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📄 mgcgptrimesh.inl

📁 《3D游戏引擎设计》的源码
💻 INL
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

//---------------------------------------------------------------------------
inline MgcGPTriMesh::EdgeRecord::EdgeRecord ()
{
    m_uiVertex[0] = INVALID_INDEX;
    m_uiVertex[1] = INVALID_INDEX;
    m_uiTriangle[0] = INVALID_INDEX;
    m_uiTriangle[1] = INVALID_INDEX;
}
//---------------------------------------------------------------------------
inline MgcGPTriMesh::TriangleRecord::TriangleRecord ()
{
    m_uiVertex[0] = INVALID_INDEX;
    m_uiVertex[1] = INVALID_INDEX;
    m_uiVertex[2] = INVALID_INDEX;
    m_uiEdge[0] = INVALID_INDEX;
    m_uiEdge[1] = INVALID_INDEX;
    m_uiEdge[2] = INVALID_INDEX;
}
//---------------------------------------------------------------------------
inline unsigned int& MgcGPTriMesh::EdgeRecord::Vertex (int i)
{
    // assert( i < 2 );
    return m_uiVertex[i];
}
//---------------------------------------------------------------------------
inline unsigned int& MgcGPTriMesh::EdgeRecord::Triangle (int i)
{
    // assert( i < 2 );
    return m_uiTriangle[i];
}
//---------------------------------------------------------------------------
inline int MgcGPTriMesh::EdgeRecord::GetVertexIndex (unsigned int uiV)
{
    for (int i = 0; i < 2; i++)
    {
        if ( m_uiVertex[i] == uiV )
            return i;
    }
    return -1;
}
//---------------------------------------------------------------------------
inline int MgcGPTriMesh::EdgeRecord::GetTriangleIndex (unsigned int uiT)
{
    for (int i = 0; i < 2; i++)
    {
        if ( m_uiTriangle[i] == uiT )
            return i;
    }
    return -1;
}
//---------------------------------------------------------------------------
inline unsigned int& MgcGPTriMesh::TriangleRecord::Vertex (int i)
{
    // assert( i < 3 );
    return m_uiVertex[i];
}
//---------------------------------------------------------------------------
inline unsigned int& MgcGPTriMesh::TriangleRecord::Edge (int i)
{
    // assert( i < 3 );
    return m_uiEdge[i];
}
//---------------------------------------------------------------------------
inline int MgcGPTriMesh::TriangleRecord::GetVertexIndex (unsigned int uiV)
{
    for (int i = 0; i < 3; i++)
    {
        if ( m_uiVertex[i] == uiV )
            return i;
    }
    return -1;
}
//---------------------------------------------------------------------------
inline int MgcGPTriMesh::TriangleRecord::GetEdgeIndex (unsigned int uiE)
{
    for (int i = 0; i < 3; i++)
    {
        if ( m_uiEdge[i] == uiE )
            return i;
    }
    return -1;
}
//---------------------------------------------------------------------------
inline unsigned int MgcGPTriMesh::GetVertexQuantity () const
{
    return m_uiVertexQuantity;
}
//---------------------------------------------------------------------------
inline unsigned int MgcGPTriMesh::GetVerticesUsed () const
{
    return m_uiVerticesUsed;
}
//---------------------------------------------------------------------------
inline MgcVector3& MgcGPTriMesh::Vertex (unsigned int uiV) const
{
    return m_akVertex[uiV];
}
//---------------------------------------------------------------------------
inline MgcVector3& MgcGPTriMesh::Normal (unsigned int uiV) const
{
    return m_akNormal[uiV];
}
//---------------------------------------------------------------------------
inline MgcColor& MgcGPTriMesh::Color (unsigned int uiV) const
{
    return m_akColor[uiV];
}
//---------------------------------------------------------------------------
inline MgcVector2& MgcGPTriMesh::Texture (unsigned int uiV) const
{
    return m_akTexture[uiV];
}
//---------------------------------------------------------------------------
inline MgcVector3* MgcGPTriMesh::GetVertices () const
{
    return m_akVertex.GetStorage();
}
//---------------------------------------------------------------------------
inline MgcVector3* MgcGPTriMesh::GetNormals () const
{
    return m_akNormal.GetStorage();
}
//---------------------------------------------------------------------------
inline MgcColor* MgcGPTriMesh::GetColors () const
{
    return m_akColor.GetStorage();
}
//---------------------------------------------------------------------------
inline MgcVector2* MgcGPTriMesh::GetTextures () const
{
    return m_akTexture.GetStorage();
}
//---------------------------------------------------------------------------
inline bool MgcGPTriMesh::HasNormals () const
{
    return m_bHasNormals;
}
//---------------------------------------------------------------------------
inline bool MgcGPTriMesh::HasColors () const
{
    return m_bHasColors;
}
//---------------------------------------------------------------------------
inline bool MgcGPTriMesh::HasTextures () const
{
    return m_bHasTextures;
}
//---------------------------------------------------------------------------
inline unsigned int MgcGPTriMesh::GetEdgeQuantity () const
{
    return m_uiEdgeQuantity;
}
//---------------------------------------------------------------------------
inline unsigned int MgcGPTriMesh::GetEdgesUsed () const
{
    return m_uiEdgesUsed;
}
//---------------------------------------------------------------------------
inline MgcGPTriMesh::EdgeRecord& MgcGPTriMesh::Edge (unsigned int uiE) const
{
    return m_akEdge[uiE];
}
//---------------------------------------------------------------------------
inline unsigned int MgcGPTriMesh::GetTriangleQuantity () const
{
    return m_uiTriangleQuantity;
}
//---------------------------------------------------------------------------
inline unsigned int MgcGPTriMesh::GetTrianglesUsed () const
{
    return m_uiTrianglesUsed;
}
//---------------------------------------------------------------------------
inline MgcGPTriMesh::TriangleRecord& MgcGPTriMesh::Triangle (
    unsigned int uiT) const
{
    return m_akTriangle[uiT];
}
//---------------------------------------------------------------------------
inline const MgcPlane& MgcGPTriMesh::GetFacetPlane (unsigned int uiT) const
{
    return m_akFacetPlane[uiT];
}
//---------------------------------------------------------------------------

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