📄 mgcbezierrectangle3.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 MGCBEZIERRECTANGLE3_H
#define MGCBEZIERRECTANGLE3_H
#include "MgcBezierRectangle.h"
#include "MgcColor.h"
#include "MgcVector2.h"
#include "MgcVector3.h"
class MgcBezierRectangle3 : public MgcBezierRectangle
{
MgcDeclareRTTI;
MgcDeclareStream;
public:
// Construction. MgcBezierRectangle3 accepts responsibility for deleting
// the input array.
MgcBezierRectangle3 (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:
MgcBezierRectangle3 ();
// precomputation
class BlockParameters
{
public:
unsigned int m_uiI00, m_uiI01, m_uiI10, m_uiI11;
// Xsss(0,0), Xsss(0,1), Xsss(1,0) = Xsss(0,0), Xsss(1,1) = Xsss(0,1)
MgcVector3 m_akXsss[2];
// Xttt(0,0), Xttt(1,0), Xttt(0,1) = Xttt(0,0), Xttt(1,1) = Xttt(1,0)
MgcVector3 m_akXttt[2];
// Xssstt(0,0), Xssstt(0,1), Xssstt(1,0) = Xssstt(0,0),
// Xssstt(1,1) = Xssstt(0,1)
MgcVector3 m_akXssstt[2];
// Xssttt(0,0), Xssttt(1,0), Xssttt(0,1) = Xssttt(0,0),
// Xssttt(1,1) = Xssttt(1,0)
MgcVector3 m_akXssttt[2];
MgcVector3 m_aakXss[2][2], m_aakXtt[2][2], m_aakXsstt[2][2],
m_aakXsst[2][2], m_aakXstt[2][2];
MgcColor m_aakCss[2][2], m_aakCtt[2][2], m_aakCsstt[2][2];
MgcVector2 m_aakTss[2][2], m_aakTtt[2][2], m_aakTsstt[2][2];
};
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
void Subdivide (unsigned int uiLevel, MgcReal fDSqr, MgcVector3* akX,
MgcVector3* akXs, MgcVector3* akXt, MgcColor* akColor,
MgcVector2* akTexture, BlockParameters& rkBP);
};
MgcSmartPointer(MgcBezierRectangle3);
MgcRegisterStream(MgcBezierRectangle3);
#endif
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