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NXU_hull.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\NxuStream2\include\NXU_hull.h
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#ifndef HULL_LIB_H #define HULL_LIB_H /*---------------------------------------------------------------------- Copyright (c) 2004 Open Dynamics Framework Group www.physicstools.org All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. Neither the name of the Open Dynamics Framework Group nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -----------------------------------------------------------------------*/ // This define is used when moving this source to various tools libraries #define HULL_NAMESPACE NXU #ifdef HULL_NAMESPACE namespace HULL_NAMESPACE { #endif class HullResult { public: HullResult(void) { mPolygons = true; mNumOutputVertices = 0; mOutputVertices = 0; mNumFaces = 0; mNumIndices = 0; mIndices = 0; } bool mPolygons; // true if indices represents polygons, false indices are triangles unsigned int mNumOutputVertices; // number of vertices in the output hull float *mOutputVertices; // array of vertices, 3 floats each x,y,z unsigned int mNumFaces; // the number of faces produced unsigned int mNumIndices; // the total number of indices unsigned int *mIndices; // pointer to indices. // If triangles, then indices are array indexes into the vertex list. // If polygons, indices are in the form (number of points in face) (p1, p2, p3, ..) etc.. }; enum HullFlag { QF_TRIANGLES = (1<<0), // report results as triangles, not polygons. QF_REVERSE_ORDER = (1<<1), // reverse order of the triangle indices. QF_SKIN_WIDTH = (1<<2), // extrude hull based on this skin width QF_DEFAULT = 0 }; class HullDesc { public: HullDesc(void) { mFlags = QF_DEFAULT; mVcount = 0; mVertices = 0; mVertexStride = 0; mNormalEpsilon = 0.001f; mMaxVertices = 4096; // maximum number of points to be considered for a convex hull. mSkinWidth = 0.01f; // default is one centimeter }; HullDesc(HullFlag flag, unsigned int vcount, const float *vertices, unsigned int stride) { mFlags = flag; mVcount = vcount; mVertices = vertices; mVertexStride = stride; mNormalEpsilon = 0.001f; mMaxVertices = 4096; mSkinWidth = 0.01f; // default is one centimeter } bool HasHullFlag(HullFlag flag) const { if ( mFlags & flag ) return true; return false; } void SetHullFlag(HullFlag flag) { mFlags|=flag; } void ClearHullFlag(HullFlag flag) { mFlags&=~flag; } unsigned int mFlags; // flags to use when generating the convex hull. unsigned int mVcount; // number of vertices in the input point cloud const float *mVertices; // the array of vertices. unsigned int mVertexStride; // the stride of each vertex, in bytes. float mNormalEpsilon; // the epsilon for removing duplicates. This is a normalized value, if normalized bit is on. float mSkinWidth; unsigned int mMaxVertices; // maximum number of vertices to be considered for the hull! }; enum HullError { QE_OK, // success! QE_FAIL // failed. }; // This class is used when converting a convex hull into a triangle mesh. class ConvexHullVertex { public: float mPos[3]; float mNormal[3]; float mTexel[2]; }; // A virtual interface to receive the triangles from the convex hull. class ConvexHullTriangleInterface { protected: virtual ~ConvexHullTriangleInterface(){}; public: virtual void ConvexHullTriangle(const ConvexHullVertex &v1,const ConvexHullVertex &v2,const ConvexHullVertex &v3) = 0; }; class HullLibrary { public: HullError CreateConvexHull(const HullDesc &desc, // describes the input request HullResult &result); // contains the resulst HullError ReleaseResult(HullResult &result); // release memory allocated for this result, we are done with it. HullError CreateTriangleMesh(HullResult &answer,ConvexHullTriangleInterface *iface); private: float ComputeNormal(float *n,const float *A,const float *B,const float *C); void AddConvexTriangle(ConvexHullTriangleInterface *callback,const float *p1,const float *p2,const float *p3); void BringOutYourDead(const float *verts,unsigned int vcount, float *overts,unsigned int &ocount,unsigned int *indices,unsigned indexcount); bool CleanupVertices(unsigned int svcount, const float *svertices, unsigned int stride, unsigned int &vcount, // output number of vertices float *vertices, // location to store the results. float normalepsilon, float *scale); }; #ifdef HULL_NAMESPACE }; #endif #endif
NXU_hull.h
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