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blender-archive/intern/bsp/intern/BSP_FragTree.h
Kent Mein f78de74b20 WooHoo me again ;)
I took out the following from the includes in the intern dir that still had
it:
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif

Kent
--
mein@cs.umn.edu
2002-12-26 18:25:17 +00:00

142 lines
2.9 KiB
C++
Executable File

/**
* $Id$
* ***** 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_FragTree_h
#define BSP_FragTree_h
class BSP_FragNode;
#include "MEM_SmartPtr.h"
#include "MEM_NonCopyable.h"
#include "BSP_MeshPrimitives.h"
class BSP_CSGMesh;
class BSP_MeshFragment;
class BSP_CSGISplitter;
class BSP_FragTree : public MEM_NonCopyable
{
public :
/**
* Create a new BSP_FragTree allocated
* on the heap for mesh. Note mesh will
* be divided up by this operation. If you
* want to retain the original mesh make a copy
* of it first.
*/
static
MEM_SmartPtr<BSP_FragTree>
New(
BSP_CSGMesh *mesh,
BSP_CSGISplitter & splitter
);
/**
* Push a mesh fragment down the tree,
* splitting the mesh as it goes.
* upon reaching leaves it puts polygons from fragments
* of type keep into the output fragment.
*/
void
Push(
BSP_MeshFragment *in_frag,
BSP_MeshFragment *output,
const BSP_Classification keep,
const BSP_Classification current,
const bool dominant,
BSP_CSGISplitter & splitter
);
void
Classify(
BSP_CSGMesh *mesh,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
BSP_CSGISplitter & splitter
);
~BSP_FragTree(
);
private :
friend class BSP_FragNode;
BSP_FragTree(
);
BSP_FragTree(
BSP_CSGMesh *mesh
);
void
Build(
BSP_MeshFragment * frag,
BSP_CSGISplitter & splitter
);
void
Classify(
BSP_MeshFragment * frag,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
const BSP_Classification current,
BSP_CSGISplitter & splitter
);
private :
/**
* pointer to the mesh for this tree.
* Tree is only valid whilst mesh is around.
*/
BSP_CSGMesh *m_mesh;
/**
* The node owned by this tree.
*/
MEM_SmartPtr<BSP_FragNode> m_node;
};
#endif