reactphysics3d/src/collision/HalfEdgeStructure.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_HALF_EDGE_STRUCTURE_MESH_H
#define REACTPHYSICS3D_HALF_EDGE_STRUCTURE_MESH_H
// Libraries
#include "mathematics/mathematics.h"
#include <vector>
namespace reactphysics3d {
// Class HalfEdgeStructure
/**
* This class describes a polyhedron mesh made of faces and vertices.
* The faces do not have to be triangle. Note that the half-edge structure
* is only valid if the mesh is closed (each edge has two adjacent faces).
*/
class HalfEdgeStructure {
public:
struct Edge {
uint vertexIndex; // Index of the vertex at the end of the edge
uint twinEdgeIndex; // Index of the twin edge
uint faceIndex; // Adjacent face index of the edge
uint nextEdgeIndex; // Index of the next edge
};
struct Face {
uint edgeIndex; // Index of an half-edge of the face
};
struct Vertex {
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Vector3 point; // Coordinates of the vertex
uint edgeIndex; // Index of one edge emanting from this vertex
/// Constructor
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Vertex(Vector3& p) { point = p;}
};
private:
/// All the faces
std::vector<Face> mFaces;
/// All the vertices
std::vector<Vertex> mVertices;
/// All the half-edges
std::vector<Edge> mEdges;
public:
/// Constructor
HalfEdgeStructure() = default;
/// Destructor
~HalfEdgeStructure() = default;
/// Initialize the structure
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void init(std::vector<Vector3> vertices, std::vector<std::vector<uint>> faces);
/// Return the number of faces
uint getNbFaces() const;
/// Return the number of edges
uint getNbEdges() const;
/// Return the number of vertices
uint getNbVertices() const;
/// Return a given face
Face getFace(uint index) const;
/// Return a given edge
Edge getHalfEdge(uint index) const;
/// Retunr a given vertex
Vertex getVertex(uint index) const;
};
// Return the number of faces
inline uint HalfEdgeStructure::getNbFaces() const {
return mFaces.size();
}
// Return the number of edges
inline uint HalfEdgeStructure::getNbEdges() const {
return mEdges.size();
}
// Return the number of vertices
inline uint HalfEdgeStructure::getNbVertices() const {
return mVertices.size();
}
// Return a given face
inline HalfEdgeStructure::Face HalfEdgeStructure::getFace(uint index) const {
assert(index < mFaces.size());
return mFaces[index];
}
// Return a given edge
inline HalfEdgeStructure::Edge HalfEdgeStructure::getHalfEdge(uint index) const {
assert(index < mEdges.size());
return mEdges[index];
}
// Retunr a given vertex
inline HalfEdgeStructure::Vertex HalfEdgeStructure::getVertex(uint index) const {
assert(index < mVertices.size());
return mVertices[index];
}
}
#endif