📄 wmlbasicmesh.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLBASICMESH_H
#define WMLBASICMESH_H
#include "WmlVector3.h"
namespace Wml
{
class BasicMesh
{
public:
// The caller is responsible for deleting the input arrays. The void*
// input is typically vertices, but can be any data type you prefer.
BasicMesh (int iVQuantity, void* akPoint, int iTQuantity,
const int* aiConnect);
virtual ~BasicMesh ();
class Vertex
{
public:
Vertex ();
~Vertex ();
enum { MV_CHUNK = 8 };
void InsertEdge (int iV, int iE);
void InsertTriangle (int iT);
int VQuantity;
int* V;
int* E;
int TQuantity;
int* T;
};
class Edge
{
public:
Edge ();
int V[2];
int T[2];
};
class Triangle
{
public:
Triangle ();
int V[3];
int E[3];
int T[3];
};
// member access
int GetVQuantity () const;
int GetEQuantity () const;
int GetTQuantity () const;
void* GetPoints () const;
const int* GetConnectivity () const;
const Vertex* GetVertices () const;
const Edge* GetEdges () const;
const Triangle* GetTriangles () const;
protected:
int m_iVQuantity, m_iEQuantity, m_iTQuantity;
void* m_akPoint;
const int* m_aiConnect;
Vertex* m_akVertex;
Edge* m_akEdge;
Triangle* m_akTriangle;
};
}
#endif
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