/**************************************************************************** * mesh.h * * This module contains all defines, typedefs, and prototypes for MESH.C. * * from Persistence of Vision(tm) Ray Tracer * Copyright 1996,1999 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 email to team-coord@povray.org or visit us on the web at * http://www.povray.org. The latest version of POV-Ray may be found at this site. * * 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 (void); int Compute_Mesh_Triangle (MESH_TRIANGLE *Triangle, int Smooth, VECTOR P1, VECTOR P2, VECTOR P3, VECTOR S_Normal); void Compute_Mesh_BBox (MESH *Mesh); void Init_Mesh_Triangle (MESH_TRIANGLE *Triangle); void Build_Mesh_BBox_Tree (MESH *Mesh); void Test_Mesh_Opacity (MESH *Blob); void Create_Mesh_Hash_Tables (void); void Destroy_Mesh_Hash_Tables (void); int Mesh_Hash_Vertex (int *Number_Of_Vertices, int *Max_Vertices, SNGL_VECT **Vertices, VECTOR Vertex); int Mesh_Hash_Normal (int *Number_Of_Normals, int *Max_Normals, SNGL_VECT **Normals, VECTOR Normal); int Mesh_Hash_Texture (int *Number_Of_Textures, int *Max_Textures, TEXTURE ***Textures, TEXTURE *Texture); int Mesh_Degenerate (VECTOR P1, VECTOR P2, VECTOR P3); void Initialize_Mesh_Code (void); void Deinitialize_Mesh_Code (void); #endif