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📄 wmletnonmanifoldmesh.h

📁 3D Game Engine Design Source Code非常棒
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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 WMLETNONMANIFOLDMESH_H
#define WMLETNONMANIFOLDMESH_H

#include "WmlEdgeKey.h"
#include "WmlTriangleKey.h"
#include "WmlSmallSet.h"
#include <map>

namespace Wml
{

class WML_ITEM ETNonmanifoldMesh
{
public:
    // edge data types
    class Edge;
    typedef Edge* EPtr;
    typedef const Edge* ECPtr;
    typedef EPtr (*ECreator)(int,int);
    typedef std::map<EdgeKey,Edge*> EMap;
    typedef EMap::iterator EMapIterator;
    typedef EMap::const_iterator EMapCIterator;

    // triangle data types
    class Triangle;
    typedef Triangle* TPtr;
    typedef const Triangle* TCPtr;
    typedef TPtr (*TCreator)(int,int,int);
    typedef std::map<TriangleKey,Triangle*> TMap;
    typedef TMap::iterator TMapIterator;
    typedef TMap::const_iterator TMapCIterator;

    // edge object
    class WML_ITEM Edge
    {
    public:
        Edge (int iV0, int iV1);
        virtual ~Edge ();

        int V[2];
        SmallSet<Triangle*> T;
    };

    class WML_ITEM Triangle
    {
    public:
        Triangle (int iV0, int iV1, int iV2);
        virtual ~Triangle ();

        // vertices (V[0],V[1],V[2])
        int V[3];

        // adjacent edges
        // E[0] represents edge (V[0],V[1])
        // E[1] represents edge (V[1],V[2])
        // E[2] represents edge (V[2],V[0])
        EPtr E[3];
    };


    ETNonmanifoldMesh (ECreator oECreator = NULL, TCreator oTCreator = NULL);
    virtual ~ETNonmanifoldMesh ();

    // member access
    int GetEdgeQuantity () const;
    const EMap& GetEdges () const;
    int GetTriangleQuantity () const;
    const TMap& GetTriangles () const;

    // mesh manipulation
    TPtr InsertTriangle (int iV0, int iV1, int iV2);
    bool RemoveTriangle (int iV0, int iV1, int iV2);

    // topological operations
    bool IsManifold () const;
    bool IsClosed () const;
    bool IsConnected () const;

    // Extract a connected component from the mesh and remove all the
    // triangles of the component from the mesh.  This is useful for computing
    // the components in a very large mesh that uses a lot of memory.  The
    // intention is that the function is called until all components are
    // found.  The typical code is
    //
    //     ETNonmanifoldMesh kMesh = <some mesh>;
    //     int iITotalQuantity = 3*kMesh.GetTriangleQuantity();
    //     int* aiConnect = new int[iITotalQuantity];
    //     for (int iIQuantity = 0; iIQuantity < iITotalQuantity; /**/ )
    //     {
    //         int iCurrentIQuantity;
    //         int* aiCurrentConnect = aiConnect + iIQuantity;
    //         kMesh.RemoveComponent(iCurrentIQuantity,aiCurrentConnect);
    //         iIQuantity += iCurrentIQuantity;
    //     }
    void RemoveComponent (int& riIQuantity, int* aiConnect);

    void Print (const char* acFilename);

protected:
    static EPtr CreateEdge (int iV0, int iV1);
    ECreator m_oECreator;
    EMap m_kEMap;

    static TPtr CreateTriangle (int iV0, int iV1, int iV2);
    TCreator m_oTCreator;
    TMap m_kTMap;
};

#include "WmlETNonmanifoldMesh.inl"

}

#endif

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