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// BEGIN_COPYRIGHT -*- glean -*-
//
// Copyright (C) 1999,2000 Allen Akin All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the
// Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL ALLEN AKIN BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
// OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// END_COPYRIGHT
// geomutil.h: frequently-used geometric operations
#ifndef __geomutil_h__
#define __geomutil_h__
#include <vector>
namespace GLEAN {
class RandomDouble; // Forward reference.
class RandomMesh2D {
float* m;
int rowLength;
public:
RandomMesh2D(float minX, float maxX, int xPoints,
float minY, float maxY, int yPoints,
RandomDouble& rand);
~RandomMesh2D();
inline float* operator() (int y, int x)
{ return m + 2 * (y * rowLength + x); }
}; // RandomMesh2D
class SpiralStrip2D {
float* v;
public:
SpiralStrip2D(int nPoints, float minX, float maxX,
float minY, float maxY);
~SpiralStrip2D();
inline float* operator() (int i)
{ return v + 2 * i; }
}; // SpiralStrip2D
class SpiralTri2D {
float* v;
public:
SpiralTri2D(int nTris, float minX, float maxX,
float minY, float maxY);
~SpiralTri2D();
inline float* operator() (int i)
{ return v + 6 * i; }
}; // SpiralTri2D
class Sphere3D {
std::vector<float> vertices;
std::vector<float> normals;
int numVertices;
std::vector<unsigned int> indices;
int numIndices;
public:
Sphere3D(float radius, int slices, int stacks);
// This returns the vertices: 3 floats per vertex in a tightly packed array (no padding between vertices).
const float* getVertices() const;
int getNumVertices() const;
// This returns the normals; same data format as the vertices. And of course the number of normals is
// the same as the number of vertices.
const float* getNormals() const;
// This returns a series of vertices that form triangles from the vertices (the indices specify loose
// triangles, not tristrips or fans or whatnot. So each triplet of indices is an individual triangle.)
const unsigned int* getIndices() const;
int getNumIndices() const;
};
} // namespace GLEAN
#endif // __geomutil_h__
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