//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2013 Ceetron AS // // This library may be used under the terms of either the GNU General Public License or // the GNU Lesser General Public License as follows: // // GNU General Public License Usage // This library 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 3 of the License, or // (at your option) any later version. // // This library 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 at <> // for more details. // // GNU Lesser General Public License Usage // This library is free software; you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library 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 Lesser General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfArray.h" namespace cvf { //================================================================================================= // // Triangle Vertex Splitter Class // //================================================================================================= class TriangleVertexSplitter { public: TriangleVertexSplitter(double creaseAngle, const UIntValueArray& origTriangleIndices, const Vec3fValueArray& origVertexArray); ref triangleIndices(); ref vertexArray(); ref vertexNormals(); ref perVertexOriginalIndices(); // Per vertex (source) indices into origVertexArray private: void splitVertices(); uint processVertex(uint origVertexIndex, const Vec3f& faceNormal); bool isNormalDifferenceBelowThreshold(const Vec3f& n1, const Vec3f& n2); private: double m_creaseAngle; const UIntValueArray& m_origTriangleIndices; const Vec3fValueArray& m_origVertexArray; bool m_isComputed; ref m_triangleIndices; UIntArray m_origToUsedNodeMap; std::vector m_nextSplitVertexIdx; std::vector m_vertexArray; std::vector m_normalArray; }; }