Show MeshLODVector.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_MESHLODVECTOR_H__D2D4334B_59D8_42E3_A4CD_E6605D748F79__INCLUDED_)
#define AFX_MESHLODVECTOR_H__D2D4334B_59D8_42E3_A4CD_E6605D748F79__INCLUDED_
#include <list>
#include <common/Vector.h>
class MeshLODTri;
class MeshLODVector : public Vector
{
public:
MeshLODVector(Vector &v, int _id);
virtual ~MeshLODVector();
MeshLODVector *collapse; // candidate vertex for collapse
int id; // place of vertex in original list
float objdist; // cached cost of collapsing edge
std::list<MeshLODVector *> neighbor; // adjacent vertices
std::list<MeshLODTri *> face; // adjacent triangles
void removeIfNonNeighbor(MeshLODVector *n);
void addNeighbour(MeshLODVector *vector);
void removeNeighbor(MeshLODVector *vector);
void removeFace(MeshLODTri *face);
float computeEdgeCollapseCost(MeshLODVector *neigbour);
void computeEdgeCostAtVertex();
void collapseVertex();
};
#endif // !defined(AFX_MESHLODVECTOR_H__D2D4334B_59D8_42E3_A4CD_E6605D748F79__INCLUDED_)
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