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📄 wmlbezierpatch.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 WMLBEZIERPATCH_H
#define WMLBEZIERPATCH_H

// This class exists solely to support BezierMesh.

#include "WmlTriMesh.h"

namespace Wml
{

class WML_ITEM BezierPatch : public Object
{
    WmlDeclareRTTI;
    WmlDeclareStream;

public:
    // abstract base class for specific type and degree patches
    virtual ~BezierPatch ();

    enum PatchType
    {
        PT_TRIANGLE,
        PT_RECTANGLE,
        PT_CYLINDER
    };

    virtual PatchType GetType () const = 0;

    // member access
    int GetDegree () const;
    int GetIndexQuantity () const;
    const int* Indices () const;

    // tessellation
    virtual void Tessellate (int iLevel, const Vector3f* akCtrlPoint,
        const ColorRGB* akCtrlColor, const Vector2f* akCtrlTexture,
        TriMesh* pkMesh, int& riVertexStart, int& riTriangleStart) = 0;

    // number of vertices/triangles generated by tessellation at given level
    virtual int GetVerticesPerPatch (int iLevel) const = 0;
    virtual int GetTrianglesPerPatch (int iLevel) const = 0;

protected:
    // Construction and destruction.  BezierPatch accepts responsibility
    // for deleting the input array.
    BezierPatch (int iDegree, int iIndexQuantity, int* aiIndex);

    BezierPatch ();

    int m_iDegree;
    int m_iIndexQuantity;
    int* m_aiIndex;
};

WmlSmartPointer(BezierPatch);
WmlRegisterStream(BezierPatch);
#include "WmlBezierPatch.inl"

}

#endif

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