C++ :: Good Object Oriented Approach To Meshing?

Aug 6, 2013

I'm a newbie to C++ and I've been working on this Delaunay tree in C for some time. I'm ready to port it to C++ which does not mean that the code itself is completed or done.

But I was wondering, how could I design my code to fully utilize C++?

For one, I'm using C++'s built-in stack/queue/vector functions because it's a lot nicer than building my own stacks or queues lol.

So, here's an overview of the code.

The mesh is built of tetrahedrons so I have a "struct tetra" which stores pointers to vertices ("struct particle") and its 4 neighbours. Working in half-plane data, we have:

Code:
struct particle {
double x, y, z;
};

struct tetra {
struct particle *p[4];//vertices
struct tetra *ngb[4];//neighbours

double a[4], b[4], c[4], d[4];//half-plane data
};

I'm fracturing these tetrahedrons by inserting vertices so I can get anywhere from 2 to 4 children per fracture per tetraheron. I'm mapping this history to a quadtree. This looks like :

Code:

struct tree {
int level;
struct tree *parent;
struct tree *children[4];
struct tetra *t;
};

What would be the best OO approach to this problem?

I thought about just using this object,

Code:
struct mesh {
struct tree *root; //pointer to root
/* insert all functions to be used by mesh here */
};

But I'm not sure how effectively this would be taking advantage of the OO paradigm.

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code: [URL]

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[code]....

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Here's what I've got thus far and I'm confused cuz I might be calling my function incorrectly.

Code:
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Type definitions:

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I have an assignment that asks me to implement a variant of the classic bouncing balls program.

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My first aim is to get one ball on the screen.

Code:

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object_t *CreateObject(SDL_Surface *screen, triangle_t *model, int numtriangles)
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}

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[Code] ....

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The github repo for the code is here: [URL] ....

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Code:
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