📄 mgcbeziertriangle3.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 MGCBEZIERTRIANGLE3_H
#define MGCBEZIERTRIANGLE3_H
#include "MgcBezierTriangle.h"
#include "MgcColor.h"
#include "MgcVector2.h"
#include "MgcVector3.h"
class MgcBezierTriangle3 : public MgcBezierTriangle
{
MgcDeclareRTTI;
MgcDeclareStream;
public:
// Construction. MgcBezierTriangle3 accepts responsibility for deleting
// the input array.
MgcBezierTriangle3 (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:
MgcBezierTriangle3 ();
// precomputation
class BlockParameters
{
public:
unsigned int m_uiI0, m_uiI1, m_uiI2;
MgcVector3 m_aakXuu[3], m_aakXvv[3], m_aakXhh[3], m_kXuuu, m_kXuuv,
m_kXuvv, m_kXvvv, m_kXhhu, m_kXhhv;
MgcColor m_aakCuu[3], m_aakCvv[3], m_aakChh[3];
MgcVector2 m_aakTuu[3], m_aakTvv[3], m_aakThh[3];
};
void InitializePoints (const MgcVector3* akCtrlPoint,
BlockParameters& rkBP);
void InitializeNormals (const MgcVector3* akCtrlPoint,
BlockParameters& rkBP);
void InitializeColors (const MgcColor* akCtrlColor,
BlockParameters& rkBP);
void InitializeTextures (const MgcVector2* akCtrlTexture,
BlockParameters& rkBP);
// tessellation by recursive subdivision
// subdivide triangle with right angle at Lower Left corner
void SubdivideLL (unsigned int uiLevel, MgcReal fDSqr, MgcVector3* akX,
MgcVector3* akXu, MgcVector3* akXv, MgcColor* akColor,
MgcVector2* akTexture, BlockParameters& rkBP);
// subdivide triangle with right angle at Upper Right corner
void SubdivideUR (unsigned int uiLevel, MgcReal fDSqr, MgcVector3* akX,
MgcVector3* akXu, MgcVector3* akXv, MgcColor* akColor,
MgcVector2* akTexture, BlockParameters& rkBP);
};
MgcSmartPointer(MgcBezierTriangle3);
MgcRegisterStream(MgcBezierTriangle3);
#endif
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