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BSP_CSGMesh_CFIterator.h

/**
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */

#ifndef BSP_CSGMesh_CFIterator_h

#define BSP_CSGMesh_CFIterator_h

#include "BSP_CSGMesh.h"
#include "../extern/CSG_BooleanOps.h"
/**
 * This class defines 2 C style iterators over a CSG mesh, one for
 * vertices and 1 for faces. They conform to the iterator interface
 * defined in CSG_BooleanOps.h
 */

00043 struct BSP_CSGMesh_VertexIt {
      BSP_CSGMesh *mesh;
      BSP_MVertex * pos;
};


static
      void
BSP_CSGMesh_VertexIt_Destruct(
      CSG_VertexIteratorDescriptor * iterator
) {
      delete ((BSP_CSGMesh_VertexIt *)(iterator->it));
      iterator->it = NULL;
      iterator->Done = NULL;
      iterator->Fill = NULL;
      iterator->Reset = NULL;
      iterator->Step = NULL;
      iterator->num_elements = 0;
};


static
      int
BSP_CSGMesh_VertexIt_Done(
      CSG_IteratorPtr it
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;

      if (vertex_it->pos < &(*vertex_it->mesh->VertexSet().end())) return 0;
      return 1;
};

static
      void
BSP_CSGMesh_VertexIt_Fill(
      CSG_IteratorPtr it,
      CSG_IVertex *vert
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;
                  
      vertex_it->pos->m_pos.getValue(vert->position);
};

static
      void
BSP_CSGMesh_VertexIt_Step(
      CSG_IteratorPtr it
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;

      ++(vertex_it->pos);
};

static
      void
BSP_CSGMesh_VertexIt_Reset(
      CSG_IteratorPtr it
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_VertexIt * vertex_it = (BSP_CSGMesh_VertexIt *)it;
      vertex_it->pos = &vertex_it->mesh->VertexSet()[0];
};    

static
      void
BSP_CSGMeshVertexIt_Construct(
      BSP_CSGMesh *mesh,
      CSG_VertexIteratorDescriptor *output
){
      // user should have insured mesh is not equal to NULL.
      
      output->Done = BSP_CSGMesh_VertexIt_Done;
      output->Fill = BSP_CSGMesh_VertexIt_Fill;
      output->Step = BSP_CSGMesh_VertexIt_Step;
      output->Reset = BSP_CSGMesh_VertexIt_Reset;
      output->num_elements = mesh->VertexSet().size();
      
      BSP_CSGMesh_VertexIt * v_it = new BSP_CSGMesh_VertexIt;
      v_it->mesh = mesh;
      v_it->pos = &mesh->VertexSet()[0];
      output->it = v_it;
};                


/**
 * Face iterator.
 */

00134 struct BSP_CSGMesh_FaceIt {
      BSP_CSGMesh *mesh;
      BSP_MFace *pos;
      int face_triangle;
};


static
      void
BSP_CSGMesh_FaceIt_Destruct(
      CSG_FaceIteratorDescriptor *iterator
) {
      delete ((BSP_CSGMesh_FaceIt *)(iterator->it));
      iterator->it = NULL;
      iterator->Done = NULL;
      iterator->Fill = NULL;
      iterator->Reset = NULL;
      iterator->Step = NULL;
      iterator->num_elements = 0;
};


static
      int
BSP_CSGMesh_FaceIt_Done(
      CSG_IteratorPtr it
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_FaceIt * face_it = (BSP_CSGMesh_FaceIt *)it;

      if (face_it->pos < &(*face_it->mesh->FaceSet().end())) {
            if (face_it->face_triangle + 3 <= face_it->pos->m_verts.size()) {
                  return 0;
            }
      }
      return 1;
};

static
      void
BSP_CSGMesh_FaceIt_Fill(
      CSG_IteratorPtr it,
      CSG_IFace *face
){
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_FaceIt * face_it = (BSP_CSGMesh_FaceIt *)it;          
      // essentially iterating through a triangle fan here.

      if (face_it->pos->m_verts.size()>3) {
            // QUAD
            face->vertex_index[0] = int(face_it->pos->m_verts[0]);
            face->vertex_index[1] = int(face_it->pos->m_verts[1]);
            face->vertex_index[2] = int(face_it->pos->m_verts[2]);
            face->vertex_index[3] = int(face_it->pos->m_verts[3]);

            // Copy the user face data across - this does nothing
            // if there was no mesh user data.

            // time to change the iterator type to an integer...
            face_it->mesh->FaceData().Copy(
                        face->user_face_data,
                        int(face_it->pos - &face_it->mesh->FaceSet()[0]));
      
            // Copy face vertex data across...
            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[0],
                        face_it->pos->m_fv_data[0]);

            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[1],
                        face_it->pos->m_fv_data[1]);

            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[2],
                        face_it->pos->m_fv_data[2]);

            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[3],
                        face_it->pos->m_fv_data[3]);
            
            face->vertex_number = 4;
      }
      else {
            // TRIANGLE
            face->vertex_index[0] = int(face_it->pos->m_verts[0]);
            face->vertex_index[1] = int(face_it->pos->m_verts[1]);
            face->vertex_index[2] = int(face_it->pos->m_verts[2]);

            // Copy the user face data across - this does nothing
            // if there was no mesh user data.

            // time to change the iterator type to an integer...
            face_it->mesh->FaceData().Copy(
                        face->user_face_data,
                        int(face_it->pos - &face_it->mesh->FaceSet()[0]));
      
            // Copy face vertex data across...

            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[0],
                        face_it->pos->m_fv_data[0]);

            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[1],
                        face_it->pos->m_fv_data[1]);

            face_it->mesh->FaceVertexData().Copy(
                        face->user_face_vertex_data[2],
                        face_it->pos->m_fv_data[2]);

            face->vertex_number = 3;
      }
};

static
      void
BSP_CSGMesh_FaceIt_Step(
      CSG_IteratorPtr it
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_FaceIt * face_it = (BSP_CSGMesh_FaceIt *)it;          

      // safety guard
      if (face_it->pos < &(*face_it->mesh->FaceSet().end())) {

            //if (face_it->face_triangle + 3 < face_it->pos->m_verts.size()) {
            //    (face_it->face_triangle)++;
            //} else {
                  face_it->face_triangle = 0;
                  (face_it->pos) ++;
            //}
      }
};

static
      void
BSP_CSGMesh_FaceIt_Reset(
      CSG_IteratorPtr it
) {
      // assume CSG_IteratorPtr is of the correct type.
      BSP_CSGMesh_FaceIt * f_it = (BSP_CSGMesh_FaceIt *)it;       
      f_it->pos = &f_it->mesh->FaceSet()[0];
      f_it->face_triangle = 0;
};

static
      void
BSP_CSGMesh_FaceIt_Construct(
      BSP_CSGMesh * mesh,
      CSG_FaceIteratorDescriptor *output
) {

      output->Done = BSP_CSGMesh_FaceIt_Done;
      output->Fill = BSP_CSGMesh_FaceIt_Fill;
      output->Step = BSP_CSGMesh_FaceIt_Step;
      output->Reset = BSP_CSGMesh_FaceIt_Reset;

      output->num_elements = mesh->FaceSet().size();
      
      BSP_CSGMesh_FaceIt * f_it = new BSP_CSGMesh_FaceIt;
      f_it->mesh = mesh;
      f_it->pos = &mesh->FaceSet()[0];
      f_it->face_triangle = 0;

      output->it = f_it;

};


#endif


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