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82 lines
3.0 KiB
C++
82 lines
3.0 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfVector3.h"
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namespace cvf {
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class GeometryBuilder;
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//==================================================================================================
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//
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// Generates 2D patches
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//
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//==================================================================================================
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class PatchGenerator
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{
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public:
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PatchGenerator();
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void setOrigin(const Vec3d& origin);
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void setAxes(const Vec3d& axisU, const Vec3d& axisV);
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void setExtent(double extentU, double extentV);
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void setSubdivisions(uint subdivU, uint subdivV);
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void setQuads(bool useQuads);
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void setWindingCCW(bool windingCCW);
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void generate(GeometryBuilder* builder);
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private:
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Vec3d m_origin; // Origin. Default (0, 0, 0)
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Vec3d m_axisU; // First axis of patch. Default is global X-axis
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Vec3d m_axisV; // Second axis of patch. Default is global Y-axis
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double m_extentU; // Extent along U axis
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double m_extentV; // Extent along V axis
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uint m_cellCountU; // Number of cells/quads in each direction. Default 1
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uint m_cellCountV; // :
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bool m_useQuads; // If true, quads will be generated, otherwise triangles. Default is quads
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bool m_windingCCW; // Winding of the generated quads. Controls which side of the patch will be front facing.
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};
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}
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