git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
// Wild Magic Source Code
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// David Eberly
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// http://www.geometrictools.com
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// Copyright (c) 1998-2007
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or (at
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// your option) any later version. The license is available for reading at
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// either of the locations:
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// http://www.gnu.org/copyleft/lgpl.html
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// http://www.geometrictools.com/License/WildMagicLicense.pdf
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// The license applies to versions 0 through 4 of Wild Magic.
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//
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// Version: 4.0.0 (2006/06/28)
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#ifndef WM4MESHSMOOTHER_H
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#define WM4MESHSMOOTHER_H
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#include "Wm4FoundationLIB.h"
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#include "Wm4Vector3.h"
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namespace Wm4
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{
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template <class Real>
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class WM4_FOUNDATION_ITEM MeshSmoother
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{
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public:
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// The caller is responsible for deleting the input arrays.
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MeshSmoother (int iVQuantity, Vector3<Real>* akVertex, int iTQuantity,
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const int* aiIndex);
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virtual ~MeshSmoother ();
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// For deferred construction and destruction. The caller is responsible
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// for deleting the input arrays.
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MeshSmoother ();
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void Create (int iVQuantity, Vector3<Real>* akVertex, int iTQuantity,
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const int* aiIndex);
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void Destroy ();
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// input values from the constructor
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int GetVQuantity () const;
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const Vector3<Real>* GetVertices () const;
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int GetTQuantity () const;
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const int* GetIndices () const;
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// derived quantites from the input mesh
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const Vector3<Real>* GetNormals () const;
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const Vector3<Real>* GetMeans () const;
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// Apply one iteration of the smoother. The input time is supported for
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// applications where the surface evolution is time-dependent.
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void Update (Real fTime = (Real)0.0);
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protected:
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virtual bool VertexInfluenced (int i, Real fTime);
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virtual Real GetTangentWeight (int i, Real fTime);
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virtual Real GetNormalWeight (int i, Real fTime);
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int m_iVQuantity;
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Vector3<Real>* m_akVertex;
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int m_iTQuantity;
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const int* m_aiIndex;
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Vector3<Real>* m_akNormal;
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Vector3<Real>* m_akMean;
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int* m_aiNeighborCount;
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};
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typedef MeshSmoother<float> MeshSmootherf;
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typedef MeshSmoother<double> MeshSmootherd;
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}
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#endif
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