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SurfaceRelated.cpp
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#include <vector>
struct Vec4f
{
float x;
float y;
float z;
float w;
Vec4f();
Vec4f(float x, float y, float z, float w)
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
Vec4f(Vec3f vec3f, float w)
{
this->x = vec3f.x;
this->y = vec3f.y;
this->z = vec3f.z;
this->w = w;
}
Vec4f &operator+(const Vec4f &other)
{
return Vec4f(this->z + other.z, this->y + other.y, this->z + other.z, this->w + other.w);
}
Vec4f &operator-(const Vec4f &other)
{
return Vec4f(this->z - other.z, this->y - other.y, this->z - other.z, this->w - other.w);
}
};
struct Vec3f
{
float x;
float y;
float z;
};
enum PatchFlag
{
EDGE1 = 2,
EDGE2 = 4,
EDGE3 = 8,
EDGE4 = 16,
};
struct QuadCtrlPoint_Z
{
Vec4f ControlPoints[4][4];
};
struct Patch
{
uint16_t Flag;
uint16_t EdgeIndices[4];
};
struct Edge
{
uint16_t P[2];
uint16_t T[2];
};
template <class T>
class DynArray_Z {
private:
uint32_t ReservedSize:14,Size:18;
T* ArrayPtr;
public:
T &operator[](int Id)
{
return ArrayPtr[Id];
}
const T &operator[](int Id) const
{
return ArrayPtr[Id];
}
};
class Surface_Z
{
void Surface_Z::GetQuadPatchCtrlPoint(Patch& i_Patch, QuadCtrlPoint_Z& o_QuadCtrlPoint);
struct
{
DynArray_Z<Vec3f> Vertices;
} Points;
Edge EdgeDA[];
};
void Surface_Z::GetQuadPatchCtrlPoint(Patch& i_Patch, QuadCtrlPoint_Z& o_QuadCtrlPoint)
{
// Points on the extremities
o_QuadCtrlPoint.ControlPoints[0][0] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[0]].P[i_Patch.Flag & EDGE1 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[0][3] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[1]].P[i_Patch.Flag & EDGE2 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[3][3] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[2]].P[i_Patch.Flag & EDGE3 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[3][0] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[3]].P[i_Patch.Flag & EDGE4 ? 1 : 0]], 1.0);
// First side
o_QuadCtrlPoint.ControlPoints[0][1] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[0]].T[i_Patch.Flag & EDGE1 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[0][2] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[0]].T[i_Patch.Flag & EDGE1 ? 0 : 1]], 1.0);
// Second side
o_QuadCtrlPoint.ControlPoints[1][3] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[1]].T[i_Patch.Flag & EDGE2 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[2][3] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[1]].T[i_Patch.Flag & EDGE2 ? 0 : 1]], 1.0);
// Third side
o_QuadCtrlPoint.ControlPoints[3][2] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[2]].T[i_Patch.Flag & EDGE3 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[3][1] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[2]].T[i_Patch.Flag & EDGE3 ? 0 : 1]], 1.0);
// Fourth side
o_QuadCtrlPoint.ControlPoints[2][0] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[3]].T[i_Patch.Flag & EDGE4 ? 1 : 0]], 1.0);
o_QuadCtrlPoint.ControlPoints[1][0] = Vec4f(Points.Vertices[EdgeDA[i_Patch.EdgeIndices[3]].T[i_Patch.Flag & EDGE4 ? 0 : 1]], 1.0);
// Calculate central points from adjacent extremity and side points
o_QuadCtrlPoint.ControlPoints[1][1] = (o_QuadCtrlPoint.ControlPoints[1][0] + o_QuadCtrlPoint.ControlPoints[0][1]) - o_QuadCtrlPoint.ControlPoints[0][0];
o_QuadCtrlPoint.ControlPoints[1][2] = (o_QuadCtrlPoint.ControlPoints[0][2] + o_QuadCtrlPoint.ControlPoints[1][3]) - o_QuadCtrlPoint.ControlPoints[0][3];
o_QuadCtrlPoint.ControlPoints[2][1] = (o_QuadCtrlPoint.ControlPoints[3][1] + o_QuadCtrlPoint.ControlPoints[2][0]) - o_QuadCtrlPoint.ControlPoints[3][0];
o_QuadCtrlPoint.ControlPoints[2][2] = (o_QuadCtrlPoint.ControlPoints[2][3] + o_QuadCtrlPoint.ControlPoints[3][2]) - o_QuadCtrlPoint.ControlPoints[3][3];
}