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/****************************************************************************
* mesh.h
*
* This module contains all defines, typedefs, and prototypes for MESH.CPP.
*
* from Persistence of Vision(tm) Ray Tracer version 3.6.
* Copyright 1991-2003 Persistence of Vision Team
* Copyright 2003-2004 Persistence of Vision Raytracer Pty. Ltd.
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray developers. There are strict rules
* regarding how you are permitted to use this file. These rules are contained
* in the distribution and derivative versions licenses which should have been
* provided with this file.
*
* These licences may be found online, linked from the end-user license
* agreement that is located at http://www.povray.org/povlegal.html
*---------------------------------------------------------------------------
* This program is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
*---------------------------------------------------------------------------
* $File: //depot/povray/3.6-release/source/mesh.h $
* $Revision: #2 $
* $Change: 2939 $
* $DateTime: 2004/07/04 13:43:26 $
* $Author: root $
* $Log$
*****************************************************************************/
#ifndef MESH_H
#define MESH_H
#include "bbox.h"
BEGIN_POV_NAMESPACE
/*****************************************************************************
* Global preprocessor defines
******************************************************************************/
#define MESH_OBJECT (PATCH_OBJECT+HIERARCHY_OK_OBJECT)
/*****************************************************************************
* Global typedefs
******************************************************************************/
typedef struct Mesh_Struct MESH;
typedef struct Mesh_Data_Struct MESH_DATA;
typedef struct Mesh_Triangle_Struct MESH_TRIANGLE;
struct Mesh_Struct
{
OBJECT_FIELDS
MESH_DATA *Data; /* Mesh data holding triangles. */
long Number_Of_Textures; /* Number of textures in the mesh. */
TEXTURE **Textures; /* Array of texture references. */
short has_inside_vector;
};
struct Mesh_Data_Struct
{
int References; /* Number of references to the mesh. */
long Number_Of_UVCoords; /* Number of UV coords in the mesh. */
long Number_Of_Normals; /* Number of normals in the mesh. */
long Number_Of_Triangles; /* Number of trinagles in the mesh. */
long Number_Of_Vertices; /* Number of vertices in the mesh. */
SNGL_VECT *Normals, *Vertices; /* Arrays of normals and vertices. */
UV_VECT *UVCoords; /* Array of UV coordinates */
MESH_TRIANGLE *Triangles; /* Array of triangles. */
BBOX_TREE *Tree; /* Bounding box tree for mesh. */
VECTOR Inside_Vect; /* vector to use to test 'inside' */
};
struct Mesh_Triangle_Struct
{
unsigned int Smooth:1; /* Is this a smooth triangle. */
unsigned int Dominant_Axis:2; /* Dominant axis. */
unsigned int vAxis:2; /* Axis for smooth triangle. */
unsigned int ThreeTex:1; /* Color Triangle Patch. */
long Normal_Ind; /* Index of unsmoothed triangle normal. */
long P1, P2, P3; /* Indices of triangle vertices. */
long Texture; /* Index of triangle texture. */
long Texture2, Texture3; /* Color Triangle Patch. */
long N1, N2, N3; /* Indices of smoothed triangle normals. */
long UV1, UV2, UV3; /* Indicies of UV coordinate vectors */
SNGL Distance; /* Distance of triangle along normal. */
SNGL_VECT Perp; /* Vector used for smooth triangles. */
};
/*****************************************************************************
* Global variables
******************************************************************************/
extern METHODS Mesh_Methods;
/*****************************************************************************
* Global functions
******************************************************************************/
MESH *Create_Mesh (void);
int Compute_Mesh_Triangle (MESH_TRIANGLE *Triangle, int Smooth, VECTOR P1, VECTOR P2, VECTOR P3, VECTOR S_Normal);
void Compute_Mesh_BBox (MESH *Mesh);
void Init_Mesh_Triangle (MESH_TRIANGLE *Triangle);
void Build_Mesh_BBox_Tree (MESH *Mesh);
void Test_Mesh_Opacity (MESH *Blob);
void Create_Mesh_Hash_Tables (void);
void Destroy_Mesh_Hash_Tables (void);
int Mesh_Hash_Vertex (int *Number_Of_Vertices, int *Max_Vertices, SNGL_VECT **Vertices, VECTOR Vertex);
int Mesh_Hash_Normal (int *Number_Of_Normals, int *Max_Normals, SNGL_VECT **Normals, VECTOR Normal);
int Mesh_Hash_Texture (int *Number_Of_Textures, int *Max_Textures, TEXTURE ***Textures, TEXTURE *Texture);
int Mesh_Hash_UV (int *Number, int *Max, UV_VECT **Elements, UV_VECT aPoint);
int Mesh_Degenerate (VECTOR P1, VECTOR P2, VECTOR P3);
void Initialize_Mesh_Code (void);
void Deinitialize_Mesh_Code (void);
int Mesh_Interpolate(VECTOR Weights, VECTOR IPoint, MESH *m, MESH_TRIANGLE *Triangle);
END_POV_NAMESPACE
#endif
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