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#ifndef __MINI_MESH_H
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#ifndef __GEOMETRY_TRIMESH_H__
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#define __MINI_MESH_H
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#define __GEOMETRY_TRIMESH_H__
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#include <CGLA/Mat4x4f.h>
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#include <CGLA/Mat4x4f.h>
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#include "IndexedFaceSet.h"
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#include "IndexedFaceSet.h"
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#include "Material.h"
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#include "Material.h"
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namespace Geometry
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namespace Geometry
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{
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{
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	/** \brief A Triangle Mesh struct. 
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	/** \brief A Triangle Mesh struct. 
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	    This struct contains three indexed face sets, one for geometry,
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	    This struct contains three indexed face sets, one for geometry,
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			textures, and normals. It also contains a vector of materials and a
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			textures, and normals. It also contains a vector of materials and a
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			vector of texture maps.
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			vector of texture maps.
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			A number of functions are defined allowing for rendering of the triangle
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			A number of functions are defined allowing for rendering of the triangle
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			mesh. */
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			mesh. */
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	class TriMesh 
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	class TriMesh 
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	{
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	{
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		public:
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		public:
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		// ------- DATA -------
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		// ------- DATA -------
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		/// Name of model
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		/// Name of model
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		std::string name;
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		std::string name;
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		/// Indexed face set for the actual geometry
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		/// Indexed face set for the actual geometry
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		IndexedFaceSet geometry;
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		IndexedFaceSet geometry;
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		/// Indexed face set for the normals
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		/// Indexed face set for the normals
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		IndexedFaceSet normals;
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		IndexedFaceSet normals;
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		/// Indexed face set for the texture coordinates.
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		/// Indexed face set for the texture coordinates.
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		IndexedFaceSet texcoords;
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		IndexedFaceSet texcoords;
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		/// Material indices for all faces
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		/// Material indices for all faces
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		std::vector<int> mat_idx;
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		std::vector<int> mat_idx;
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		/// Texture indices for all faces
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		/// Texture indices for all faces
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		std::vector<int> tex_idx;
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		std::vector<int> tex_idx;
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		/// Vector of materials
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		/// Vector of materials
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		std::vector<Material> materials;
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		std::vector<Material> materials;
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		// -------- FUNCTIONS -----------
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		// -------- FUNCTIONS -----------
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		/// Get an axis aligned bounding box for the model.
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		/// Get an axis aligned bounding box for the model.
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		bool get_bbox(CGLA::Vec3f& p0, CGLA::Vec3f& p7) const;
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		bool get_bbox(CGLA::Vec3f& p0, CGLA::Vec3f& p7) const;
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		/// Get a bounding sphere for the model.
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		/// Get a bounding sphere for the model.
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		bool get_bsphere(CGLA::Vec3f& c, float& r) const;
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		bool get_bsphere(CGLA::Vec3f& c, float& r) const;
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		/// Returns true if at least one normal has been defined.
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		/// Returns true if at least one normal has been defined.
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		bool has_normals() const 
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		bool has_normals() const 
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		{
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		{
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			return normals.no_faces()>0;
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			return normals.no_faces()>0;
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		}
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		}
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		/// Find a material from its name
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		/// Find a material from its name
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		int find_material(const std::string&) const;
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		int find_material(const std::string&) const;
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		/// Compute normals for the mesh. Does not check if there are normals.
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		/// Compute normals for the mesh. Does not check if there are normals.
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		void compute_normals();
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		void compute_normals();
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    /// Apply a transformation matrix to the mesh
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    /// Apply a transformation matrix to the mesh
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    void transform(CGLA::Mat4x4f m);
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    void transform(CGLA::Mat4x4f m);
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	};
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	};
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}
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}
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#endif
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#endif
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