
+ SC_EdgeList(
+ LOD_EdgeInd e
+ );
+
+
+ // Check to see that the edges of v1 and v2 are unique.
+
+ bool
+ SC_UniqueEdge(
+ LOD_EdgeInd e
+ );
+
+
+private :
+
+
+ // Returns the edge index of the edge from v1 to v2.
+ // Does this by searching the edge sets of v1 - but not v2.
+ // If you are paranoid you should check both and make sure the
+ // indices are the same. If the edge doe not exist edgeInd is empty.
+
+ LOD_EdgeInd
+ FindEdge(
+ const LOD_VertexInd v1,
+ const LOD_VertexInd v2
+ );
+
+ // Insert an edge into the mesh
+ // Tie up the ptrs and create space for the edge
+ // returns manifold errors - need to sort out memory edges
+
+ bool
+ InsertEdge(
+ const LOD_VertexInd v1,
+ const LOD_VertexInd v2,
+ const LOD_FaceInd f,
+ std::vector<LOD_EdgeInd> &new_edges
+ );
+
+
+private :
+
+ LOD_ManMesh2(
+ );
+
+ MEM_SmartPtr< std::vector<LOD_Vertex> > m_verts;
+ MEM_SmartPtr< std::vector<LOD_TriFace> > m_faces;
+ MEM_SmartPtr< std::vector<LOD_Edge> > m_edges;
+
+ // not sure of these descrtiptions of the mesh should
+ // reside in this class coz may lead to very bloated interface.
+
+ MT_Vector3 m_bbox_min;
+ MT_Vector3 m_bbox_max;
+
+
+};
+
+#endif \ No newline at end of file