added a missing include stdlib

This commit is contained in:
Paolo Cignoni cignoni 2015-11-04 23:52:36 +00:00
parent 5b64c2b7f8
commit c99136bb50

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@ -8,14 +8,14 @@ are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of
conditions and the following disclaimer. Redistributions in binary form must reproduce
the above copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the distribution.
in the documentation and/or other materials provided with the distribution.
Neither the name of the Johns Hopkins University nor the names of its contributors
may be used to endorse or promote products derived from this software without specific
prior written permission.
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
@ -30,6 +30,7 @@ DAMAGE.
#define GEOMETRY_INCLUDED
#include <math.h>
#include<stdlib.h>
#include <vector>
#include "Hash.h"
@ -39,128 +40,128 @@ Real Random(void);
template< class Real >
struct Point3D
{
Real coords[3];
Point3D( void ) { coords[0] = coords[1] = coords[2] = Real(0); }
template< class _Real > Point3D( _Real v0 , _Real v1 , _Real v2 ){ coords[0] = Real(v0) , coords[1] = Real(v1) , coords[2] = Real(v2); }
template< class _Real > Point3D( const Point3D< _Real >& p ){ coords[0] = Real( p[0] ) , coords[1] = Real( p[1] ) , coords[2] = Real( p[2] ); }
inline Real& operator[] ( int i ) { return coords[i]; }
inline const Real& operator[] ( int i ) const { return coords[i]; }
inline Point3D operator - ( void ) const { Point3D q ; q.coords[0] = -coords[0] , q.coords[1] = -coords[1] , q.coords[2] = -coords[2] ; return q; }
Real coords[3];
Point3D( void ) { coords[0] = coords[1] = coords[2] = Real(0); }
template< class _Real > Point3D( _Real v0 , _Real v1 , _Real v2 ){ coords[0] = Real(v0) , coords[1] = Real(v1) , coords[2] = Real(v2); }
template< class _Real > Point3D( const Point3D< _Real >& p ){ coords[0] = Real( p[0] ) , coords[1] = Real( p[1] ) , coords[2] = Real( p[2] ); }
inline Real& operator[] ( int i ) { return coords[i]; }
inline const Real& operator[] ( int i ) const { return coords[i]; }
inline Point3D operator - ( void ) const { Point3D q ; q.coords[0] = -coords[0] , q.coords[1] = -coords[1] , q.coords[2] = -coords[2] ; return q; }
template< class _Real > inline Point3D& operator += ( Point3D< _Real > p ){ coords[0] += Real(p.coords[0]) , coords[1] += Real(p.coords[1]) , coords[2] += Real(p.coords[2]) ; return *this; }
template< class _Real > inline Point3D operator + ( Point3D< _Real > p ) const { Point3D q ; q.coords[0] = coords[0] + Real(p.coords[0]) , q.coords[1] = coords[1] + Real(p.coords[1]) , q.coords[2] = coords[2] + Real(p.coords[2]) ; return q; }
template< class _Real > inline Point3D& operator *= ( _Real r ) { coords[0] *= Real(r) , coords[1] *= Real(r) , coords[2] *= Real(r) ; return *this; }
template< class _Real > inline Point3D operator * ( _Real r ) const { Point3D q ; q.coords[0] = coords[0] * Real(r) , q.coords[1] = coords[1] * Real(r) , q.coords[2] = coords[2] * Real(r) ; return q; }
template< class _Real > inline Point3D& operator += ( Point3D< _Real > p ){ coords[0] += Real(p.coords[0]) , coords[1] += Real(p.coords[1]) , coords[2] += Real(p.coords[2]) ; return *this; }
template< class _Real > inline Point3D operator + ( Point3D< _Real > p ) const { Point3D q ; q.coords[0] = coords[0] + Real(p.coords[0]) , q.coords[1] = coords[1] + Real(p.coords[1]) , q.coords[2] = coords[2] + Real(p.coords[2]) ; return q; }
template< class _Real > inline Point3D& operator *= ( _Real r ) { coords[0] *= Real(r) , coords[1] *= Real(r) , coords[2] *= Real(r) ; return *this; }
template< class _Real > inline Point3D operator * ( _Real r ) const { Point3D q ; q.coords[0] = coords[0] * Real(r) , q.coords[1] = coords[1] * Real(r) , q.coords[2] = coords[2] * Real(r) ; return q; }
template< class _Real > inline Point3D& operator -= ( Point3D< _Real > p ){ return ( (*this)+=(-p) ); }
template< class _Real > inline Point3D operator - ( Point3D< _Real > p ) const { return (*this)+(-p); }
template< class _Real > inline Point3D& operator /= ( _Real r ){ return ( (*this)*=Real(1./r) ); }
template< class _Real > inline Point3D operator / ( _Real r ) const { return (*this) * ( Real(1.)/r ); }
template< class _Real > inline Point3D& operator -= ( Point3D< _Real > p ){ return ( (*this)+=(-p) ); }
template< class _Real > inline Point3D operator - ( Point3D< _Real > p ) const { return (*this)+(-p); }
template< class _Real > inline Point3D& operator /= ( _Real r ){ return ( (*this)*=Real(1./r) ); }
template< class _Real > inline Point3D operator / ( _Real r ) const { return (*this) * ( Real(1.)/r ); }
static Real Dot( const Point3D< Real >& p1 , const Point3D< Real >& p2 ){ return p1.coords[0]*p2.coords[0] + p1.coords[1]*p2.coords[1] + p1.coords[2]*p2.coords[2]; }
template< class Real1 , class Real2 >
static Real Dot( const Point3D< Real1 >& p1 , const Point3D< Real2 >& p2 ){ return Real( p1.coords[0]*p2.coords[0] + p1.coords[1]*p2.coords[1] + p1.coords[2]*p2.coords[2] ); }
static Real Dot( const Point3D< Real >& p1 , const Point3D< Real >& p2 ){ return p1.coords[0]*p2.coords[0] + p1.coords[1]*p2.coords[1] + p1.coords[2]*p2.coords[2]; }
template< class Real1 , class Real2 >
static Real Dot( const Point3D< Real1 >& p1 , const Point3D< Real2 >& p2 ){ return Real( p1.coords[0]*p2.coords[0] + p1.coords[1]*p2.coords[1] + p1.coords[2]*p2.coords[2] ); }
};
template< class Real >
struct XForm3x3
{
Real coords[3][3];
XForm3x3( void ) { for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) coords[i][j] = Real(0.); }
static XForm3x3 Identity( void )
{
XForm3x3 xForm;
xForm(0,0) = xForm(1,1) = xForm(2,2) = Real(1.);
return xForm;
}
Real& operator() ( int i , int j ){ return coords[i][j]; }
const Real& operator() ( int i , int j ) const { return coords[i][j]; }
template< class _Real > Point3D< _Real > operator * ( const Point3D< _Real >& p ) const
{
Point3D< _Real > q;
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) q[i] += _Real( coords[j][i] * p[j] );
return q;
}
XForm3x3 operator * ( const XForm3x3& m ) const
{
XForm3x3 n;
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) for( int k=0 ; k<3 ; k++ ) n.coords[i][j] += m.coords[i][k]*coords[k][j];
return n;
}
XForm3x3 transpose( void ) const
{
XForm3x3 xForm;
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) xForm( i , j ) = coords[j][i];
return xForm;
}
Real subDeterminant( int i , int j ) const
{
int i1 = (i+1)%3 , i2 = (i+2)%3;
int j1 = (j+1)%3 , j2 = (j+2)%3;
return coords[i1][j1] * coords[i2][j2] - coords[i1][j2] * coords[i2][j1];
}
Real determinant( void ) const { return coords[0][0] * subDeterminant( 0 , 0 ) + coords[1][0] * subDeterminant( 1 , 0 ) + coords[2][0] * subDeterminant( 2 , 0 ); }
XForm3x3 inverse( void ) const
{
XForm3x3 xForm;
Real d = determinant();
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ;j++ ) xForm.coords[j][i] = subDeterminant( i , j ) / d;
return xForm;
}
Real coords[3][3];
XForm3x3( void ) { for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) coords[i][j] = Real(0.); }
static XForm3x3 Identity( void )
{
XForm3x3 xForm;
xForm(0,0) = xForm(1,1) = xForm(2,2) = Real(1.);
return xForm;
}
Real& operator() ( int i , int j ){ return coords[i][j]; }
const Real& operator() ( int i , int j ) const { return coords[i][j]; }
template< class _Real > Point3D< _Real > operator * ( const Point3D< _Real >& p ) const
{
Point3D< _Real > q;
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) q[i] += _Real( coords[j][i] * p[j] );
return q;
}
XForm3x3 operator * ( const XForm3x3& m ) const
{
XForm3x3 n;
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) for( int k=0 ; k<3 ; k++ ) n.coords[i][j] += m.coords[i][k]*coords[k][j];
return n;
}
XForm3x3 transpose( void ) const
{
XForm3x3 xForm;
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ; j++ ) xForm( i , j ) = coords[j][i];
return xForm;
}
Real subDeterminant( int i , int j ) const
{
int i1 = (i+1)%3 , i2 = (i+2)%3;
int j1 = (j+1)%3 , j2 = (j+2)%3;
return coords[i1][j1] * coords[i2][j2] - coords[i1][j2] * coords[i2][j1];
}
Real determinant( void ) const { return coords[0][0] * subDeterminant( 0 , 0 ) + coords[1][0] * subDeterminant( 1 , 0 ) + coords[2][0] * subDeterminant( 2 , 0 ); }
XForm3x3 inverse( void ) const
{
XForm3x3 xForm;
Real d = determinant();
for( int i=0 ; i<3 ; i++ ) for( int j=0 ; j<3 ;j++ ) xForm.coords[j][i] = subDeterminant( i , j ) / d;
return xForm;
}
};
template< class Real >
struct XForm4x4
{
Real coords[4][4];
XForm4x4( void ) { for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ; j++ ) coords[i][j] = Real(0.); }
static XForm4x4 Identity( void )
{
XForm4x4 xForm;
xForm(0,0) = xForm(1,1) = xForm(2,2) = xForm(3,3) = Real(1.);
return xForm;
}
Real& operator() ( int i , int j ){ return coords[i][j]; }
const Real& operator() ( int i , int j ) const { return coords[i][j]; }
template< class _Real > Point3D< _Real > operator * ( const Point3D< _Real >& p ) const
{
Point3D< _Real > q;
for( int i=0 ; i<3 ; i++ )
{
for( int j=0 ; j<3 ; j++ ) q[i] += (_Real)( coords[j][i] * p[j] );
q[i] += (_Real)coords[3][i];
}
return q;
}
XForm4x4 operator * ( const XForm4x4& m ) const
{
XForm4x4 n;
for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ; j++ ) for( int k=0 ; k<4 ; k++ ) n.coords[i][j] += m.coords[i][k]*coords[k][j];
return n;
}
XForm4x4 transpose( void ) const
{
XForm4x4 xForm;
for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ; j++ ) xForm( i , j ) = coords[j][i];
return xForm;
}
Real subDeterminant( int i , int j ) const
{
XForm3x3< Real > xForm;
int ii[] = { (i+1)%4 , (i+2)%4 , (i+3)%4 } , jj[] = { (j+1)%4 , (j+2)%4 , (j+3)%4 };
for( int _i=0 ; _i<3 ; _i++ ) for( int _j=0 ; _j<3 ; _j++ ) xForm( _i , _j ) = coords[ ii[_i] ][ jj[_j] ];
return xForm.determinant();
}
Real determinant( void ) const { return coords[0][0] * subDeterminant( 0 , 0 ) - coords[1][0] * subDeterminant( 1 , 0 ) + coords[2][0] * subDeterminant( 2 , 0 ) - coords[3][0] * subDeterminant( 3 , 0 ); }
XForm4x4 inverse( void ) const
{
XForm4x4 xForm;
Real d = determinant();
for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ;j++ )
if( (i+j)%2==0 ) xForm.coords[j][i] = subDeterminant( i , j ) / d;
else xForm.coords[j][i] = -subDeterminant( i , j ) / d;
return xForm;
}
Real coords[4][4];
XForm4x4( void ) { for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ; j++ ) coords[i][j] = Real(0.); }
static XForm4x4 Identity( void )
{
XForm4x4 xForm;
xForm(0,0) = xForm(1,1) = xForm(2,2) = xForm(3,3) = Real(1.);
return xForm;
}
Real& operator() ( int i , int j ){ return coords[i][j]; }
const Real& operator() ( int i , int j ) const { return coords[i][j]; }
template< class _Real > Point3D< _Real > operator * ( const Point3D< _Real >& p ) const
{
Point3D< _Real > q;
for( int i=0 ; i<3 ; i++ )
{
for( int j=0 ; j<3 ; j++ ) q[i] += (_Real)( coords[j][i] * p[j] );
q[i] += (_Real)coords[3][i];
}
return q;
}
XForm4x4 operator * ( const XForm4x4& m ) const
{
XForm4x4 n;
for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ; j++ ) for( int k=0 ; k<4 ; k++ ) n.coords[i][j] += m.coords[i][k]*coords[k][j];
return n;
}
XForm4x4 transpose( void ) const
{
XForm4x4 xForm;
for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ; j++ ) xForm( i , j ) = coords[j][i];
return xForm;
}
Real subDeterminant( int i , int j ) const
{
XForm3x3< Real > xForm;
int ii[] = { (i+1)%4 , (i+2)%4 , (i+3)%4 } , jj[] = { (j+1)%4 , (j+2)%4 , (j+3)%4 };
for( int _i=0 ; _i<3 ; _i++ ) for( int _j=0 ; _j<3 ; _j++ ) xForm( _i , _j ) = coords[ ii[_i] ][ jj[_j] ];
return xForm.determinant();
}
Real determinant( void ) const { return coords[0][0] * subDeterminant( 0 , 0 ) - coords[1][0] * subDeterminant( 1 , 0 ) + coords[2][0] * subDeterminant( 2 , 0 ) - coords[3][0] * subDeterminant( 3 , 0 ); }
XForm4x4 inverse( void ) const
{
XForm4x4 xForm;
Real d = determinant();
for( int i=0 ; i<4 ; i++ ) for( int j=0 ; j<4 ;j++ )
if( (i+j)%2==0 ) xForm.coords[j][i] = subDeterminant( i , j ) / d;
else xForm.coords[j][i] = -subDeterminant( i , j ) / d;
return xForm;
}
};
@ -188,77 +189,77 @@ void CrossProduct(const Point3D<Real>& p1,const Point3D<Real>& p2,Point3D<Real>&
class Edge{
public:
double p[2][2];
double Length(void) const{
double d[2];
d[0]=p[0][0]-p[1][0];
d[1]=p[0][1]-p[1][1];
double p[2][2];
double Length(void) const{
double d[2];
d[0]=p[0][0]-p[1][0];
d[1]=p[0][1]-p[1][1];
return sqrt(d[0]*d[0]+d[1]*d[1]);
}
return sqrt(d[0]*d[0]+d[1]*d[1]);
}
};
class Triangle{
public:
double p[3][3];
double Area(void) const{
double v1[3] , v2[3] , v[3];
for( int d=0 ; d<3 ; d++ )
{
v1[d] = p[1][d] - p[0][d];
v2[d] = p[2][d] - p[0][d];
}
v[0] = v1[1]*v2[2] - v1[2]*v2[1];
v[1] = -v1[0]*v2[2] + v1[2]*v2[0];
v[2] = v1[0]*v2[1] - v1[1]*v2[0];
return sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] ) / 2;
}
double AspectRatio(void) const{
double d=0;
int i,j;
for(i=0;i<3;i++){
for(i=0;i<3;i++)
for(j=0;j<3;j++){d+=(p[(i+1)%3][j]-p[i][j])*(p[(i+1)%3][j]-p[i][j]);}
}
return Area()/d;
}
double p[3][3];
double Area(void) const{
double v1[3] , v2[3] , v[3];
for( int d=0 ; d<3 ; d++ )
{
v1[d] = p[1][d] - p[0][d];
v2[d] = p[2][d] - p[0][d];
}
v[0] = v1[1]*v2[2] - v1[2]*v2[1];
v[1] = -v1[0]*v2[2] + v1[2]*v2[0];
v[2] = v1[0]*v2[1] - v1[1]*v2[0];
return sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] ) / 2;
}
double AspectRatio(void) const{
double d=0;
int i,j;
for(i=0;i<3;i++){
for(i=0;i<3;i++)
for(j=0;j<3;j++){d+=(p[(i+1)%3][j]-p[i][j])*(p[(i+1)%3][j]-p[i][j]);}
}
return Area()/d;
}
};
class CoredPointIndex
{
public:
int index;
char inCore;
int index;
char inCore;
int operator == (const CoredPointIndex& cpi) const {return (index==cpi.index) && (inCore==cpi.inCore);};
int operator != (const CoredPointIndex& cpi) const {return (index!=cpi.index) || (inCore!=cpi.inCore);};
int operator == (const CoredPointIndex& cpi) const {return (index==cpi.index) && (inCore==cpi.inCore);};
int operator != (const CoredPointIndex& cpi) const {return (index!=cpi.index) || (inCore!=cpi.inCore);};
};
class EdgeIndex{
public:
int idx[2];
int idx[2];
};
class CoredEdgeIndex
{
public:
CoredPointIndex idx[2];
CoredPointIndex idx[2];
};
class TriangleIndex{
public:
int idx[3];
int idx[3];
};
class TriangulationEdge
{
public:
TriangulationEdge(void);
int pIndex[2];
int tIndex[2];
TriangulationEdge(void);
int pIndex[2];
int tIndex[2];
};
class TriangulationTriangle
{
public:
TriangulationTriangle(void);
int eIndex[3];
TriangulationTriangle(void);
int eIndex[3];
};
template<class Real>
@ -266,21 +267,21 @@ class Triangulation
{
public:
std::vector<Point3D<Real> > points;
std::vector<TriangulationEdge> edges;
std::vector<TriangulationTriangle> triangles;
std::vector<Point3D<Real> > points;
std::vector<TriangulationEdge> edges;
std::vector<TriangulationTriangle> triangles;
int factor( int tIndex,int& p1,int& p2,int& p3);
double area(void);
double area( int tIndex );
double area( int p1 , int p2 , int p3 );
int flipMinimize( int eIndex);
int addTriangle( int p1 , int p2 , int p3 );
int factor( int tIndex,int& p1,int& p2,int& p3);
double area(void);
double area( int tIndex );
double area( int p1 , int p2 , int p3 );
int flipMinimize( int eIndex);
int addTriangle( int p1 , int p2 , int p3 );
protected:
hash_map<long long,int> edgeMap;
static long long EdgeIndex( int p1 , int p2 );
double area(const Triangle& t);
hash_map<long long,int> edgeMap;
static long long EdgeIndex( int p1 , int p2 );
double area(const Triangle& t);
};
@ -291,92 +292,92 @@ void TriangleCollapse(const Real& edgeRatio,std::vector<TriangleIndex>& triangle
struct CoredVertexIndex
{
int idx;
bool inCore;
int idx;
bool inCore;
};
template< class Vertex >
class CoredMeshData
{
public:
std::vector< Vertex > inCorePoints;
virtual void resetIterator( void ) = 0;
std::vector< Vertex > inCorePoints;
virtual void resetIterator( void ) = 0;
virtual int addOutOfCorePoint( const Vertex& p ) = 0;
virtual int addPolygon( const std::vector< CoredVertexIndex >& vertices ) = 0;
virtual int addPolygon( const std::vector< int >& vertices ) = 0;
virtual int addOutOfCorePoint_s( const Vertex& p ) = 0;
virtual int addPolygon_s( const std::vector< CoredVertexIndex >& vertices ) = 0;
virtual int addPolygon_s( const std::vector< int >& vertices ) = 0;
virtual int addOutOfCorePoint( const Vertex& p ) = 0;
virtual int addPolygon( const std::vector< CoredVertexIndex >& vertices ) = 0;
virtual int addPolygon( const std::vector< int >& vertices ) = 0;
virtual int addOutOfCorePoint_s( const Vertex& p ) = 0;
virtual int addPolygon_s( const std::vector< CoredVertexIndex >& vertices ) = 0;
virtual int addPolygon_s( const std::vector< int >& vertices ) = 0;
virtual int nextOutOfCorePoint( Vertex& p )=0;
virtual int nextPolygon( std::vector< CoredVertexIndex >& vertices ) = 0;
virtual int nextOutOfCorePoint( Vertex& p )=0;
virtual int nextPolygon( std::vector< CoredVertexIndex >& vertices ) = 0;
virtual int outOfCorePointCount(void)=0;
virtual int polygonCount( void ) = 0;
virtual int outOfCorePointCount(void)=0;
virtual int polygonCount( void ) = 0;
};
template< class Vertex >
class CoredVectorMeshData : public CoredMeshData< Vertex >
{
std::vector< Vertex > oocPoints;
std::vector< std::vector< int > > polygons;
int polygonIndex;
int oocPointIndex;
std::vector< Vertex > oocPoints;
std::vector< std::vector< int > > polygons;
int polygonIndex;
int oocPointIndex;
public:
CoredVectorMeshData(void);
CoredVectorMeshData(void);
void resetIterator(void);
void resetIterator(void);
int addOutOfCorePoint( const Vertex& p );
int addPolygon( const std::vector< CoredVertexIndex >& vertices );
int addPolygon( const std::vector< int >& vertices );
int addOutOfCorePoint_s( const Vertex& p );
int addPolygon_s( const std::vector< CoredVertexIndex >& vertices );
int addPolygon_s( const std::vector< int >& vertices );
int addOutOfCorePoint( const Vertex& p );
int addPolygon( const std::vector< CoredVertexIndex >& vertices );
int addPolygon( const std::vector< int >& vertices );
int addOutOfCorePoint_s( const Vertex& p );
int addPolygon_s( const std::vector< CoredVertexIndex >& vertices );
int addPolygon_s( const std::vector< int >& vertices );
int nextOutOfCorePoint( Vertex& p );
int nextPolygon( std::vector< CoredVertexIndex >& vertices );
int nextOutOfCorePoint( Vertex& p );
int nextPolygon( std::vector< CoredVertexIndex >& vertices );
int outOfCorePointCount(void);
int polygonCount( void );
int outOfCorePointCount(void);
int polygonCount( void );
};
class BufferedReadWriteFile
{
bool tempFile;
FILE* _fp;
char *_buffer , _fileName[1024];
size_t _bufferIndex , _bufferSize;
bool tempFile;
FILE* _fp;
char *_buffer , _fileName[1024];
size_t _bufferIndex , _bufferSize;
public:
BufferedReadWriteFile( char* fileName=NULL , int bufferSize=(1<<20) );
~BufferedReadWriteFile( void );
bool write( const void* data , size_t size );
bool read ( void* data , size_t size );
void reset( void );
BufferedReadWriteFile( char* fileName=NULL , int bufferSize=(1<<20) );
~BufferedReadWriteFile( void );
bool write( const void* data , size_t size );
bool read ( void* data , size_t size );
void reset( void );
};
template< class Vertex >
class CoredFileMeshData : public CoredMeshData< Vertex >
{
char pointFileName[1024] , polygonFileName[1024];
BufferedReadWriteFile *oocPointFile , *polygonFile;
int oocPoints , polygons;
char pointFileName[1024] , polygonFileName[1024];
BufferedReadWriteFile *oocPointFile , *polygonFile;
int oocPoints , polygons;
public:
CoredFileMeshData( void );
~CoredFileMeshData( void );
CoredFileMeshData( void );
~CoredFileMeshData( void );
void resetIterator( void );
void resetIterator( void );
int addOutOfCorePoint( const Vertex& p );
int addPolygon( const std::vector< CoredVertexIndex >& vertices );
int addPolygon( const std::vector< int >& vertices );
int addOutOfCorePoint_s( const Vertex& p );
int addPolygon_s( const std::vector< CoredVertexIndex >& vertices );
int addPolygon_s( const std::vector< int >& vertices );
int addOutOfCorePoint( const Vertex& p );
int addPolygon( const std::vector< CoredVertexIndex >& vertices );
int addPolygon( const std::vector< int >& vertices );
int addOutOfCorePoint_s( const Vertex& p );
int addPolygon_s( const std::vector< CoredVertexIndex >& vertices );
int addPolygon_s( const std::vector< int >& vertices );
int nextOutOfCorePoint( Vertex& p );
int nextPolygon( std::vector< CoredVertexIndex >& vertices );
int nextOutOfCorePoint( Vertex& p );
int nextPolygon( std::vector< CoredVertexIndex >& vertices );
int outOfCorePointCount( void );
int polygonCount( void );
int outOfCorePointCount( void );
int polygonCount( void );
};
#include "Geometry.inl"