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create/src/Mod/Mesh/App/WildMagic4/Wm4MeshSmoother.h
2011-10-10 13:44:52 +00:00

78 lines
2.3 KiB
C++

// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.0 (2006/06/28)
#ifndef WM4MESHSMOOTHER_H
#define WM4MESHSMOOTHER_H
#include "Wm4FoundationLIB.h"
#include "Wm4Vector3.h"
namespace Wm4
{
template <class Real>
class WM4_FOUNDATION_ITEM MeshSmoother
{
public:
// The caller is responsible for deleting the input arrays.
MeshSmoother (int iVQuantity, Vector3<Real>* akVertex, int iTQuantity,
const int* aiIndex);
virtual ~MeshSmoother ();
// For deferred construction and destruction. The caller is responsible
// for deleting the input arrays.
MeshSmoother ();
void Create (int iVQuantity, Vector3<Real>* akVertex, int iTQuantity,
const int* aiIndex);
void Destroy ();
// input values from the constructor
int GetVQuantity () const;
const Vector3<Real>* GetVertices () const;
int GetTQuantity () const;
const int* GetIndices () const;
// derived quantites from the input mesh
const Vector3<Real>* GetNormals () const;
const Vector3<Real>* GetMeans () const;
// Apply one iteration of the smoother. The input time is supported for
// applications where the surface evolution is time-dependent.
void Update (Real fTime = (Real)0.0);
protected:
virtual bool VertexInfluenced (int i, Real fTime);
virtual Real GetTangentWeight (int i, Real fTime);
virtual Real GetNormalWeight (int i, Real fTime);
int m_iVQuantity;
Vector3<Real>* m_akVertex;
int m_iTQuantity;
const int* m_aiIndex;
Vector3<Real>* m_akNormal;
Vector3<Real>* m_akMean;
int* m_aiNeighborCount;
};
typedef MeshSmoother<float> MeshSmootherf;
typedef MeshSmoother<double> MeshSmootherd;
}
#endif