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blender-archive/source/blender/freestyle/intern/geometry/Polygon.h
Jacques Lucke 91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00

232 lines
4.7 KiB
C++

/*
* 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to define a polygon
*/
#include <vector>
#include "Geom.h"
#include "GeomUtils.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
using namespace std;
namespace Freestyle {
namespace Geometry {
template<class Point> class Polygon {
public:
inline Polygon()
{
_id = 0;
userdata = 0;
userdata2 = 0;
}
inline Polygon(const vector<Point> &vertices)
{
_vertices = vertices;
computeBBox();
_id = 0;
userdata = 0;
userdata2 = 0;
}
inline Polygon(const Polygon<Point> &poly)
{
Point p;
for (typename vector<Point>::const_iterator it = poly.getVertices().begin();
it != poly.getVertices().end();
it++) {
p = *it;
_vertices.push_back(p);
}
_id = poly.getId();
poly.getBBox(_min, _max);
userdata = 0;
userdata2 = 0;
}
virtual ~Polygon()
{
}
//
// Accessors
//
/////////////////////////////////////////////////////////////////////////////
inline const vector<Point> &getVertices() const
{
return _vertices;
}
inline void getBBox(Point &min, Point &max) const
{
min = _min;
max = _max;
}
inline Point getBBoxCenter()
{
Point result;
result = (_min + _max) / 2;
return result;
}
inline Point getCenter()
{
Point result;
for (typename vector<Point>::iterator it = _vertices.begin(); it != _vertices.end(); it++) {
result += *it;
}
result /= _vertices.size();
return result;
}
inline unsigned getId() const
{
return _id;
}
//
// Modifiers
//
/////////////////////////////////////////////////////////////////////////////
inline void setVertices(const vector<Point> &vertices)
{
_vertices.clear();
Point p;
for (typename vector<Point>::const_iterator it = vertices.begin(); it != vertices.end();
it++) {
p = *it;
_vertices.push_back(p);
}
computeBBox();
}
inline void setId(unsigned id)
{
_id = id;
}
//
// Other methods
//
/////////////////////////////////////////////////////////////////////////////
inline void computeBBox()
{
if (_vertices.empty()) {
return;
}
_max = _vertices[0];
_min = _vertices[0];
for (typename vector<Point>::iterator it = _vertices.begin(); it != _vertices.end(); it++) {
for (unsigned int i = 0; i < Point::dim(); i++) {
if ((*it)[i] > _max[i]) {
_max[i] = (*it)[i];
}
if ((*it)[i] < _min[i]) {
_min[i] = (*it)[i];
}
}
}
}
// FIXME Is it possible to get rid of userdatas ?
void *userdata;
void *userdata2; // Used during ray casting
protected:
vector<Point> _vertices;
Point _min;
Point _max;
unsigned _id;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Geometry:Polygon")
#endif
};
//
// Polygon3r class
//
///////////////////////////////////////////////////////////////////////////////
class Polygon3r : public Polygon<Vec3r> {
public:
inline Polygon3r() : Polygon<Vec3r>()
{
}
inline Polygon3r(const vector<Vec3r> &vertices, const Vec3r &normal) : Polygon<Vec3r>(vertices)
{
setNormal(normal);
}
inline Polygon3r(const Polygon3r &poly) : Polygon<Vec3r>(poly), _normal(poly._normal)
{
}
virtual ~Polygon3r()
{
}
void setNormal(const Vec3r &normal)
{
_normal = normal;
}
inline Vec3r getNormal() const
{
return _normal;
}
/*! Check whether the Polygon intersects with the ray or not */
inline bool rayIntersect(const Vec3r &orig,
const Vec3r &dir,
real &t,
real &u,
real &v,
real epsilon = M_EPSILON) const
{
#if 0
if (_vertices.size() < 3) {
return false;
}
#endif
return GeomUtils::intersectRayTriangle(
orig, dir, _vertices[0], _vertices[1], _vertices[2], t, u, v, epsilon);
}
private:
Vec3r _normal;
};
} // end of namespace Geometry
} /* namespace Freestyle */