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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_BSP_CSGMesh_h
#define NAN_INCLUDED_BSP_CSGMesh_h
#include "BSP_MeshPrimitives.h"
#include "MEM_SmartPtr.h"
#include "MEM_RefCountPtr.h"
#include "MEM_NonCopyable.h"
#include "BSP_CSGUserData.h"
#include "../extern/CSG_BooleanOps.h"
class MT_Plane3;
class BSP_MeshFragment;
class BSP_CSGMesh :
public MEM_NonCopyable,
public MEM_RefCountable
{
public :
static
BSP_CSGMesh *
New(
);
bool
SetVertices(
std::vector<BSP_MVertex> *verts
);
void
SetFaceVertexData(
BSP_CSGUserData *fv_data
);
void
SetFaceData(
BSP_CSGUserData *f_data
);
void
AddPolygon(
const int * verts,
int num_verts
);
void
AddPolygon(
const int * verts,
const int * fv_indices,
int num_verts
);
void
AddSubTriangle(
const BSP_MFace &iface,
const int * index_info
);
// assumes that the face already has a plane equation
void
AddPolygon(
const BSP_MFace &face
);
// Allocate and build the mesh edges.
////////////////////////////////////
bool
BuildEdges(
);
// Clean the mesh of edges. and edge pointers
// This removes the circular connectivity information
/////////////////////////////////////////////
void
DestroyEdges(
);
// return a new seperate copy of the
// mesh allocated on the heap.
BSP_CSGMesh *
NewCopy(
) const;
// Reverse the winding order of every polygon
// in the mesh and swap the planes around.
void
Invert(
);
// geometry access
//////////////////
std::vector<BSP_MVertex> &
VertexSet(
) const ;
std::vector<BSP_MFace> &
FaceSet(
) const ;
std::vector<BSP_MEdge> &
EdgeSet(
) const;
BSP_CSGUserData &
FaceVertexData(
) const;
BSP_CSGUserData &
FaceData(
) const;
~BSP_CSGMesh(
);
// local geometry queries.
/////////////////////////
// face queries
///////////////
void
FaceVertices(
const BSP_FaceInd & f,
std::vector<BSP_VertexInd> &output
);
void
FaceEdges(
const BSP_FaceInd & f,
std::vector<BSP_EdgeInd> &output
);
// edge queries
///////////////
void
EdgeVertices(
const BSP_EdgeInd & e,
std::vector<BSP_VertexInd> &output
);
void
EdgeFaces(
const BSP_EdgeInd & e,
std::vector<BSP_FaceInd> &output
);
// vertex queries
/////////////////
void
VertexEdges(
const BSP_VertexInd & v,
std::vector<BSP_EdgeInd> &output
);
void
VertexFaces(
const BSP_VertexInd & v,
std::vector<BSP_FaceInd> &output
);
// 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.
BSP_EdgeInd
FindEdge(
const BSP_VertexInd &v1,
const BSP_VertexInd &v2
) const;
// Bounding box methods
///////////////////////
void
SetBBox(
const MT_Vector3 & min,
const MT_Vector3 & max
);
void
BBox(
MT_Vector3 &min,
MT_Vector3 &max
) const ;
// Update the BBox
//////////////////
void
UpdateBBox(
);
/**
* Sanity checkers
*/
// make sure the edge faces have a pointer to f
bool
SC_Face(
BSP_FaceInd f
);
/**
* Make sure the polygons vertex classification is correct
*/
void
SC_Classification(
BSP_FaceInd f,
const MT_Plane3&plane
);
/**
* Return the face plane equation
*/
MT_Plane3
FacePlane(
const BSP_FaceInd &fi
)const;
/**
* Recompute Face plane equations.
* essential if you have been messing with the object.
*/
void
ComputeFacePlanes(
);
/**
* Count the number of trinagles in the mesh.
* This is not the same as the number of polygons.
*/
int
CountTriangles(
) const;
/**
* Insert a vertex index into a polygon
* and call the external splitting function to
* generate a new face vertex property.
*/
void
InsertVertexIntoFace(
BSP_MFace & face,
const BSP_VertexInd & v1,
const BSP_VertexInd & v2,
const BSP_VertexInd & vi,
CSG_InterpolateUserFaceVertexDataFunc fv_split_func,
MT_Scalar epsilon
);
private :
void
InsertEdge(
const BSP_VertexInd &v1,
const BSP_VertexInd &v2,
const BSP_FaceInd &f,
std::vector<BSP_EdgeInd> &new_edges
);
// Private to insure heap instantiation.
BSP_CSGMesh(
);
std::vector<BSP_MVertex> *m_verts;
std::vector<BSP_MFace> *m_faces;
std::vector<BSP_MEdge> *m_edges;
// The face_vertex user data associated with this mesh
BSP_CSGUserData *m_fv_data;
// The face user data associated with this mesh -
// This is a buffer that maps directly to the face buffer.
// An index into the faces is alos an index into m_face_data
// for that face
BSP_CSGUserData *m_face_data;
MT_Vector3 m_bbox_min;
MT_Vector3 m_bbox_max;
};
#endif
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