286 lines
8.1 KiB
C++
286 lines
8.1 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 "../../Core/Base.h"
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#include "../FusionTypeDefs.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_POLYGONMESH_CPP__
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# define ADSK_FUSION_POLYGONMESH_API XI_EXPORT
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# else
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# define ADSK_FUSION_POLYGONMESH_API
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# endif
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#else
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# define ADSK_FUSION_POLYGONMESH_API XI_IMPORT
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#endif
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namespace adsk { namespace core {
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class Point3D;
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class Vector3D;
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}}
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namespace adsk { namespace fusion {
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/// The PolygonMesh represents a mesh that can contain any
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/// combination of polygons, quads, and triangles.
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class PolygonMesh : public core::Base {
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public:
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/// Returns the number of nodes in the mesh.
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int nodeCount() const;
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/// Returns the node coordinates as an array of doubles where
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/// they are the x, y, z components of each coordinate.
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std::vector<double> nodeCoordinatesAsDouble() const;
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/// Returns the node coordinates as an array of floats where
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/// they are the x, y, z components of each coordinate.
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std::vector<float> nodeCoordinatesAsFloat() const;
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/// Returns the node coordinates as an array of Point3D objects.
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std::vector<core::Ptr<core::Point3D>> nodeCoordinates() const;
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/// Returns the number of triangles in the mesh.
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int triangleCount() const;
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/// Returns the number of quads in the mesh.
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int quadCount() const;
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/// Returns the number of polygons (more than 4 sides) in the mesh.
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int polygonCount() const;
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/// Returns the normal vectors as an array of doubles where
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/// they are the x, y, z components of each vector. There is one normal vector for each index.
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std::vector<double> normalVectorsAsDouble() const;
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/// Returns the normal vectors as an array of floats. There is one normal vector for each index.
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std::vector<float> normalVectorsAsFloat() const;
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/// Returns the normal vectors as an array of Vector 3D objects. There is one normal vector for each index.
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std::vector<core::Ptr<core::Vector3D>> normalVectors() const;
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/// Returns the index values that index into the NodeCoordinates and NormalVectors arrays to
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/// define the three coordinates of each triangle and the corresponding normal.
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std::vector<int> triangleNodeIndices() const;
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/// Returns the index values that index into the NodeCoordinates and NormalVectors arrays to
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/// define the four coordinates of each quad and the corresponding normal.
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std::vector<int> quadNodeIndices() const;
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/// Returns the index values that index into the NodeCoordinates and NormalVectors arrays to
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/// define the coordinates of each polygon and the corresponding normal.
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std::vector<int> polygonNodeIndices() const;
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/// Returns the number of nodes that define each polygon. For example,
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/// if NodeCountPerPolygon[0] returns 6 it indicates the first polygon
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/// is defined using 6 nodes. The first six indices returned by the
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/// PolygonNodeIndices properties provide the look-up into the NodeCoordinates
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/// array.
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std::vector<int> nodeCountPerPolygon() const;
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ADSK_FUSION_POLYGONMESH_API static const char* classType();
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ADSK_FUSION_POLYGONMESH_API const char* objectType() const override;
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ADSK_FUSION_POLYGONMESH_API void* queryInterface(const char* id) const override;
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ADSK_FUSION_POLYGONMESH_API static const char* interfaceId() { return classType(); }
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private:
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// Raw interface
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virtual int nodeCount_raw() const = 0;
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virtual double* nodeCoordinatesAsDouble_raw(size_t& return_size) const = 0;
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virtual float* nodeCoordinatesAsFloat_raw(size_t& return_size) const = 0;
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virtual core::Point3D** nodeCoordinates_raw(size_t& return_size) const = 0;
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virtual int triangleCount_raw() const = 0;
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virtual int quadCount_raw() const = 0;
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virtual int polygonCount_raw() const = 0;
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virtual double* normalVectorsAsDouble_raw(size_t& return_size) const = 0;
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virtual float* normalVectorsAsFloat_raw(size_t& return_size) const = 0;
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virtual core::Vector3D** normalVectors_raw(size_t& return_size) const = 0;
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virtual int* triangleNodeIndices_raw(size_t& return_size) const = 0;
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virtual int* quadNodeIndices_raw(size_t& return_size) const = 0;
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virtual int* polygonNodeIndices_raw(size_t& return_size) const = 0;
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virtual int* nodeCountPerPolygon_raw(size_t& return_size) const = 0;
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};
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// Inline wrappers
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inline int PolygonMesh::nodeCount() const
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{
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int res = nodeCount_raw();
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return res;
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}
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inline std::vector<double> PolygonMesh::nodeCoordinatesAsDouble() 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= nodeCoordinatesAsDouble_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 std::vector<float> PolygonMesh::nodeCoordinatesAsFloat() const
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{
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std::vector<float> res;
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size_t s;
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float* p= nodeCoordinatesAsFloat_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 std::vector<core::Ptr<core::Point3D>> PolygonMesh::nodeCoordinates() const
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{
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std::vector<core::Ptr<core::Point3D>> res;
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size_t s;
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core::Point3D** p= nodeCoordinates_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 int PolygonMesh::triangleCount() const
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{
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int res = triangleCount_raw();
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return res;
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}
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inline int PolygonMesh::quadCount() const
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{
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int res = quadCount_raw();
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return res;
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}
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inline int PolygonMesh::polygonCount() const
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{
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int res = polygonCount_raw();
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return res;
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}
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inline std::vector<double> PolygonMesh::normalVectorsAsDouble() 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= normalVectorsAsDouble_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 std::vector<float> PolygonMesh::normalVectorsAsFloat() const
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{
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std::vector<float> res;
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size_t s;
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float* p= normalVectorsAsFloat_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 std::vector<core::Ptr<core::Vector3D>> PolygonMesh::normalVectors() const
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{
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std::vector<core::Ptr<core::Vector3D>> res;
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size_t s;
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core::Vector3D** 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 std::vector<int> PolygonMesh::triangleNodeIndices() 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= triangleNodeIndices_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 std::vector<int> PolygonMesh::quadNodeIndices() 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= quadNodeIndices_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 std::vector<int> PolygonMesh::polygonNodeIndices() 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= polygonNodeIndices_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 std::vector<int> PolygonMesh::nodeCountPerPolygon() 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= nodeCountPerPolygon_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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}// namespace fusion
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}// namespace adsk
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#undef ADSK_FUSION_POLYGONMESH_API |