Work on IndexedSurfacePatch
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@ -39,25 +39,22 @@ namespace PolyVox
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IndexedSurfacePatch();
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~IndexedSurfacePatch();
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void addTriangle(const SurfaceVertex& v0,const SurfaceVertex& v1,const SurfaceVertex& v2);
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void fillVertexAndIndexData(std::vector<SurfaceVertex>& vecVertices, std::vector<uint32>& vecIndices);
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const std::vector<SurfaceVertex>& getVertices(void) const;
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std::vector<SurfaceVertex>& getVertices(void); //FIXME - non const version should be removed.
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const std::vector<uint32>& getIndices(void) const;
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uint32 getNoOfIndices(void) const;
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uint32 getNoOfNonUniformTrianges(void) const;
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uint32 getNoOfUniformTrianges(void) const;
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uint32 getNoOfVertices(void) const;
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std::vector<SurfaceVertex>& getRawVertexData(void); //FIXME - this shoudl be removed
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const std::vector<SurfaceVertex>& getVertices(void) const;
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const uint32 getNoOfIndices(void) const;
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const uint32 getNoOfVertices(void) const;
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void addTriangle(uint32 index0, uint32 index1, uint32 index2);
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uint32 addVertex(const SurfaceVertex& vertex);
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void clear(void);
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const bool isEmpty(void) const;
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unsigned short getNoNonUniformTrianges(void);
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unsigned short getNoUniformTrianges(void);
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Vector3DInt32 m_v3dRegionPosition;
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Vector3DInt32 m_v3dRegionPosition; //FIXME - remove this?
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public:
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private:
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std::vector<uint32> m_vecTriangleIndices;
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std::vector<SurfaceVertex> m_vecVertices;
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};
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@ -39,10 +39,6 @@ namespace PolyVox
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uint32 computeDecimatedBitmaskForSliceFromPrevious(BlockVolumeIterator<uint8>& volIter, uint8 uLevel, const Region& regSlice, const Vector3DFloat& offset, uint8 *bitmask, uint8 *previousBitmask);
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void generateDecimatedIndicesForSlice(BlockVolumeIterator<uint8>& volIter, uint8 uLevel, const Region& regSlice, IndexedSurfacePatch* singleMaterialPatch, const Vector3DFloat& offset, uint8* bitmask0, uint8* bitmask1, int32 vertexIndicesX0[],int32 vertexIndicesY0[],int32 vertexIndicesZ0[], int32 vertexIndicesX1[],int32 vertexIndicesY1[],int32 vertexIndicesZ1[]);
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void generateDecimatedVerticesForSlice(BlockVolumeIterator<uint8>& volIter, uint8 uLevel, Region& regSlice, const Vector3DFloat& offset, uint8* bitmask, IndexedSurfacePatch* singleMaterialPatch,int32 vertexIndicesX[],int32 vertexIndicesY[],int32 vertexIndicesZ[]);
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void generateDecimatedMeshDataForRegionSlow(BlockVolume<uint8>* volumeData, Region region, IndexedSurfacePatch* singleMaterialPatch);
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Vector3DFloat computeDecimatedNormal(BlockVolume<uint8>* volumeData, const Vector3DFloat& position, NormalGenerationMethod normalGenerationMethod);
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}
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#endif
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