Fusion360-Addons/usr/autodesk/CPP/include/Fusion/Graphics/CustomGraphicsMesh.h
2021-10-31 19:11:02 +01:00

181 lines
6.1 KiB
C++

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