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foam-extend4.1-coherent-io/applications/utilities/surface/surfaceCoarsen/bunnylod/progmesh.h

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/*
* Progressive Mesh type Polygon Reduction Algorithm
* by Stan Melax (c) 1998
*
* The function ProgressiveMesh() takes a model in an "indexed face
* set" sort of way. i.e. list of vertices and list of triangles.
* The function then does the polygon reduction algorithm
* internally and reduces the model all the way down to 0
* vertices and then returns the order in which the
* vertices are collapsed and to which neighbor each vertex
* is collapsed to. More specifically the returned "permutation"
* indicates how to reorder your vertices so you can render
* an object by using the first n vertices (for the n
* vertex version). After permuting your vertices, the
* map list indicates to which vertex each vertex is collapsed to.
*/
#ifndef PROGRESSIVE_MESH_H
#define PROGRESSIVE_MESH_H
#include "vectorb.h"
#include "listb.h"
class tridata {
public:
int v[3]; // indices to vertex list
// texture and vertex normal info removed for this demo
};
void ProgressiveMesh(List<Vector> &vert, List<tridata> &tri,
List<int> &map, List<int> &permutation );
#endif