📄 mgcbezierrectangleg.cpp
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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
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf
#include "MgcBezierRectangleG.h"
#include "MgcRTLib.h"
//----------------------------------------------------------------------------
MgcBezierRectangleG::MgcBezierRectangleG (unsigned int uiDegree,
MgcVector3* akCtrlPoint)
:
MgcBezierPatchG(uiDegree,(uiDegree+1)*(uiDegree+1),akCtrlPoint)
{
}
//----------------------------------------------------------------------------
void MgcBezierRectangleG::Initialize (unsigned int uiLevel, bool bWantNormals)
{
// vertices V = (2^L+1)^2
unsigned int uiTwoPowL = (1 << uiLevel);
unsigned int uiTwoPowLPlusOne = uiTwoPowL + 1;
m_uiVertexQuantity = uiTwoPowLPlusOne*uiTwoPowLPlusOne;
delete[] m_akVertex;
m_akVertex = new MgcVector3[m_uiVertexQuantity];
// normals
delete[] m_akNormal;
if ( bWantNormals )
m_akNormal = new MgcVector3[m_uiVertexQuantity];
// triangles T = 2*4^L
m_uiTriangleQuantity = 2*(1 << 2*uiLevel);
delete[] m_auiConnect;
m_auiConnect = new unsigned int[3*m_uiTriangleQuantity];
// generate connectivity
unsigned int* puiConnect = m_auiConnect;
for (unsigned int uiY = 0, uiYStart = 0; uiY < uiTwoPowL; uiY++)
{
unsigned int uiI0 = uiYStart;
uiYStart += uiTwoPowLPlusOne;
unsigned int uiI1 = uiI0 + 1;
unsigned int uiI2 = uiYStart;
unsigned int uiI3 = uiI2 + 1;
for (unsigned int uiX = 0; uiX < uiTwoPowL; uiX++)
{
*puiConnect++ = uiI0;
*puiConnect++ = uiI1;
*puiConnect++ = uiI2;
*puiConnect++ = uiI1;
*puiConnect++ = uiI3;
*puiConnect++ = uiI2;
uiI0++;
uiI1++;
uiI2++;
uiI3++;
}
}
}
//----------------------------------------------------------------------------
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