OGRE 14.3
Object-Oriented Graphics Rendering Engine
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This class contains the information required to describe the edge connectivity of a given set of vertices and indexes. More...
#include <OgreEdgeListBuilder.h>
Classes | |
struct | Edge |
Edge data. More... | |
struct | EdgeGroup |
A group of edges sharing the same vertex data. More... | |
struct | Triangle |
Basic triangle structure. More... | |
Public Types | |
typedef std::vector< EdgeGroup > | EdgeGroupList |
typedef std::vector< Edge > | EdgeList |
typedef aligned_vector< Vector4 > | TriangleFaceNormalList |
Array of 4D vector of triangle face normal, which is unit vector orthogonal to the triangles, plus distance from origin. | |
typedef std::vector< char > | TriangleLightFacingList |
Working vector used when calculating the silhouette. | |
typedef std::vector< Triangle > | TriangleList |
Public Member Functions | |
EdgeData () | |
EdgeData * | clone () |
void | log (Log *log) |
Debugging method. | |
void | updateFaceNormals (size_t vertexSet, const HardwareVertexBufferSharedPtr &positionBuffer) |
Updates the face normals for this edge list based on (changed) position information, useful for animated objects. | |
void | updateTriangleLightFacing (const Vector4 &lightPos) |
Calculate the light facing state of the triangles in this edge list. | |
Public Attributes | |
EdgeGroupList | edgeGroups |
All edge groups of this edge list. | |
bool | isClosed |
Flag indicate the mesh is manifold. | |
TriangleFaceNormalList | triangleFaceNormals |
All triangle face normals. | |
TriangleLightFacingList | triangleLightFacings |
Triangle light facing states. | |
TriangleList | triangles |
Main triangles array, stores all triangles of this edge list. | |
This class contains the information required to describe the edge connectivity of a given set of vertices and indexes.
This information is built using the EdgeListBuilder class. Note that for a given mesh, which can be made up of multiple submeshes, there are separate edge lists for when
Array of 4D vector of triangle face normal, which is unit vector orthogonal to the triangles, plus distance from origin.
Use aligned policy here because we are intended to use in SIMD optimised routines.
typedef std::vector<char> Ogre::EdgeData::TriangleLightFacingList |
Working vector used when calculating the silhouette.
Use std::vector<char> instead of std::vector<bool> which might implemented similar bit-fields causing loss performance.
typedef std::vector<Triangle> Ogre::EdgeData::TriangleList |
typedef std::vector<Edge> Ogre::EdgeData::EdgeList |
typedef std::vector<EdgeGroup> Ogre::EdgeData::EdgeGroupList |
Ogre::EdgeData::EdgeData | ( | ) |
Calculate the light facing state of the triangles in this edge list.
This is normally the first stage of calculating a silhouette, i.e. establishing which tris are facing the light and which are facing away. This state is stored in the 'triangleLightFacings'.
lightPos | 4D position of the light in object space, note that for directional lights (which have no position), the w component is 0 and the x/y/z position are the direction. |
void Ogre::EdgeData::updateFaceNormals | ( | size_t | vertexSet, |
const HardwareVertexBufferSharedPtr & | positionBuffer | ||
) |
Updates the face normals for this edge list based on (changed) position information, useful for animated objects.
vertexSet | The vertex set we are updating |
positionBuffer | The updated position buffer, must contain ONLY xyz |
EdgeData * Ogre::EdgeData::clone | ( | ) |
TriangleList Ogre::EdgeData::triangles |
Main triangles array, stores all triangles of this edge list.
Note that triangles are grouping against edge group.
TriangleFaceNormalList Ogre::EdgeData::triangleFaceNormals |
All triangle face normals.
It should be 1:1 with triangles.
TriangleLightFacingList Ogre::EdgeData::triangleLightFacings |
Triangle light facing states.
It should be 1:1 with triangles.
EdgeGroupList Ogre::EdgeData::edgeGroups |
All edge groups of this edge list.
bool Ogre::EdgeData::isClosed |
Flag indicate the mesh is manifold.