181 lines
6.1 KiB
C++
181 lines
6.1 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright 2016 Autodesk, Inc. All rights reserved.
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//
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// Use of this software is subject to the terms of the Autodesk license
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// agreement provided at the time of installation or download, or which
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// otherwise accompanies this software.
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//
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//////////////////////////////////////////////////////////////////////////////
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#pragma once
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#include "CustomGraphicsEntity.h"
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#include <vector>
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// THIS CLASS WILL BE VISIBLE TO AN API CLIENT.
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// THIS HEADER FILE WILL BE GENERATED FROM NIDL.
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#include "../../Core/OSMacros.h"
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#ifdef FUSIONXINTERFACE_EXPORTS
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# ifdef __COMPILING_ADSK_FUSION_CUSTOMGRAPHICSMESH_CPP__
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# define ADSK_FUSION_CUSTOMGRAPHICSMESH_API XI_EXPORT
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# else
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# define ADSK_FUSION_CUSTOMGRAPHICSMESH_API
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# endif
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#else
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# define ADSK_FUSION_CUSTOMGRAPHICSMESH_API XI_IMPORT
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#endif
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namespace adsk { namespace fusion {
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class CustomGraphicsCoordinates;
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}}
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namespace adsk { namespace fusion {
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/// Represents a custom triangle mesh drawn in the graphics window.
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class CustomGraphicsMesh : public CustomGraphicsEntity {
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public:
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/// Gets and sets the coordinates associated with this CustomGraphicsMesh.
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core::Ptr<CustomGraphicsCoordinates> coordinates() const;
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bool coordinates(const core::Ptr<CustomGraphicsCoordinates>& value);
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/// Gets and sets the normal vectors of the mesh where there is a normal
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/// vector at each node. The normals are defined as an array
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/// of floats where they are the x, y, z components of each vector.
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std::vector<double> normalVectors() const;
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bool normalVectors(const std::vector<double>& value);
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/// Gets and sets an array of indices that define which coordinate in the
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/// coordinate list is used for each vertex in the mesh. Each set of three
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/// indices defines a triagle. For example:
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/// Indices 0, 1, and 2 define the coordinates to use for the first triangle and
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/// indices 3, 4, and 5 define the coordinates for the second triangle, and so on.
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std::vector<int> vertexIndexList() const;
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bool vertexIndexList(const std::vector<int>& value);
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/// Gets and sets an array of indices that define which normal is associated
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/// with each vertex in the mesh. This is used to look-up the normal in the
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/// normalVectors array.
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std::vector<int> normalIndexList() const;
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bool normalIndexList(const std::vector<int>& value);
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/// Gets and sets the texture coordinates as an array of floats where
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/// they are the u,v components at each node. They are defined as an
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/// array of doubles where they are the u, v coordinates of each node.
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/// Defining texture coordinates for a mesh is optional.
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std::vector<double> textureCoordinates() const;
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bool textureCoordinates(const std::vector<double>& value);
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ADSK_FUSION_CUSTOMGRAPHICSMESH_API static const char* classType();
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ADSK_FUSION_CUSTOMGRAPHICSMESH_API const char* objectType() const override;
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ADSK_FUSION_CUSTOMGRAPHICSMESH_API void* queryInterface(const char* id) const override;
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ADSK_FUSION_CUSTOMGRAPHICSMESH_API static const char* interfaceId() { return classType(); }
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private:
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// Raw interface
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virtual CustomGraphicsCoordinates* coordinates_raw() const = 0;
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virtual bool coordinates_raw(CustomGraphicsCoordinates* value) = 0;
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virtual double* normalVectors_raw(size_t& return_size) const = 0;
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virtual bool normalVectors_raw(const double* value, size_t value_size) = 0;
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virtual int* vertexIndexList_raw(size_t& return_size) const = 0;
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virtual bool vertexIndexList_raw(const int* value, size_t value_size) = 0;
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virtual int* normalIndexList_raw(size_t& return_size) const = 0;
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virtual bool normalIndexList_raw(const int* value, size_t value_size) = 0;
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virtual double* textureCoordinates_raw(size_t& return_size) const = 0;
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virtual bool textureCoordinates_raw(const double* value, size_t value_size) = 0;
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};
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// Inline wrappers
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inline core::Ptr<CustomGraphicsCoordinates> CustomGraphicsMesh::coordinates() const
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{
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core::Ptr<CustomGraphicsCoordinates> res = coordinates_raw();
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return res;
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}
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inline bool CustomGraphicsMesh::coordinates(const core::Ptr<CustomGraphicsCoordinates>& value)
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{
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return coordinates_raw(value.get());
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}
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inline std::vector<double> CustomGraphicsMesh::normalVectors() const
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{
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std::vector<double> res;
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size_t s;
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double* p= normalVectors_raw(s);
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if(p)
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{
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res.assign(p, p+s);
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core::DeallocateArray(p);
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}
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return res;
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}
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inline bool CustomGraphicsMesh::normalVectors(const std::vector<double>& value)
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{
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return normalVectors_raw(value.empty() ? NULL : &value[0], value.size());
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}
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inline std::vector<int> CustomGraphicsMesh::vertexIndexList() const
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{
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std::vector<int> res;
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size_t s;
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int* p= vertexIndexList_raw(s);
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if(p)
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{
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res.assign(p, p+s);
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core::DeallocateArray(p);
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}
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return res;
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}
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inline bool CustomGraphicsMesh::vertexIndexList(const std::vector<int>& value)
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{
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return vertexIndexList_raw(value.empty() ? NULL : &value[0], value.size());
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}
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inline std::vector<int> CustomGraphicsMesh::normalIndexList() const
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{
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std::vector<int> res;
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size_t s;
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int* p= normalIndexList_raw(s);
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if(p)
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{
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res.assign(p, p+s);
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core::DeallocateArray(p);
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}
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return res;
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}
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inline bool CustomGraphicsMesh::normalIndexList(const std::vector<int>& value)
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{
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return normalIndexList_raw(value.empty() ? NULL : &value[0], value.size());
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}
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inline std::vector<double> CustomGraphicsMesh::textureCoordinates() const
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{
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std::vector<double> res;
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size_t s;
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double* p= textureCoordinates_raw(s);
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if(p)
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{
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res.assign(p, p+s);
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core::DeallocateArray(p);
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}
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return res;
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}
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inline bool CustomGraphicsMesh::textureCoordinates(const std::vector<double>& value)
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{
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return textureCoordinates_raw(value.empty() ? NULL : &value[0], value.size());
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}
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}// namespace fusion
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}// namespace adsk
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#undef ADSK_FUSION_CUSTOMGRAPHICSMESH_API |