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📄 mgcbeziermesh.h

📁 《3D游戏引擎设计》的源码
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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 MGCBEZIERMESH_H
#define MGCBEZIERMESH_H

#include "MgcGeometry.h"
#include "MgcBezierPatch.h"


class MgcBezierMesh : public MgcGeometry
{
    MgcDeclareRTTI;
    MgcDeclareStream;

public:
    // Construction and destruction.  MgcBezierMesh accepts responsibility
    // for deleting the input arrays.
    MgcBezierMesh (unsigned int uiCtrlQuantity, MgcVector3* akCtrlVertex,
        bool bUseNormals, MgcColor* akCtrlColor, MgcVector2* akCtrlTexture,
        unsigned int uiPatchQuantity, MgcBezierPatchPtr* aspkPatch);

    virtual ~MgcBezierMesh ();

    // patch access
    unsigned int GetPatchQuantity () const;
    MgcBezierPatchPtr* Patches ();
    const MgcBezierPatchPtr* Patches () const;
    MgcBezierPatchPtr Patch (unsigned int uiI);
    const MgcBezierPatchPtr Patch (unsigned int uiI) const;

    // mesh access
    MgcTriMesh* GetMesh ();

    // tessellation
    void Tessellate (unsigned int uiLevel);
    unsigned int GetTessellationLevel () const;

    // updates
    virtual void UpdateModelNormals ();

protected:
    MgcBezierMesh ();

    // render state updates
    virtual void UpdateRenderState (MgcRenderState* apkState[]);

    // drawing
    virtual void Draw (MgcRenderer& rkRenderer);

    // tessellation
    void GetMeshQuantities (unsigned int uiLevel,
        unsigned int& uiVertexQuantity, unsigned int& uiTriangleQuantity);

    // patch information
    unsigned int m_uiPatchQuantity;
    unsigned int m_uiTrianglePatchQuantity;
    unsigned int m_uiRectanglePatchQuantity;
    unsigned int m_uiCylinderPatchQuantity;
    MgcBezierPatchPtr* m_aspkPatch;

    // tessellation
    MgcTriMesh* m_pkMesh;
    unsigned int m_uiLevel;
};

MgcSmartPointer(MgcBezierMesh);
MgcRegisterStream(MgcBezierMesh);
#include "MgcBezierMesh.inl"

#endif

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