/****************************************************************************
* mesh.h
*
* This module contains all defines, typedefs, and prototypes for MESH.C.
*
* from Persistence of Vision(tm) Ray Tracer
* Copyright 1996 Persistence of Vision Team
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray Team. There are strict rules under
* which you are permitted to use this file. The rules are in the file
* named POVLEGAL.DOC which should be distributed with this file. If
* POVLEGAL.DOC is not available or for more info please contact the POV-Ray
* Team Coordinator by leaving a message in CompuServe's Graphics Developer's
* Forum. The latest version of POV-Ray may be found there as well.
*
* This program is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
*
*****************************************************************************/
#ifndef MESH_H
#define MESH_H
#include "bbox.h"
/*****************************************************************************
* Global preprocessor defines
******************************************************************************/
#define MESH_OBJECT (PATCH_OBJECT+HIERARCHY_OK_OBJECT)
/*****************************************************************************
* Global typedefs
******************************************************************************/
typedef struct Mesh_Struct MESH;
typedef struct Mesh_Data_Struct MESH_DATA;
typedef struct Mesh_Triangle_Struct MESH_TRIANGLE;
struct Mesh_Struct
{
OBJECT_FIELDS
TRANSFORM *Trans; /* Transformation for this object. */
MESH_DATA *Data; /* Mesh data holding triangles. */
};
struct Mesh_Data_Struct
{
int References; /* Number of references to the mesh. */
long Number_Of_Normals; /* Number of normals in the mesh. */
long Number_Of_Textures; /* Number of textures in the mesh. */
long Number_Of_Triangles; /* Number of trinagles in the mesh. */
long Number_Of_Vertices; /* Number of vertices in the mesh. */
SNGL_VECT *Normals, *Vertices; /* Arrays of normals and vertices. */
TEXTURE **Textures; /* Array of texture references. */
MESH_TRIANGLE *Triangles; /* Array of triangles. */
BBOX_TREE *Tree; /* Bounding box tree for mesh. */
};
struct Mesh_Triangle_Struct
{
unsigned int Smooth:1; /* Is this a smooth triangle. */
unsigned int Dominant_Axis:2; /* Dominant axis. */
unsigned int vAxis:2; /* Axis for smooth triangle. */
long P1, P2, P3; /* Indices of triangle vertices. */
long Normal_Ind; /* Index of unsmoothed triangle normal. */
long Texture; /* Index of triangle texture. */
SNGL Distance; /* Distance of triangle along normal. */
long N1, N2, N3; /* Indices of smoothed triangle normals. */
SNGL_VECT Perp; /* Vector used for smooth triangles. */
};
/*****************************************************************************
* Global variables
******************************************************************************/
extern METHODS Mesh_Methods;
/*****************************************************************************
* Global functions
******************************************************************************/
MESH *Create_Mesh PARAMS((void));
int Compute_Mesh_Triangle PARAMS((MESH_TRIANGLE *Triangle, int Smooth, VECTOR P1, VECTOR P2, VECTOR P3, VECTOR S_Normal));
void Compute_Mesh_BBox PARAMS((MESH *Mesh));
void Init_Mesh_Triangle PARAMS((MESH_TRIANGLE *Triangle));
void Build_Mesh_BBox_Tree PARAMS((MESH *Mesh));
void Test_Mesh_Opacity PARAMS((MESH *Blob));
void Create_Mesh_Hash_Tables PARAMS((void));
void Destroy_Mesh_Hash_Tables PARAMS((void));
int Mesh_Hash_Vertex PARAMS((int *Number_Of_Vertices, int *Max_Vertices, SNGL_VECT **Vertices, VECTOR Vertex));
int Mesh_Hash_Normal PARAMS((int *Number_Of_Normals, int *Max_Normals, SNGL_VECT **Normals, VECTOR Normal));
int Mesh_Hash_Texture PARAMS((int *Number_Of_Textures, int *Max_Textures, TEXTURE ***Textures, TEXTURE *Texture));
int Mesh_Degenerate PARAMS((VECTOR P1, VECTOR P2, VECTOR P3));
void Initialize_Mesh_Code PARAMS((void));
void Deinitialize_Mesh_Code PARAMS((void));
#endif