<html> <head> <title>Cal3D: coresubmesh.h Source File</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head> <body bgcolor="#ffffff"> <table width="100%" border="0" cellspacing="0" cellpadding="5" align="center"> <tr> <td class="md" align="center"> <small> <b>- Cal3D 0.11 API Reference -</b> </small> </td> </tr> </table> <br> <!-- Generated by Doxygen 1.5.9 --> <div class="navigation" id="top"> <div class="tabs"> <ul> <li><a href="index.html"><span>Main Page</span></a></li> <li><a href="pages.html"><span>Related Pages</span></a></li> <li><a href="annotated.html"><span>Classes</span></a></li> <li class="current"><a href="files.html"><span>Files</span></a></li> </ul> </div> <div class="tabs"> <ul> <li><a href="files.html"><span>File List</span></a></li> </ul> </div> <h1>coresubmesh.h</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//****************************************************************************//</span> <a name="l00002"></a>00002 <span class="comment">// coresubmesh.h //</span> <a name="l00003"></a>00003 <span class="comment">// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger //</span> <a name="l00004"></a>00004 <span class="comment">//****************************************************************************//</span> <a name="l00005"></a>00005 <span class="comment">// This library is free software; you can redistribute it and/or modify it //</span> <a name="l00006"></a>00006 <span class="comment">// under the terms of the GNU Lesser General Public License as published by //</span> <a name="l00007"></a>00007 <span class="comment">// the Free Software Foundation; either version 2.1 of the License, or (at //</span> <a name="l00008"></a>00008 <span class="comment">// your option) any later version. //</span> <a name="l00009"></a>00009 <span class="comment">//****************************************************************************//</span> <a name="l00010"></a>00010 <a name="l00011"></a>00011 <span class="preprocessor">#ifndef CAL_CORESUBMESH_H</span> <a name="l00012"></a>00012 <span class="preprocessor"></span><span class="preprocessor">#define CAL_CORESUBMESH_H</span> <a name="l00013"></a>00013 <span class="preprocessor"></span> <a name="l00014"></a>00014 <a name="l00015"></a>00015 <span class="preprocessor">#include "cal3d/global.h"</span> <a name="l00016"></a>00016 <span class="preprocessor">#include "cal3d/vector.h"</span> <a name="l00017"></a>00017 <a name="l00018"></a>00018 <a name="l00019"></a>00019 <span class="keyword">class </span>CalCoreSubMorphTarget; <a name="l00020"></a>00020 <a name="l00021"></a>00021 <a name="l00022"></a>00022 <span class="keyword">class </span>CAL3D_API CalCoreSubmesh <a name="l00023"></a>00023 { <a name="l00024"></a>00024 <span class="keyword">public</span>: <a name="l00025"></a>00025 <span class="keyword">struct </span>TextureCoordinate <a name="l00026"></a>00026 { <a name="l00027"></a>00027 <span class="keywordtype">float</span> u, v; <a name="l00028"></a>00028 }; <a name="l00029"></a>00029 <a name="l00030"></a>00030 <span class="keyword">struct </span>TangentSpace <a name="l00031"></a>00031 { <a name="l00032"></a>00032 <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a> tangent; <a name="l00033"></a>00033 <span class="keywordtype">float</span> crossFactor; <span class="comment">// To get the binormal, use ((N x T) * crossFactor)</span> <a name="l00034"></a>00034 }; <a name="l00035"></a>00035 <a name="l00036"></a>00036 <span class="keyword">struct </span>Influence <a name="l00037"></a>00037 { <a name="l00038"></a>00038 <span class="keywordtype">int</span> boneId; <a name="l00039"></a>00039 <span class="keywordtype">float</span> weight; <a name="l00040"></a>00040 }; <a name="l00041"></a>00041 <a name="l00042"></a>00042 <span class="keyword">struct </span>PhysicalProperty <a name="l00043"></a>00043 { <a name="l00044"></a>00044 <span class="keywordtype">float</span> weight; <a name="l00045"></a>00045 }; <a name="l00046"></a>00046 <a name="l00047"></a>00047 <span class="keyword">struct </span>Vertex <a name="l00048"></a>00048 { <a name="l00049"></a>00049 <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a> position; <a name="l00050"></a>00050 <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a> normal; <a name="l00051"></a>00051 std::vector<Influence> vectorInfluence; <a name="l00052"></a>00052 <span class="keywordtype">int</span> collapseId; <a name="l00053"></a>00053 <span class="keywordtype">int</span> faceCollapseCount; <a name="l00054"></a>00054 }; <a name="l00055"></a>00055 <a name="l00056"></a>00056 <span class="keyword">struct </span>Face <a name="l00057"></a>00057 { <a name="l00058"></a>00058 CalIndex vertexId[3]; <a name="l00059"></a>00059 }; <a name="l00060"></a>00060 <a name="l00062"></a><a class="code" href="structCalCoreSubmesh_1_1Spring.html">00062</a> <span class="keyword">struct </span><a class="code" href="structCalCoreSubmesh_1_1Spring.html" title="The core submesh Spring.">Spring</a> <a name="l00063"></a>00063 { <a name="l00064"></a>00064 <span class="keywordtype">int</span> vertexId[2]; <a name="l00065"></a>00065 <span class="keywordtype">float</span> springCoefficient; <a name="l00066"></a>00066 <span class="keywordtype">float</span> idleLength; <a name="l00067"></a>00067 }; <a name="l00068"></a>00068 <a name="l00069"></a>00069 <span class="keyword">public</span>: <a name="l00070"></a>00070 CalCoreSubmesh(); <a name="l00071"></a>00071 ~CalCoreSubmesh(); <a name="l00072"></a>00072 <a name="l00073"></a>00073 <span class="keywordtype">int</span> getCoreMaterialThreadId(); <a name="l00074"></a>00074 <span class="keywordtype">int</span> getFaceCount(); <a name="l00075"></a>00075 <span class="keywordtype">int</span> getLodCount(); <a name="l00076"></a>00076 <span class="keywordtype">int</span> getSpringCount(); <a name="l00077"></a>00077 std::vector<Face>& getVectorFace(); <a name="l00078"></a>00078 std::vector<PhysicalProperty>& getVectorPhysicalProperty(); <a name="l00079"></a>00079 std::vector<Spring>& getVectorSpring(); <a name="l00080"></a>00080 std::vector<std::vector<TangentSpace> >& getVectorVectorTangentSpace(); <a name="l00081"></a>00081 std::vector<std::vector<TextureCoordinate> >& getVectorVectorTextureCoordinate(); <a name="l00082"></a>00082 std::vector<Vertex>& getVectorVertex(); <a name="l00083"></a>00083 <span class="keywordtype">int</span> getVertexCount(); <a name="l00084"></a>00084 <span class="keywordtype">bool</span> isTangentsEnabled(<span class="keywordtype">int</span> mapId); <a name="l00085"></a>00085 <span class="keywordtype">bool</span> enableTangents(<span class="keywordtype">int</span> mapId, <span class="keywordtype">bool</span> enabled); <a name="l00086"></a>00086 <span class="keywordtype">bool</span> reserve(<span class="keywordtype">int</span> vertexCount, <span class="keywordtype">int</span> textureCoordinateCount, <span class="keywordtype">int</span> faceCount, <span class="keywordtype">int</span> springCount); <a name="l00087"></a>00087 <span class="keywordtype">void</span> setCoreMaterialThreadId(<span class="keywordtype">int</span> coreMaterialThreadId); <a name="l00088"></a>00088 <span class="keywordtype">bool</span> setFace(<span class="keywordtype">int</span> faceId, <span class="keyword">const</span> Face& face); <a name="l00089"></a>00089 <span class="keywordtype">void</span> setLodCount(<span class="keywordtype">int</span> lodCount); <a name="l00090"></a>00090 <span class="keywordtype">bool</span> setPhysicalProperty(<span class="keywordtype">int</span> vertexId, <span class="keyword">const</span> PhysicalProperty& physicalProperty); <a name="l00091"></a>00091 <span class="keywordtype">bool</span> setSpring(<span class="keywordtype">int</span> springId, <span class="keyword">const</span> <a class="code" href="structCalCoreSubmesh_1_1Spring.html" title="The core submesh Spring.">Spring</a>& spring); <a name="l00092"></a>00092 <span class="keywordtype">bool</span> setTangentSpace(<span class="keywordtype">int</span> vertexId, <span class="keywordtype">int</span> textureCoordinateId, <span class="keyword">const</span> <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a>& tangent, <span class="keywordtype">float</span> crossFactor); <a name="l00093"></a>00093 <span class="keywordtype">bool</span> setTextureCoordinate(<span class="keywordtype">int</span> vertexId, <span class="keywordtype">int</span> textureCoordinateId, <span class="keyword">const</span> TextureCoordinate& textureCoordinate); <a name="l00094"></a>00094 <span class="keywordtype">bool</span> setVertex(<span class="keywordtype">int</span> vertexId, <span class="keyword">const</span> Vertex& vertex); <a name="l00095"></a>00095 <span class="keywordtype">int</span> addCoreSubMorphTarget(CalCoreSubMorphTarget *pCoreSubMorphTarget); <a name="l00096"></a>00096 CalCoreSubMorphTarget *getCoreSubMorphTarget(<span class="keywordtype">int</span> <span class="keywordtype">id</span>); <a name="l00097"></a>00097 <span class="keywordtype">int</span> getCoreSubMorphTargetCount(); <a name="l00098"></a>00098 std::vector<CalCoreSubMorphTarget *>& getVectorCoreSubMorphTarget(); <a name="l00099"></a>00099 <span class="keywordtype">void</span> scale(<span class="keywordtype">float</span> factor); <a name="l00100"></a>00100 <a name="l00101"></a>00101 <span class="keyword">private</span>: <a name="l00102"></a>00102 <span class="keywordtype">void</span> UpdateTangentVector(<span class="keywordtype">int</span> v0, <span class="keywordtype">int</span> v1, <span class="keywordtype">int</span> v2, <span class="keywordtype">int</span> channel); <a name="l00103"></a>00103 <a name="l00104"></a>00104 <span class="keyword">private</span>: <a name="l00105"></a>00105 std::vector<Vertex> m_vectorVertex; <a name="l00106"></a>00106 std::vector<bool> m_vectorTangentsEnabled; <a name="l00107"></a>00107 std::vector<std::vector<TangentSpace> > m_vectorvectorTangentSpace; <a name="l00108"></a>00108 std::vector<std::vector<TextureCoordinate> > m_vectorvectorTextureCoordinate; <a name="l00109"></a>00109 std::vector<PhysicalProperty> m_vectorPhysicalProperty; <a name="l00110"></a>00110 std::vector<Face> m_vectorFace; <a name="l00111"></a>00111 std::vector<Spring> m_vectorSpring; <a name="l00112"></a>00112 std::vector<CalCoreSubMorphTarget *> m_vectorCoreSubMorphTarget; <a name="l00113"></a>00113 <span class="keywordtype">int</span> m_coreMaterialThreadId; <a name="l00114"></a>00114 <span class="keywordtype">int</span> m_lodCount; <a name="l00115"></a>00115 }; <a name="l00116"></a>00116 <a name="l00117"></a>00117 <span class="preprocessor">#endif</span> <a name="l00118"></a>00118 <span class="preprocessor"></span> <a name="l00119"></a>00119 <span class="comment">//****************************************************************************//</span> </pre></div></div> <hr> <center> <small> Generated at Fri Jul 24 21:14:57 2009 by <a href="http://gna.org/projects/cal3d/">The Cal3D Team</a> with <a href="http://www.doxygen.org/index.html"> Doxygen 1.5.9 </a> </small> </center> </body> </html>