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📄 mgcbeziercylinder.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 MGCBEZIERCYLINDER_H
#define MGCBEZIERCYLINDER_H

#include "MgcBezierPatch.h"


class MgcBezierCylinder : public MgcBezierPatch
{
    MgcDeclareRTTI;
    MgcDeclareStream;

public:
    virtual PatchType GetType () const { return PT_CYLINDER; }

    // The 'level' parameter in the tessellation controls the number of
    // subdivisions of the boundary curves.  The 'cylinder level' parameter
    // controls the number of subdivisions of the cylinder edges (default
    // value is 0).
    unsigned int& CylinderLevel ();

protected:
    // Construction.  MgcBezierCylinder accepts responsibility for deleting
    // the input array.  The control point indices for the two boundary
    // curves are stored in the input array.
    MgcBezierCylinder (unsigned int uiDegree, unsigned int uiIndexQuantity,
        unsigned int* auiIndex);

    MgcBezierCylinder ();

    // tessellation
    void GenerateConnectivity (unsigned int uiLevel, MgcTriMesh* pkMesh,
        unsigned int& ruiTriangleStart);

    unsigned int m_uiCylinderLevel;
};

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

#endif

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