73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
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// This code is in the public domain -- Ignacio Casta<74>o <castano@gmail.com>
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#pragma once
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#ifndef NV_MESH_BASEMESH_H
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#define NV_MESH_BASEMESH_H
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#include "nvmesh.h"
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#include "nvmath/Vector.h"
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#include "nvcore/Array.h"
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#include "nvcore/Hash.h"
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namespace nv
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{
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/// Base mesh without connectivity.
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class BaseMesh
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{
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public:
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struct Vertex;
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BaseMesh() {}
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BaseMesh(uint vertexNum) :
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m_vertexArray(vertexNum) {}
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// Vertex methods.
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uint vertexCount() const { return m_vertexArray.count(); }
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const Vertex & vertexAt(uint i) const { return m_vertexArray[i]; }
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Vertex & vertexAt(uint i) { return m_vertexArray[i]; }
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const Array<Vertex> & vertices() const { return m_vertexArray; }
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Array<Vertex> & vertices() { return m_vertexArray; }
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friend Stream & operator<< (Stream & s, BaseMesh & obj);
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protected:
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Array<Vertex> m_vertexArray;
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};
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/// BaseMesh vertex.
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struct BaseMesh::Vertex
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{
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Vertex() : id(NIL), pos(0.0f), nor(0.0f), tex(0.0f) {}
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uint id; // @@ Vertex should be an index into the vertex data.
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Vector3 pos;
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Vector3 nor;
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Vector2 tex;
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};
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inline bool operator==(const BaseMesh::Vertex & a, const BaseMesh::Vertex & b)
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{
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return a.pos == b.pos && a.nor == b.nor && a.tex == b.tex;
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}
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inline bool operator!=(const BaseMesh::Vertex & a, const BaseMesh::Vertex & b)
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{
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return a.pos != b.pos && a.nor != b.nor && a.tex != b.tex;
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}
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template <> struct Hash<BaseMesh::Vertex>
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{
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uint operator()(const BaseMesh::Vertex & v) const
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{
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return Hash<Vector3>()(v.pos);
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}
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};
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} // nv namespace
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#endif // NV_MESH_BASEMESH_H
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