godot/thirdparty/thekla_atlas/nvmesh/MeshTopology.h

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// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_MESH_MESHTOPOLOGY_H
#define NV_MESH_MESHTOPOLOGY_H
#include <nvmesh/nvmesh.h>
namespace nv
{
namespace HalfEdge { class Mesh; }
class MeshAdjacency;
/// Mesh topology information.
class MeshTopology
{
public:
MeshTopology(const HalfEdge::Mesh * mesh) { buildTopologyInfo(mesh); }
/// Determine if the mesh is connected.
bool isConnected() const { return m_connectedCount == 1; }
/// Determine if the mesh is closed. (Each edge is shared by two faces)
bool isClosed() const { return m_boundaryCount == 0; }
/// Return true if the mesh has the topology of a disk.
bool isDisk() const { return isConnected() && m_boundaryCount == 1/* && m_eulerNumber == 1*/; }
/// Return the number of connected components.
int connectedCount() const { return m_connectedCount; }
/// Return the number of open holes.
int holeCount() const { return m_boundaryCount; }
/// Return the genus of the mesh.
int genus() const { return m_genus; }
/// Return the euler number of the mesh.
int euler() const { return m_eulerNumber; }
static bool isQuadOnly(const HalfEdge::Mesh * mesh);
private:
NVMESH_API void buildTopologyInfo(const HalfEdge::Mesh * mesh);
private:
///< Number of boundary loops.
int m_boundaryCount;
///< Number of connected components.
int m_connectedCount;
///< Euler number.
int m_eulerNumber;
/// Mesh genus.
int m_genus;
};
} // nv namespace
#endif // NV_MESH_MESHTOPOLOGY_H