neuray API Programmer's Manual

ipolygon_mesh.h File Reference

Description

Scene element Polygon_mesh.

Code Example

ipolygon_mesh.h

‎//*****************************************************************************
// Copyright 1986, 2016 NVIDIA Corporation. All rights reserved.
//*****************************************************************************
//*****************************************************************************

#ifndef MI_NEURAYLIB_IPOLYGON_MESH_H
#define MI_NEURAYLIB_IPOLYGON_MESH_H

#include <mi/neuraylib/iattribute_vector.h>
#include <mi/neuraylib/identifier.h>
#include <mi/neuraylib/ipolygon_connectivity.h>
#include <mi/neuraylib/iscene_element.h>
#include <mi/neuraylib/typedefs.h>
#include <mi/neuraylib/version.h>

namespace mi {

namespace neuraylib {






































































































class IPolygon_mesh :
    public base::Interface_declare<0x598d264b,0x1d1f,0x40c9,0x88,0xe6,0x54,0x19,0x30,0x08,0xc7,0xb2,
                                   neuraylib::IScene_element>
{
public:



    virtual Uint32 
               points_size() const = 0;

    virtual Uint32 
               points_capacity() const = 0;

    virtual void reserve_points( Uint32 n) = 0;

    virtual Sint32 
               point( Uint32 index, Float32_3_struct& p) const = 0;

    virtual Sint32 
               point( Uint32 index, Float64_3_struct& p) const = 0;

    virtual Uint32 
               append_point( const Float32_3_struct& p) = 0;

    virtual Uint32 
               append_point( const Float64_3_struct& p) = 0;

    virtual Sint32 
               set_point( Uint32 index, const Float32_3_struct& p) = 0;

    virtual Sint32 
               set_point( Uint32 index, const Float64_3_struct& p) = 0;




    virtual Uint32 
               polygons_size() const = 0;

    virtual Uint32 
               polygon_corners_size( Polygon_handle_struct p) const = 0;

    virtual bool is_hole( Polygon_handle_struct p) const = 0;

    virtual Uint32 
               indices_size() const = 0;

    virtual bool is_polygon_size_constant() const = 0;

    virtual Polygon_handle_struct 
               add_polygon( Uint32 num_vertices, bool hole = false) = 0;




    virtual const IPolygon_connectivity* access_mesh_connectivity() const = 0;

    virtual IPolygon_connectivity* edit_mesh_connectivity() = 0;

    virtual Sint32 
               attach_mesh_connectivity( IPolygon_connectivity* connectivity) = 0;




    virtual IPolygon_connectivity* create_connectivity(
        Connectivity_map_type map_type = CONNECTIVITY_MAP_GENERIC) = 0;

    virtual const IPolygon_connectivity* access_connectivity( Mesh_attribute_name name) const = 0;

    virtual IPolygon_connectivity* edit_connectivity( Mesh_attribute_name name) = 0;

    virtual Sint32 
               attach_connectivity( IPolygon_connectivity* connectivity) = 0;

    virtual Sint32 
               remove_connectivity( Mesh_attribute_name name) = 0;




    virtual bool has_attribute( Mesh_attribute_name name) const = 0;

    virtual IAttribute_vector* create_attribute_vector(
        Mesh_attribute_name name, Uint32 dim = 1) = 0;

    virtual const IAttribute_vector* access_attribute_vector(
        Mesh_attribute_name name) const = 0;

    virtual IAttribute_vector* edit_attribute_vector( Mesh_attribute_name name) = 0;

    virtual Sint32 
               attach_attribute_vector( IAttribute_vector* attribute_vector) = 0;

    virtual Sint32 
               remove_attribute_vector( Mesh_attribute_name name) = 0;




    virtual const Float32_3_struct& get_bbox_min() const = 0;

    virtual const Float32_3_struct& get_bbox_max() const = 0;

    virtual Bbox3_struct 
               get_tight_bbox(
        const Float64_4_4_struct& transformation_matrix) const = 0;




    virtual void set_maximum_displacement( Float32 displacement) = 0;

    virtual Float32 
               get_maximum_displacement() const = 0;

};
 // end group mi_neuray_leaf_nodes

} // namespace neuraylib

#ifdef MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION
using neuraylib::CONNECTIVITY_MAP_GENERIC;
using neuraylib::Connectivity_map_type;
using neuraylib::IAttribute_vector;
using neuraylib::IPolygon_connectivity;
using neuraylib::IPolygon_mesh;
using neuraylib::IScene_element;
using neuraylib::Mesh_attribute_name;
using neuraylib::Polygon_handle_struct;
#endif // MI_NEURAYLIB_DEPRECATED_NAMESPACE_MI_TRANSITION

} // namespace mi

#endif // MI_NEURAYLIB_IPOLYGON_MESH_H

Namespaces

namespace 
Common namespace for APIs of NVIDIA Advanced Rendering Center GmbH. More...
namespace 
Namespace for the neuray API. More...

Classes

class 
Interface representing a polygon mesh. More...