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📄 mgcbsptree.h

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

// Creation of a BSP tree from a list of triangles.  The internal nodes of
// the tree are MgcBspNode objects and store the coplanar triangles (if any)
// of the splitting planes.

#include "MgcBspNode.h"
#include "MgcTClassList.h"
class MgcColor;
class MgcVector2;
class MgcVector3;


class MgcBspTree : public MgcBspNode
{
    MgcDeclareRTTI;
    MgcDeclareStream;

public:
    class Triangle
    {
    public:
        Triangle ();

        MgcVector3 m_akVertex[3];
        MgcVector3* m_apkNormal[3];
        MgcColor* m_apkColor[3];
        MgcVector2* m_apkTexture[3];
    };

    typedef MgcTClassList<Triangle*> TriangleList;

    // Construction.  The input list is consumed by the construction, so the
    // application should keep a copy of the list if it needs to be used
    // elsewhere.
    MgcBspTree (TriangleList& rkList);

protected:
    MgcBspTree ();

    void CreateTree (TriangleList& rkList);

    void SplitTriangle (Triangle* pkTri, TriangleList& rkPositive,
        TriangleList& rkNegative, TriangleList& rkCoincident);

    void ClipTriangle (int i0, int i1, int i2, Triangle* pkTri,
        MgcReal afDistance[3], TriangleList& rkPositive,
        TriangleList& rkNegative);

    void AddTriangle (TriangleList& rkList, const MgcVector3& rkV0,
        const MgcVector3& rkV1, const MgcVector3& rkV2, bool bHasNormals,
        const MgcVector3* pkN0, const MgcVector3* pkN1,
        const MgcVector3* pkN2, bool bHasColors, const MgcColor* pkC0,
        const MgcColor* pkC1, const MgcColor* pkC2, bool bHasTextures,
        const MgcVector2* pkT0, const MgcVector2* pkT1,
        const MgcVector2* pkT2);
};

MgcSmartPointer(MgcBspTree);
MgcRegisterStream(MgcBspTree);

#endif

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