// fragment.hxx -- routines to handle "atomic" display objects // // Written by Curtis Olson, started August 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu // // This program 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. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ // (Log is kept at end of this file) #ifndef _FRAGMENT_HXX #define _FRAGMENT_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #if defined ( __sun__ ) extern "C" void *memmove(void *, const void *, size_t); extern "C" void *memset(void *, int, size_t); #endif #include // STL list #include #include #include #ifdef NEEDNAMESPACESTD using namespace std; #endif // Maximum nodes per tile #define MAX_NODES 2000 // Forward declarations class fgTILE; class fgMATERIAL; class fgFACE { public: int n1, n2, n3; fgFACE(); ~fgFACE(); fgFACE( const fgFACE & image ); bool operator < ( const fgFACE & rhs ); bool operator == ( const fgFACE & rhs ); }; // Object fragment data class class fgFRAGMENT { public: // culling data for this object fragment (fine grain culling) fgPoint3d center; double bounding_radius; // variable offset data for this object fragment for this frame // fgCartesianPoint3d tile_offset; // saved transformation matrix for this fragment (used by renderer) // GLfloat matrix[16]; // tile_ptr & material_ptr are set so that when we traverse the // list of fragments we can quickly reference back the tile or // material property this fragment is assigned to. // material property pointer fgMATERIAL *material_ptr; // tile pointer fgTILE *tile_ptr; // OpenGL display list for fragment data GLint display_list; // face list (this indexes into the master tile vertex list) list < fgFACE > faces; // number of faces in this fragment int num_faces; // Add a face to the face list void add_face(int n1, int n2, int n3); // test if line intesects with this fragment. p0 and p1 are the // two line end points of the line. If side_flag is true, check // to see that end points are on opposite sides of face. Returns // 1 if it intersection found, 0 otherwise. If it intesects, // result is the point of intersection int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag, fgPoint3d *result); // Constructors fgFRAGMENT (); fgFRAGMENT ( const fgFRAGMENT &image ); // Destructor ~fgFRAGMENT ( ); // operators fgFRAGMENT & operator = ( const fgFRAGMENT & rhs ); bool operator == ( const fgFRAGMENT & rhs ); bool operator < ( const fgFRAGMENT & rhs ); }; #endif // _FRAGMENT_HXX // $Log$ // Revision 1.1 1998/08/25 16:51:23 curt // Moved from ../Scenery // //