34 lines
1.1 KiB
C
34 lines
1.1 KiB
C
|
/*
|
||
|
* 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 "vector.h"
|
||
|
#include "list.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
|