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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /core/mesh.h
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
Initial 1.1.0 binary release
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+#include <vector>
+
+#include "core.h"
+#include "maths.h"
+
+struct Mesh
+{
+ void AddMesh(const Mesh& m);
+
+ uint32_t GetNumVertices() const { return uint32_t(m_positions.size()); }
+ uint32_t GetNumFaces() const { return uint32_t(m_indices.size()) / 3; }
+
+ void DuplicateVertex(uint32_t i);
+
+ void CalculateNormals();
+ void Transform(const Matrix44& m);
+ void Normalize(float s=1.0f); // scale so bounds in any dimension equals s and lower bound = (0,0,0)
+
+ void GetBounds(Vector3& minExtents, Vector3& maxExtents) const;
+
+ std::vector<Point3> m_positions;
+ std::vector<Vector3> m_normals;
+ std::vector<Vector2> m_texcoords[2];
+ std::vector<Colour> m_colours;
+
+ std::vector<uint32_t> m_indices;
+};
+
+// create mesh from file
+Mesh* ImportMeshFromObj(const char* path);
+Mesh* ImportMeshFromPly(const char* path);
+Mesh* ImportMeshFromBin(const char* path);
+
+// just switches on filename
+Mesh* ImportMesh(const char* path);
+
+// save a mesh in a flat binary format
+void ExportMeshToBin(const char* path, const Mesh* m);
+
+// create procedural primitives
+Mesh* CreateTriMesh(float size, float y=0.0f);
+Mesh* CreateCubeMesh();
+Mesh* CreateQuadMesh(float size, float y=0.0f);
+Mesh* CreateDiscMesh(float radius, uint32_t segments);
+Mesh* CreateTetrahedron(float ground=0.0f, float height=1.0f); //fixed but not used
+Mesh* CreateSphere(int slices, int segments, float radius = 1.0f);
+Mesh* CreateCapsule(int slices, int segments, float radius = 1.0f, float halfHeight = 1.0f);
+