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