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			64 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//##################################################################################################
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//
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//   Custom Visualization Core library
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//   Copyright (C) 2011-2012 Ceetron AS
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//    
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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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//##################################################################################################
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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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