📄 mgcbezierrectangle2.h
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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
#ifndef MGCBEZIERRECTANGLE2_H
#define MGCBEZIERRECTANGLE2_H
#include "MgcBezierRectangle.h"
#include "MgcColor.h"
#include "MgcVector2.h"
#include "MgcVector3.h"
class MgcBezierRectangle2 : public MgcBezierRectangle
{
MgcDeclareRTTI;
MgcDeclareStream;
public:
// Construction. MgcBezierRectangle2 accepts responsibility for deleting
// the input array.
MgcBezierRectangle2 (unsigned int* auiIndex);
// tessellation
virtual void Tessellate (unsigned int uiLevel,
const MgcVector3* akCtrlPoint, const MgcColor* akCtrlColor,
const MgcVector2* akCtrlTexture, MgcTriMesh* pkMesh,
unsigned int& ruiVertexStart, unsigned int& ruiTriangleStart);
protected:
MgcBezierRectangle2 ();
// precomputation
class BlockParameters
{
public:
unsigned int m_uiI00, m_uiI01, m_uiI10, m_uiI11;
// Vss(0,0), Vss(0,1), Vss(1,0) = Vss(0,0), Vss(1,1) = Vss(0,1)
MgcVector3 m_akXss[2];
MgcColor m_akCss[2];
MgcVector2 m_akTss[2];
// Vtt(0,0), Vtt(1,0), Vtt(0,1) = Vtt(0,0), Vtt(1,1) = Vtt(1,0)
MgcVector3 m_akXtt[2];
MgcColor m_akCtt[2];
MgcVector2 m_akTtt[2];
// Xsst(0,0), Xsst(0,1), Xsst(1,0) = Xsst(0,0), Xsst(1,1) = Xsst(0,1)
MgcVector3 m_akXsst[2];
// Xstt(0,0), Xstt(1,0), Xstt(0,1) = Xstt(0,0), Xstt(1,1) = Xstt(1,0)
MgcVector3 m_akXstt[2];
};
void InitializePoints (const MgcVector3* akCtrlPoint, MgcVector3& rkXsstt,
BlockParameters& rkBP);
void InitializeNormals (const MgcVector3* akCtrlPoint,
BlockParameters& rkBP);
void InitializeColors (const MgcColor* akCtrlColor, MgcColor& rkCsstt,
BlockParameters& rkBP);
void InitializeTextures (const MgcVector2* akCtrlTexture,
MgcVector2& rkTsstt, BlockParameters& rkBP);
// tessellation by recursive subdivision
void Subdivide (unsigned int uiLevel, MgcReal fDSqr, MgcVector3* akX,
MgcVector3* akXs, MgcVector3* akXt, MgcColor* akColor,
MgcVector2* akTexture, MgcVector3& rkXsstt, MgcColor& rkCsstt,
MgcVector2& rkTsstt, BlockParameters& rkBP);
};
MgcSmartPointer(MgcBezierRectangle2);
MgcRegisterStream(MgcBezierRectangle2);
#endif
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