📄 wmltrimesh.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 WMLTRIMESH_H
#define WMLTRIMESH_H
#include "WmlGeometry.h"
namespace Wml
{
class WML_ITEM TriMesh : public Geometry
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// Construction and destruction. TriMesh accepts responsibility for
// deleting the input arrays.
TriMesh (int iVertexQuantity, Vector3f* akVertex, Vector3f* akNormal,
ColorRGB* akColor, Vector2f* akTexture, int iTriangleQuantity,
int* aiConnect, Vector2f* akTexture1 = NULL,
Vector2f* akTexture2 = NULL, Vector2f* akTexture3 = NULL,
Vector2f* akTextureBump = NULL, VertexShader* pkVertexShader = NULL,
PixelShader* pkPixelShader = NULL);
virtual ~TriMesh ();
void Reconstruct (int iVertexQuantity, int iTriangleQuantity);
// The reconstruction allows you to change only individual arrays. You
// do this by passing in the current array pointers for any arrays you
// want to preserve.
void Reconstruct (int iVertexQuantity, Vector3f* akVertex,
Vector3f* akNormal, ColorRGB* akColor, Vector2f* akTexture,
int iTriangleQuantity, int* aiConnect, Vector2f* akTexture1 = NULL,
Vector2f* akTexture2 = NULL, Vector2f* akTexture3 = NULL,
Vector2f* akTextureBump = NULL);
// connectivity access
int* Connectivity ();
const int* Connectivity () const;
// triangle access
int GetTriangleQuantity () const;
void GetTriangle (int i, int& riV0, int& riV1, int& riV2) const;
void GetTriangle (int i, Vector3f& rkV0, Vector3f& rkV1,
Vector3f& rkV2) const;
// updates
virtual void UpdateModelNormals ();
// Picking support. The pick record stores the index of any triangle
// intersected by the ray. It stores the barycentric coordinates of
// the intersection point. This allows the application to compute
// interpolated vertex attributes as well as the actual point of
// intersection.
class WML_ITEM PickRecord : public Geometry::PickRecord
{
public:
PickRecord (TriMesh* pkObject, float fRayT, int iTriangle,
float fBary0, float fBary1, float fBary2);
// Index of the triangle that is intersected by the ray.
int m_iTriangle;
// Barycentric coordinates of the point of intersection. If b0, b1,
// and b2 are the values, then all are in [0,1] and b0+b1+b2=1.
float m_fBary0, m_fBary1, m_fBary2;
};
// The origin and direction of the ray must be in world coordinates. The
// application is responsible for deleting the pick records in the array.
virtual void DoPick (const Vector3f& rkOrigin,
const Vector3f& rkDirection, PickArray& rkResults);
protected:
TriMesh ();
// drawing
friend class BezierMesh;
friend class ScreenPolygon;
virtual void Draw (Renderer& rkRenderer);
// Picking support. The ray is in model-space coordinates. The function
// returns 'true' if and only if the ray intersects the triangle. When
// 'true', the intersection point's barycentric coordinates with respect
// to the triangle and ray parameter are returned.
static bool GetRayTriangleIntersection (const Vector3f& rkModelOrigin,
const Vector3f& rkModelDirection, const Vector3f& rkV0,
const Vector3f& rkV1, const Vector3f& rkV2, float& rfBary0,
float& rfBary1, float& rfBary2, float& rfRayT);
// triangles
int m_iTriangleQuantity;
int* m_aiConnect;
};
WmlSmartPointer(TriMesh);
WmlRegisterStream(TriMesh);
#include "WmlTriMesh.inl"
}
#endif
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