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Torque/SDK/lib/maxsdk40/MNMesh.h
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/**********************************************************************
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*<
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FILE: MNMesh.h
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DESCRIPTION: Special mesh structures useful for face and edge based mesh operations.
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CREATED BY: Steve Anderson, working for Kinetix!
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HISTORY: created March 1997 from old SDMesh and WMesh.
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*> Copyright (c) 1996 Autodesk, Inc., All Rights Reserved.
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**********************************************************************/
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// Necessary prior inclusions: max.h
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// Classes:
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// MNMesh
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// MNVert
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// MNEdge
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// MNFace
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// MNMeshBorder
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#ifndef __MN_MESH_H_
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#define __MN_MESH_H_
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#include "export.h"
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#include "baseinterface.h"
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#define REALLOC_SIZE 10
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// Boolean types: we use the same ones defined in mesh.h
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//#define MESHBOOL_UNION 1
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//#define MESHBOOL_INTERSECTION 2
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//#define MESHBOOL_DIFFERENCE 3
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// General flags for all components
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// For MNVerts, MNEdges, and MNFaces, bits 0-7 are used for common characteristics
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// of all components. Bits 8-15 are used for component-specific flags. Bits 16-23 are reserved
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// for temporary use in MNMesh algorithms. Bits 24-31 are reserved for MNMath.lib users.
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#define MN_SEL (1<<0)
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#define MN_DEAD (1<<1)
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#define MN_TARG (1<<2)
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#define MN_BACKFACING (1<<3)
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#define MN_HIDDEN (1<<4)
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#define MN_WHATEVER (1<<16) // Temporary flag used internally for whatever.
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#define MN_LOCAL_SEL (1<<17) // Alternate selections (not passed up the pipe).
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#define MN_USER (1<<24) // Anything above this can be used by applications.
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// Vertex flags
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#define MN_VERT_DONE (1<<8)
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class IHardwareShader;
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class TriStrip;
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class MNMesh;
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class MNVert : public FlagUser {
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public:
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Point3 p;
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int orig; // Original point this vert comes from
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MNVert () { orig = -1; }
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DllExport MNVert & operator= (MNVert & from);
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bool operator==(MNVert & from) { return (from.p==p)&&(from.ExportFlags()==ExportFlags()); }
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};
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// Edge flags
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#define MN_EDGE_INVIS (1<<8)
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#define MN_EDGE_NOCROSS (1<<9)
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#define MN_EDGE_MAP_SEAM (1<<10)
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// Edge goes from v1 to v2
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// f1 is forward-indexing face (face on "left" if surface normal above, v2 in front)
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// f2 is backward-indexing face, or -1 if no such face exists. (Face on "right")
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class MNEdge : public FlagUser {
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public:
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int v1, v2;
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int f1, f2;
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int track; // Keep track of whatever.
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MNEdge() { Init(); }
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MNEdge (int vv1, int vv2, int fc) { f1=fc; f2=-1; v1=vv1; v2=vv2; track=-1; }
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void Init() { v1=v2=f1=0; f2=-1; track=-1; }
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int OtherFace (int ff) { return (ff==f1) ? f2 : f1; }
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int OtherVert (int vv) { return (vv==v1) ? v2 : v1; }
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void Invert () { int hold=v1; v1=v2; v2=hold; hold=f1; f1=f2; f2=hold; }
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DllExport void ReplaceFace (int of, int nf, int vv1=-1);
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void ReplaceVert (int ov, int nv) { if (v1 == ov) v1 = nv; else { MaxAssert (v2==ov); v2 = nv; } }
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DllExport bool Uncrossable ();
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DllExport MNEdge & operator= (const MNEdge & from);
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bool operator==(MNEdge & f) { return (f.v1==v1)&&(f.v2==v2)&&(f.f1==f1)&&(f.f2==f2)&&(f.ExportFlags()==ExportFlags()); }
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int& operator[](int i) { return i ? v2 : v1; }
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const int& operator[](int i) const { return i ? v2 : v1; }
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DllExport void MNDebugPrint ();
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};
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class MNFace;
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class MNMapFace {
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friend class MNMesh;
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int dalloc;
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public:
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int deg;
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int *tv;
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MNMapFace() { Init(); }
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DllExport MNMapFace (int d);
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~MNMapFace () { Clear(); }
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DllExport void Init();
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DllExport void Clear();
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DllExport void SetAlloc (int d);
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void SetSize (int d) { SetAlloc(d); deg=d; }
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DllExport void MakePoly (int fdeg, int *tt);
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DllExport void Insert (int pos, int num=1);
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DllExport void Delete (int pos, int num=1);
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DllExport void RotateStart (int newstart);
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DllExport void Flip (); // Reverses order of verts. 0 remains start.
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DllExport int VertIndex (int vv);
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DllExport void ReplaceVert (int ov, int nv);
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DllExport MNMapFace & operator= (const MNMapFace & from);
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DllExport MNMapFace & operator= (const MNFace & from);
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DllExport bool operator== (const MNMapFace & from);
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DllExport void MNDebugPrint ();
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};
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// MNFace flags:
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#define MN_FACE_OPEN_REGION (1<<8) // Face is not part of closed submesh.
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#define MN_FACE_CHECKED (1<<9) // for recursive face-and-neighbor-checking
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#define MN_FACE_CHANGED (1<<10)
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// Diagonal sorting algorithm:
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// Puts diagonals in increase-by-last-index, decrease-by-first order:
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DllExport void DiagSort (int dnum, int *diag);
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class MNFace : public FlagUser {
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friend class MNMesh;
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int dalloc;
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void SwapContents (MNFace & from);
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public:
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int deg; // Degree: number of vtx's and edg's that are relevant.
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int *vtx; // Defining verts of this face.
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int *edg; // edges on this face.
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int *diag; // Diagonals
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DWORD smGroup;
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MtlID material;
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int track; // Keep track of whatever -- MNMesh internal use only.
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BitArray visedg, edgsel;
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MNFace() { Init(); }
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MNFace (int d) { Init(); SetDeg (d); }
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DllExport MNFace (const MNFace *from);
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~MNFace () { Clear(); }
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DllExport void Init();
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DllExport void SetDeg (int d);
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DllExport void Clear();
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int TriNum() { return deg-2; }
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DllExport int FindTriPoint (int edge); // finds point that makes tri with this edge.
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DllExport int FindTriPoint (int a, int b); // does the same for nonsequential verts - result is between a,b.
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DllExport void GetTriangles (Tab<int> &tri);
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DllExport void SetAlloc (int d);
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DllExport void MakePoly (int fdeg, int *vv, bool *vis=NULL, bool *sel=NULL);
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DllExport void Insert (int pos, int num=1);
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DllExport bool Delete (int pos, int num=1, int edir=1, bool fixtri=TRUE);
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DllExport void RotateStart (int newstart);
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DllExport void Flip (); // Reverses order of verts. 0 remains start.
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DllExport int VertIndex (int vv, int ee=-1);
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DllExport int EdgeIndex (int ee, int vv=-1);
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DllExport void ReplaceVert (int ov, int nv, int ee=-1);
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DllExport void ReplaceEdge (int oe, int ne, int vv=-1);
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DllExport MNFace & operator= (const MNFace & from);
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DllExport bool operator== (const MNFace &from);
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int& operator[](int i) { return vtx[i]; }
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const int& operator[](int i) const { return vtx[i]; }
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DllExport void MNDebugPrint (bool triprint=FALSE);
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DllExport IOResult Save (ISave *isave);
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DllExport IOResult Load (ILoad *iload);
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};
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class MNMap : public FlagUser {
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friend class MNMesh;
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int nv_alloc, nf_alloc;
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public:
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MNMapFace *f;
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UVVert *v;
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int numv, numf;
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MNMap () { Init(); }
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~MNMap () { ClearAndFree (); }
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// Initialization, allocation:
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DllExport void Init ();
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DllExport void VAlloc (int num, bool keep=TRUE);
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DllExport void FAlloc (int num, bool keep=TRUE);
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// Data access:
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int VNum () const { return numv; }
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UVVert V(int i) const { return v[i]; }
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int FNum () const { return numf; }
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MNMapFace *F(int i) const { return &(f[i]); }
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// Adding new components -- all allocation should go through here!
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DllExport int NewTri (int a, int b, int c);
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DllExport int NewTri (int *vv);
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DllExport int NewQuad (int a, int b, int c, int d);
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DllExport int NewQuad (int *vv);
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DllExport int NewFace (int degg=0, int *vv=NULL);
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DllExport void setNumFaces (int nfnum);
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DllExport int NewVert (UVVert p, int uoff=0, int voff=0);
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DllExport void setNumVerts (int nvnum);
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DllExport void CollapseDeadVerts (MNFace *faces); // Figures out which are dead.
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DllExport void CollapseDeadFaces (MNFace *faces);
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DllExport void Clear (); // Deletes everything.
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DllExport void ClearAndFree (); // Deletes everything, frees all memory
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DllExport void Transform (Matrix3 & xfm); // o(n) -- transforms verts
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// operators and debug printing
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DllExport MNMap & operator= (const MNMap & from);
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DllExport MNMap & operator+= (const MNMap & from);
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DllExport MNMap & operator+= (const MNMesh & from);
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DllExport void ShallowCopy (const MNMap & from);
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DllExport void NewAndCopy ();
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DllExport void MNDebugPrint (MNFace *faces);
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DllExport bool CheckAllData (int mp, int nf, MNFace *faces);
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DllExport IOResult Save (ISave *isave, MNFace *faces=NULL);
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DllExport IOResult Load (ILoad *iload, MNFace *faces=NULL);
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};
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// Per-edge data
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#define MAX_EDGEDATA 10
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#define EDATA_KNOT 0
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#define EDATA_CREASE 1
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DllExport int EdgeDataType (int edID);
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DllExport void *EdgeDataDefault (int edID);
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#define MN_MESH_NONTRI (1<<0) // At least 2 triangles have been joined
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#define MN_MESH_FILLED_IN (1<<1) // All topological links complete
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#define MN_MESH_RATSNEST (1<<2) // Set if we've replicated points to avoid rats' nest meshes.
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#define MN_MESH_NO_BAD_VERTS (1<<3) // Set if we've established that each vert has exactly one connected component of faces & edges.
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#define MN_MESH_VERTS_ORDERED (1<<4) // Set if we've ordered the fac, edg tables in each vert.
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#define MN_MESH_HAS_VOLUME (1<<7) // Some subset of mesh describes closed surface of solid
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#define MN_MESH_CACHE_FLAGS (MN_MESH_FILLED_IN|MN_MESH_NO_BAD_VERTS|MN_MESH_VERTS_ORDERED)
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class MNMeshBorder;
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class MNChamferData;
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class MNFaceClusters;
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// MNMesh selection levels:
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enum PMeshSelLevel { MNM_SL_OBJECT, MNM_SL_VERTEX, MNM_SL_EDGE, MNM_SL_FACE };
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// MNMesh display flags
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#define MNDISP_VERTTICKS 0x01
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#define MNDISP_SELVERTS 0x02
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#define MNDISP_SELFACES 0x04
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#define MNDISP_SELEDGES 0x08
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#define MNDISP_NORMALS 0x10
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#define MNDISP_SMOOTH_SUBSEL 0x20
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#define MNDISP_BEEN_DISP 0x40
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#define MNDISP_DIAGONALS 0x80
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// Flags for sub object hit test
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// NOTE: these are the same bits used for object level.
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//#define SUBHIT_SELONLY (1<<0)
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//#define SUBHIT_UNSELONLY (1<<2)
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//#define SUBHIT_ABORTONHIT (1<<3)
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//#define SUBHIT_SELSOLID (1<<4)
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#define SUBHIT_MNUSECURRENTSEL (1<<22) // When this bit is set, the sel only and unsel only tests will use the current level (edge or face) selection when doing a vertex level hit test
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#define SUBHIT_OPENONLY (1<<23)
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#define SUBHIT_MNVERTS (1<<24)
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#define SUBHIT_MNFACES (1<<25)
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#define SUBHIT_MNEDGES (1<<26)
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#define SUBHIT_MNTYPEMASK (SUBHIT_MNVERTS|SUBHIT_MNFACES|SUBHIT_MNEDGES)
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// Subdivision flags:
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#define MN_SUBDIV_NEWMAP 0x01
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class MNMesh : public FlagUser, public BaseInterfaceServer {
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friend class HardwareMNMesh;
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friend void gfxCleanup(void *data);
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private:
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static int refCount;
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static HANDLE workMutex;
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static HANDLE workEndEvent;
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int nv_alloc, ne_alloc, nf_alloc, nm_alloc;
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// Cache geometric data for quick rendering
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Box3 bdgBox;
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Point3 *fnorm;
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RVertex *rVerts; // <<< instance specific.
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GraphicsWindow *cacheGW; // identifies rVerts cache
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int normalsBuilt;
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float norScale;
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// Hidden map channels
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// There are always NUM_HIDDENMAPS of these, but we dynamically allocate them
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// so that M(mp) can be a const method. (This wouldn't work if we had hmap[NUM_HIDDENMAPS].)
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MNMap *hmap;
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// Formerly public normal map channels:
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MNMap *m;
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// Vertex color arrays - for display use.
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int curVCChan; // current map channel to use for colors (default = 0)
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UVVert *curVCVerts; // possible external color array (default = NULL)
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MNMapFace *curVCFaces; // possible external face array (default = NULL)
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DWTab norInd; // indirection array for fast normal lookup
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int normalCount; // total number of normals
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Point3 * gfxNormals; // flattened list of normals
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// Derived arrays to contain generated texture coordinates
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int numTexCoords[GFX_MAX_TEXTURES];
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Point3 * texCoords[GFX_MAX_TEXTURES];
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// Derived table of TriStrips, depends on topology
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Tab<TriStrip *> *tstab;
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// Internal part of SabinDoo method:
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void SDVEdgeFace (int id, int vid, int *fv, Tab<Tab<int> *> & fmv, int selLevel);
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// Internal part of recursive smoothing-group search.
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DWORD FindReplacementSmGroup (int ff, DWORD os, int call);
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// Internal parts of Boolean. (MNBool.cpp)
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int BooleanZip (DWORD sortFlag, float weldThresh);
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bool BoolZipSeam (Tab<int> *lpi, Tab<int> *lpj, int & starth, int & startk, float weldThresh);
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void BoolPaintClassification (int ff, DWORD classification);
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||||
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// Internal data cache stuff (MNPipe.cpp)
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void buildBoundingBox ();
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void buildFaceNormals ();
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GraphicsWindow *getCacheGW() { return cacheGW; }
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void setCacheGW (GraphicsWindow *gw) { cacheGW = gw; }
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// New MNMesh routines to drive HardwareShaders
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bool CanDrawTriStrips(DWORD rndMode, int numMtls, Material *mtl);
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bool BuildTriStrips(DWORD rndMode, int numMtls, Material *mtl);
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void TriStripify(DWORD rndMode, int numTex, TVFace *tvf[], TriStrip *s, StripData *sd, int vtx);
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void Draw3DTriStrips(IHardwareShader *phs, int numMat, Material *ma);
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||||
void Draw3DWireTriStrips(IHardwareShader *phs, int numMat, Material *ma);
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||||
void Draw3DVisEdgeList(IHardwareShader *phs, DWORD flags);
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||||
int render3DTriStrips(IHardwareShader *phs, int kmat, int kstrips);
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int render3DWireTriStrips(IHardwareShader *phs, int kmat, int kstrips);
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int render3DFaces(IHardwareShader *phs, DWORD index, int *custVis=NULL);
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||||
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public:
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MNVert *v;
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||||
MNEdge *e;
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||||
MNFace *f;
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||||
int numv, nume, numf, numm;
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||||
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||||
// Vertex Data -- handled as in Meshes:
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||||
PerData *vd;
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||||
BitArray vdSupport;
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||||
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||||
// Edge Data
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||||
PerData *ed;
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||||
BitArray edSupport;
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||||
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||||
int selLevel;
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||||
DWORD dispFlags;
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||||
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||||
// Derived data:
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||||
Tab<int> *vedg;
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||||
Tab<int> *vfac;
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||||
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||||
// Basic class ops
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||||
MNMesh () { Init(); DefaultFlags (); }
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MNMesh (const Mesh & from) { Init(); SetFromTri (from); FillInMesh (); }
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||||
MNMesh (const MNMesh & from) { Init(); DefaultFlags(); *this = from; }
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||||
DllExport ~MNMesh();
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||||
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||||
// Initialization:
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||||
void DefaultFlags () { ClearAllFlags (); }
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||||
DllExport void Init ();
|
||||
|
||||
// Array allocation: these functions (& Init) have sole control over nvalloc, etc.
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||||
DllExport void VAlloc (int num, bool keep=TRUE);
|
||||
DllExport void VShrink (int num=-1); // default means "Shrink array allocation to numv"
|
||||
DllExport void freeVEdge();
|
||||
DllExport void VEdgeAlloc();
|
||||
DllExport void freeVFace();
|
||||
DllExport void VFaceAlloc();
|
||||
DllExport void EAlloc (int num, bool keep=TRUE);
|
||||
DllExport void EShrink (int num=-1);
|
||||
DllExport void FAlloc (int num, bool keep=TRUE);
|
||||
DllExport void FShrink (int num=-1);
|
||||
DllExport void MAlloc (int num, bool keep=TRUE);
|
||||
DllExport void MShrink (int num=-1);
|
||||
|
||||
// Access to components
|
||||
int VNum () const { return numv; }
|
||||
MNVert *V(int i) const { return &(v[i]); }
|
||||
Point3 & P(int i) const { return v[i].p; }
|
||||
int ENum () const { return nume; }
|
||||
MNEdge *E(int i) const { return &(e[i]); }
|
||||
int FNum () const { return numf; }
|
||||
MNFace *F(int i) const { return &(f[i]); }
|
||||
int MNum () const { return numm; }
|
||||
DllExport MNMap *M(int mp) const;
|
||||
DllExport void SetMapNum (int mpnum);
|
||||
DllExport void InitMap (int mp); // Inits to current MNMesh topology.
|
||||
DllExport void ClearMap (int mp);
|
||||
DllExport UVVert MV (int mp, int i) const;
|
||||
DllExport MNMapFace *MF (int mp, int i) const;
|
||||
DllExport int TriNum () const;
|
||||
|
||||
// Per Vertex Data:
|
||||
DllExport void setNumVData (int ct, BOOL keep=FALSE);
|
||||
int VDNum () const { return vdSupport.GetSize(); }
|
||||
|
||||
DllExport BOOL vDataSupport (int vdChan) const;
|
||||
DllExport void setVDataSupport (int vdChan, BOOL support=TRUE);
|
||||
void *vertexData (int vdChan) const { return vDataSupport(vdChan) ? vd[vdChan].data : NULL; }
|
||||
float *vertexFloat (int vdChan) const { return (float *) vertexData (vdChan); }
|
||||
DllExport void freeVData (int vdChan);
|
||||
DllExport void freeAllVData ();
|
||||
|
||||
// Two specific vertex data: these VDATA constants are defined in mesh.h
|
||||
float *getVertexWeights () { return vertexFloat(VDATA_WEIGHT); }
|
||||
void SupportVertexWeights () { setVDataSupport (VDATA_WEIGHT); }
|
||||
void freeVertexWeights () { freeVData (VDATA_WEIGHT); }
|
||||
float *getVSelectionWeights () { return vertexFloat(VDATA_SELECT); }
|
||||
void SupportVSelectionWeights () { setVDataSupport (VDATA_SELECT); }
|
||||
void freeVSelectionWeights () { freeVData (VDATA_SELECT); }
|
||||
|
||||
// Per Edge Data:
|
||||
DllExport void setNumEData (int ct, BOOL keep=FALSE);
|
||||
int EDNum () const { return edSupport.GetSize(); }
|
||||
|
||||
DllExport BOOL eDataSupport (int edChan) const;
|
||||
DllExport void setEDataSupport (int edChan, BOOL support=TRUE);
|
||||
void *edgeData (int edChan) const { return eDataSupport(edChan) ? ed[edChan].data : NULL; }
|
||||
float *edgeFloat (int edChan) const { return (float *) edgeData (edChan); }
|
||||
DllExport void freeEData (int edChan);
|
||||
DllExport void freeAllEData ();
|
||||
|
||||
// One specific edge data: this EDATA constant is defined above
|
||||
float *getEdgeKnots () { return edgeFloat(EDATA_KNOT); }
|
||||
void SupportEdgeKnots () { setEDataSupport (EDATA_KNOT); }
|
||||
void freeEdgeKnots () { freeEData (EDATA_KNOT); }
|
||||
|
||||
// Vertex face/edge list methods:
|
||||
DllExport void VClear (int vv);
|
||||
DllExport void VInit (int vv);
|
||||
DllExport int VFaceIndex (int vv, int ff, int ee=-1);
|
||||
DllExport int VEdgeIndex (int vv, int ee);
|
||||
void VDeleteEdge (int vv, int ee) { if (vedg) vedg[vv].Delete (VEdgeIndex(vv, ee), 1); }
|
||||
DllExport void VDeleteFace (int vv, int ff);
|
||||
DllExport void VReplaceEdge (int vv, int oe, int ne);
|
||||
DllExport void VReplaceFace (int vv, int of, int nf);
|
||||
DllExport void CopyVert (int nv, int ov); // copies face & edge too if appropriate
|
||||
DllExport void MNVDebugPrint (int vv);
|
||||
|
||||
// Adding new components -- all allocation should go through here!
|
||||
DllExport int NewTri (int a, int b, int c, DWORD smG=0, MtlID mt=0);
|
||||
DllExport int NewTri (int *vv, DWORD smG=0, MtlID mt=0);
|
||||
DllExport int NewQuad (int a, int b, int c, int d, DWORD smG=0, MtlID mt=0);
|
||||
DllExport int NewQuad (int *vv, DWORD smG=0, MtlID mt=0);
|
||||
DllExport int NewFace (int initFace, int degg=0, int *vv=NULL, bool *vis=NULL, bool *sel=NULL);
|
||||
DllExport int AppendNewFaces (int nfnum);
|
||||
DllExport void setNumFaces (int nfnum);
|
||||
DllExport int RegisterEdge (int v1, int v2, int f, int fpos);
|
||||
DllExport int SimpleNewEdge (int v1, int v2);
|
||||
DllExport int NewEdge (int v1, int v2, int f, int fpos);
|
||||
DllExport int AppendNewEdges (int nenum);
|
||||
DllExport void setNumEdges (int nenum);
|
||||
DllExport int NewVert (Point3 & p);
|
||||
DllExport int NewVert (Point3 & p, int vid);
|
||||
DllExport int NewVert (int vid);
|
||||
DllExport int NewVert (int v1, int v2, float prop);
|
||||
DllExport int AppendNewVerts (int nvnum);
|
||||
DllExport void setNumVerts (int nvnum);
|
||||
|
||||
// To delete, set MN_*_DEAD flag and use following routines, which are all o(n).
|
||||
DllExport void CollapseDeadVerts ();
|
||||
DllExport void CollapseDeadEdges ();
|
||||
DllExport void CollapseDeadFaces ();
|
||||
DllExport void CollapseDeadStructs();
|
||||
DllExport void Clear (); // Deletes everything.
|
||||
DllExport void ClearAndFree (); // Deletes everything, frees all memory
|
||||
DllExport void freeVerts();
|
||||
DllExport void freeEdges();
|
||||
DllExport void freeFaces();
|
||||
DllExport void freeMap(int mp);
|
||||
DllExport void freeMaps();
|
||||
|
||||
// En Masse flag-clearing and setting:
|
||||
void ClearVFlags (DWORD fl) { for (int i=0; i<numv; i++) v[i].ClearFlag (fl); }
|
||||
void ClearEFlags (DWORD fl) { for (int i=0; i<nume; i++) e[i].ClearFlag (fl); }
|
||||
void ClearFFlags (DWORD fl) { for (int i=0; i<numf; i++) f[i].ClearFlag (fl); }
|
||||
DllExport void PaintFaceFlag (int ff, DWORD fl, DWORD fenceflags=0x0);
|
||||
DllExport void VertexSelect (const BitArray & vsel);
|
||||
DllExport void EdgeSelect (const BitArray & esel);
|
||||
DllExport void FaceSelect (const BitArray & fsel);
|
||||
bool getVertexSel (BitArray & vsel) { return getVerticesByFlag (vsel, MN_SEL); }
|
||||
bool getEdgeSel (BitArray & esel) { return getEdgesByFlag (esel, MN_SEL); }
|
||||
bool getFaceSel (BitArray & fsel) { return getFacesByFlag (fsel, MN_SEL); }
|
||||
// In following 3, if fmask is 0 it's set to flags, so only those flags are compared.
|
||||
DllExport bool getVerticesByFlag (BitArray & vset, DWORD flags, DWORD fmask=0x0);
|
||||
DllExport bool getEdgesByFlag (BitArray & eset, DWORD flags, DWORD fmask=0x0);
|
||||
DllExport bool getFacesByFlag (BitArray & fset, DWORD flags, DWORD fmask=0x0);
|
||||
DllExport void ElementFromFace (int ff, BitArray & fset);
|
||||
DllExport void BorderFromEdge (int ee, BitArray & eset);
|
||||
|
||||
// Following also set visedg, edgsel bits on faces:
|
||||
DllExport void SetEdgeVis (int ee, BOOL vis=TRUE);
|
||||
DllExport void SetEdgeSel (int ee, BOOL sel=TRUE);
|
||||
|
||||
// I/O with regular Meshes.
|
||||
void SetFromTri (const Mesh & from) { Clear (); AddTri (from); }
|
||||
DllExport void AddTri (const Mesh & from); // o(n) -- Add another mesh -- simple union
|
||||
DllExport void OutToTri (Mesh & tmesh); // o(n)
|
||||
|
||||
// Internal computation routines
|
||||
// These three build on each other and should go in order:
|
||||
// FillInMesh, EliminateBadVerts, OrderVerts.
|
||||
DllExport void FillInMesh (); // o(n*5) or so
|
||||
DllExport void FillInFaceEdges (); // o(n).
|
||||
DllExport void FillInVertEdgesFaces (); // o(n)
|
||||
DllExport bool EliminateBadVerts (DWORD flag=0); // o(n*8) or so
|
||||
DllExport void OrderVerts (); // o(n*3) or so
|
||||
DllExport void OrderVert (int vid);
|
||||
DllExport void Triangulate (); // o(n)
|
||||
DllExport void TriangulateFace (int ff); // o(triangles)
|
||||
|
||||
// Random useful stuff.
|
||||
DllExport void Transform (Matrix3 & xfm); // o(n) -- transforms verts
|
||||
bool IsClosed() { for (int i=0; i<nume; i++) if (e[i].f2<0) return FALSE; return nume?TRUE:FALSE; } // o(n)
|
||||
DllExport void FaceBBox (int ff, Box3 & bbox);
|
||||
DllExport void BBox (Box3 & bbox, bool targonly=FALSE);
|
||||
DllExport Box3 getBoundingBox (Matrix3 *tm=NULL, bool targonly=FALSE);
|
||||
|
||||
// Methods for handling MN_TARG flags.
|
||||
DllExport int TargetVertsBySelection (int selLevel); // o(n)
|
||||
DllExport int TargetEdgesBySelection (int selLevel); // o(n)
|
||||
DllExport int TargetFacesBySelection (int selLevel); // o(n)
|
||||
DllExport int PropegateComponentFlags (int slTo, DWORD flTo,
|
||||
int slFrom, DWORD flFrom, bool ampersand=FALSE, bool set=TRUE);
|
||||
DllExport void DetargetVertsBySharpness (float sharpval); // o(n*deg)
|
||||
|
||||
// Face-center methods
|
||||
DllExport void ComputeCenters (Point3 *ctr, bool targonly=FALSE); // o(n)
|
||||
DllExport void ComputeCenter (int ff, Point3 & ctr);
|
||||
DllExport void ComputeNormal (int ff, Point3 & normal, Point3 *ctr=NULL);
|
||||
DllExport void ComputeSafeCenters (Point3 *ctr, bool targonly=FALSE, bool detarg=FALSE); // o(n)
|
||||
DllExport bool ComputeSafeCenter (int ff, Point3 & ctr); // o(deg^2)
|
||||
|
||||
// Triangulation-of-polygon methods:
|
||||
DllExport void RetriangulateFace (int ff); // o(deg^2)
|
||||
DllExport void FindDiagonals (int ff, int *diag);
|
||||
DllExport void FindDiagonals (int deg, int *vv, int *diag);
|
||||
DllExport void BestConvexDiagonals (int ff, int *diag=NULL);
|
||||
DllExport void BestConvexDiagonals (int deg, int *vv, int *diag);
|
||||
DllExport bool SetDiagonal (int ff, int d1, int d2);
|
||||
|
||||
// Normal methods
|
||||
DllExport int FindEdgeFromVertToVert (int vrt1, int vrt2); // o(deg)
|
||||
DllExport void GetVertexSpace (int vrt, Matrix3 & tm); // o(deg)
|
||||
DllExport Point3 GetVertexNormal (int vrt); // o(deg)
|
||||
DllExport Point3 GetEdgeNormal (int ed); // o(deg)
|
||||
DllExport Point3 GetFaceNormal (int fc, bool nrmlz=FALSE); //o(deg)
|
||||
Point3 GetEdgeNormal (int vrt1, int vrt2) { return GetEdgeNormal (FindEdgeFromVertToVert(vrt1, vrt2)); }
|
||||
DllExport float EdgeAngle (int ed);
|
||||
DllExport void FlipNormal(int faceIndex);
|
||||
|
||||
// Smoothing-group handling
|
||||
DllExport void Resmooth (bool smooth=TRUE, bool targonly=FALSE, DWORD targmask=~0x0); // o(n)
|
||||
DllExport DWORD CommonSmoothing (bool targonly=FALSE); // o(n)
|
||||
DllExport DWORD GetNewSmGroup (bool targonly=FALSE); // o(n)
|
||||
DllExport MtlID GetNewMtlID (bool targonly = FALSE); // o(n)
|
||||
DllExport DWORD GetOldSmGroup (bool targonly=FALSE); // up to o(n).
|
||||
DllExport DWORD GetAllSmGroups (bool targonly=FALSE); // up to o(n)
|
||||
DllExport DWORD FindReplacementSmGroup (int ff, DWORD os);
|
||||
DllExport void PaintNewSmGroup (int ff, DWORD os, DWORD ns);
|
||||
DllExport bool SeparateSmGroups (int v1, int v2);
|
||||
DllExport void AutoSmooth(float angle,BOOL useSel,BOOL preventIndirectSmoothing);
|
||||
|
||||
// Use following to unify triangles into polygons across invisible edges.
|
||||
DllExport void MakePolyMesh (int maxdeg=0, BOOL elimCollin=TRUE);
|
||||
// NOTE: MakeConvexPolyMesh result not guaranteed for now. Still requires MakeConvex() afterwards to be sure.
|
||||
DllExport void MakeConvexPolyMesh (int maxdeg=0);
|
||||
DllExport void RemoveEdge (int edge);
|
||||
DllExport void MakeConvex ();
|
||||
DllExport void MakeFaceConvex (int ff);
|
||||
DllExport void RestrictPolySize (int maxdeg);
|
||||
DllExport void MakePlanar (float planarThresh);
|
||||
DllExport void MakeFacePlanar (int ff, float planarThresh);
|
||||
DllExport void EliminateCollinearVerts ();
|
||||
DllExport void EliminateCoincidentVerts (float thresh=MNEPS);
|
||||
|
||||
// Following set NOCROSS flags, delete INVIS flags to make "fences" for Sabin-Doo
|
||||
DllExport void FenceMaterials ();
|
||||
DllExport void FenceSmGroups ();
|
||||
DllExport void FenceFaceSel ();
|
||||
DllExport void FenceOneSidedEdges();
|
||||
DllExport void FenceNonPlanarEdges (float thresh=.9999f, bool makevis=FALSE);
|
||||
DllExport void SetMapSeamFlags ();
|
||||
DllExport void SetMapSeamFlags (int mp);
|
||||
|
||||
// Find get detail about a point on a face.
|
||||
DllExport int FindFacePointTri (int ff, Point3 & pt, double *bary, int *tri);
|
||||
DllExport UVVert FindFacePointMapValue (int ff, Point3 & pt, int mp);
|
||||
|
||||
// Extrapolate map information about a point near a face.
|
||||
DllExport UVVert ExtrapolateMapValue (int face, int edge, Point3 & pt, int mp);
|
||||
|
||||
// Useful for tessellation algorithms
|
||||
DllExport void Relax (float relaxval, bool targonly=TRUE);
|
||||
|
||||
// Returns map verts for both ends of each edge (from f1's perspective)
|
||||
// (Very useful for creating new faces at borders.) mv[j*2] corresponds to edge j's v1.
|
||||
DllExport void FindEdgeListMapVerts (const Tab<int> & lp, Tab<int> & mv, int mp);
|
||||
|
||||
// Following functions can be used to find & fix holes in a mesh, if any.
|
||||
DllExport void GetBorder (MNMeshBorder & brd, int selLevel=MNM_SL_OBJECT, DWORD targetFlag=MN_SEL);
|
||||
DllExport void FillInBorders (MNMeshBorder *b=NULL);
|
||||
DllExport void FindOpenRegions ();
|
||||
|
||||
// Doubled mapping verts are individual map vertices that are used to correspond
|
||||
// to different regular vertices. For instance, a box could have a single (1,1,0)
|
||||
// vertex that it uses in the upper-right corner of all quads. This design is
|
||||
// harmful to some of our algorithms, such as the various Tessellators. So the
|
||||
// following two methods detect and fix such vertices.
|
||||
|
||||
// This method is not really appropriate for release, it's more of a debugging
|
||||
// tool. All doubled mapping verts will be DebugPrinted.
|
||||
DllExport BOOL CheckForDoubledMappingVerts();
|
||||
|
||||
// This one's ok and encouraged for release. (Linear-time algorithm.)
|
||||
DllExport void EliminateDoubledMappingVerts();
|
||||
DllExport void EliminateIsoMapVerts();
|
||||
DllExport void EliminateIsoMapVerts(int mp);
|
||||
|
||||
// operators and debug printing (MNFace.cpp)
|
||||
DllExport MNMesh & operator= (const MNMesh & from);
|
||||
DllExport MNMesh & operator+= (const MNMesh & from);
|
||||
DllExport void MNDebugPrint (bool triprint=FALSE);
|
||||
DllExport void MNDebugPrintVertexNeighborhood (int vv, bool triprint=FALSE);
|
||||
DllExport bool CheckAllData ();
|
||||
|
||||
// Split functions maintain topological info. (MNSplit.cpp)
|
||||
DllExport int SplitTriEdge (int ee, float prop=.5f, float thresh=MNEPS,
|
||||
bool neVis=TRUE, bool neSel=FALSE);
|
||||
DllExport int SplitTriFace (int ff, double *bary=NULL, float thresh=MNEPS,
|
||||
bool neVis=TRUE, bool neSel=FALSE);
|
||||
DllExport void SplitTri6 (int ff, double *bary=NULL, int *nv=NULL);
|
||||
DllExport int SplitEdge (int ee, float prop=.5f);
|
||||
DllExport int SplitEdge (int ee, float prop, Tab<int> *newTVerts);
|
||||
DllExport int SplitEdge (int ff, int ed, float prop, bool right, int *nf=NULL,
|
||||
int *ne=NULL, bool neVis=FALSE, bool neSel=FALSE, bool allconvex=FALSE);
|
||||
DllExport int IndentFace (int ff, int ei, int nv, int *ne=NULL, bool nevis=TRUE, bool nesel=FALSE);
|
||||
DllExport void SeparateFace (int ff, int a, int b, int & nf, int & ne, bool neVis=FALSE, bool neSel=FALSE);
|
||||
DllExport bool Slice (Point3 & N, float off, float thresh, bool split, bool remove, bool flaggedFacesOnly=false, DWORD faceFlags=MN_SEL);
|
||||
DllExport void DeleteFlaggedFaces (DWORD deathflags, DWORD nvCopyFlags=0x0);
|
||||
DllExport bool WeldVerts (int a, int b);
|
||||
DllExport bool WeldEdge (int ee);
|
||||
|
||||
// Tessellation methods: (MNTess.cpp)
|
||||
DllExport void TessellateByEdges (float bulge, MeshOpProgress *mop=NULL);
|
||||
DllExport bool AndersonDo (float interp, int selLevel, MeshOpProgress *mop=NULL, DWORD subdivFlags=0);
|
||||
DllExport void TessellateByCenters (MeshOpProgress *mop=NULL);
|
||||
|
||||
// Sabin-Doo tessellation: (MNSabDoo.cpp)
|
||||
DllExport void SabinDoo (float interp, int selLevel, MeshOpProgress *mop=NULL, Tab<Point3> *offsets=NULL);
|
||||
DllExport void SabinDooVert (int vid, float interp, int selLevel, Point3 *ctr, Tab<Point3> *offsets=NULL);
|
||||
|
||||
// Non-uniform Rational Mesh Smooth (NURMS.cpp)
|
||||
DllExport void CubicNURMS (MeshOpProgress *mop=NULL,
|
||||
Tab<Point3> *offsets=NULL, DWORD subdivFlags=0);
|
||||
|
||||
// Boolean functions: (MNBool.cpp)
|
||||
DllExport void PrepForBoolean ();
|
||||
DllExport bool BooleanCut (MNMesh & m2, int cutType, int fstart=0, MeshOpProgress *mop=NULL);
|
||||
DllExport bool MakeBoolean (MNMesh & m1, MNMesh & m2, int type, MeshOpProgress *mop=NULL);
|
||||
DllExport void Connect (MNMeshBorder & borderList, int segs, float tension,
|
||||
bool sm_bridge, bool sm_ends, Tab<int> *vsep=NULL);
|
||||
DllExport void ConnectLoops (Tab<int> & loop1, Tab<int> & loop2,
|
||||
int segs, float tension, DWORD smGroup, MtlID mat, bool sm_ends);
|
||||
|
||||
// Small-scale Operations - in MNOps.cpp
|
||||
DllExport void FacePointBary (int ff, Point3 & p, Tab<float> & bary);
|
||||
DllExport void CloneVerts (DWORD cloneFlag = MN_SEL, bool clear_orig=TRUE);
|
||||
DllExport void CloneFaces (DWORD cloneFlag = MN_SEL, bool clear_orig=TRUE);
|
||||
DllExport int DivideFace (int ff, Tab<float> & bary);
|
||||
DllExport int CreateFace (int degg, int *vv);
|
||||
DllExport bool MakeFlaggedPlanar (int selLev, DWORD flag=MN_SEL, Point3 *delta=NULL);
|
||||
DllExport bool MoveVertsToPlane (Point3 & norm, float offset, DWORD flag=MN_SEL, Point3 *delta=NULL);
|
||||
DllExport bool SplitFlaggedVertices (DWORD flag=MN_SEL);
|
||||
DllExport bool SplitFlaggedEdges (DWORD flag=MN_SEL);
|
||||
DllExport bool DetachFaces (DWORD flag=MN_SEL);
|
||||
DllExport bool DetachElementToObject (MNMesh & nmesh, DWORD fflags=MN_SEL, bool delDetached=true);
|
||||
DllExport bool ExtrudeFaceClusters (MNFaceClusters & fclust);
|
||||
DllExport bool ExtrudeFaceCluster (MNFaceClusters & fclust, int cl);
|
||||
DllExport bool ExtrudeFaces (DWORD flag=MN_SEL); // Does each face separately
|
||||
// GetExtrudeDirection is based on faces with MN_SEL flag if face clusters are NULL.
|
||||
DllExport void GetExtrudeDirection (MNChamferData *mcd,
|
||||
MNFaceClusters *fclust=NULL, Point3 *clustNormals=NULL);
|
||||
DllExport bool SetVertColor (UVVert clr, int mp, DWORD flag=MN_SEL);
|
||||
DllExport bool SetFaceColor (UVVert clr, int mp, DWORD flag=MN_SEL);
|
||||
DllExport bool ChamferVertices (DWORD flag=MN_SEL, MNChamferData *mcd=NULL);
|
||||
DllExport bool ChamferEdges (DWORD flag=MN_SEL, MNChamferData *mcd=NULL);
|
||||
DllExport bool FlipElementNormals (DWORD flag=MN_SEL);
|
||||
DllExport void SmoothByCreases (DWORD creaseFlag);
|
||||
DllExport int CutFace (int f1, Point3 & p1, Point3 & p2, Point3 & Z, bool split);
|
||||
DllExport int CutEdge (int e1, float prop1, int e2, float prop2, Point3 & Z, bool split);
|
||||
DllExport int Cut (int startv, Point3 & end, Point3 & Z, bool split);
|
||||
DllExport bool WeldBorderVerts (int v1, int v2, Point3 *destination);
|
||||
DllExport bool WeldBorderEdges (int e1, int e2);
|
||||
DllExport bool WeldBorderVerts (float thresh, DWORD flag=MN_SEL);
|
||||
|
||||
// Pipeline object requirements. (MNPipe.cpp)
|
||||
DllExport void ApplyMapper (UVWMapper & mp, int channel=0, BOOL useSel=FALSE);
|
||||
DllExport void InvalidateGeomCache ();
|
||||
DllExport void InvalidateTopoCache ();
|
||||
DllExport void UpdateDisplayVertexColors ();
|
||||
DllExport void SetDisplayVertexColors (int chan);
|
||||
DllExport void SetDisplayVertexColors (UVVert *mv, MNMapFace *mf);
|
||||
DllExport void PrepForPipeline ();
|
||||
DllExport void allocRVerts ();
|
||||
DllExport void updateRVerts (GraphicsWindow *gw);
|
||||
DllExport void freeRVerts ();
|
||||
|
||||
DllExport void checkNormals (BOOL illum);
|
||||
DllExport void buildNormals ();
|
||||
DllExport void buildRenderNormals ();
|
||||
DllExport void UpdateBackfacing (GraphicsWindow *gw, bool force);
|
||||
|
||||
// Display flags
|
||||
void SetDispFlag(DWORD f) { dispFlags |= f; }
|
||||
DWORD GetDispFlag(DWORD f) { return dispFlags & f; }
|
||||
void ClearDispFlag(DWORD f) { dispFlags &= ~f; }
|
||||
|
||||
DllExport void render(GraphicsWindow *gw, Material *ma, RECT *rp, int compFlags, int numMat=1, InterfaceServer *pi=NULL);
|
||||
DllExport void renderFace (GraphicsWindow *gw, int ff);
|
||||
DllExport void render3DFace (GraphicsWindow *gw, int ff);
|
||||
DllExport void render3DDiagonals (GraphicsWindow *gw, DWORD compFlags);
|
||||
DllExport void renderDiagonals (GraphicsWindow *gw, DWORD compFlags);
|
||||
DllExport void renderDiagonal (GraphicsWindow *gw, int ff, bool useSegments=false, bool *lastColorSubSel=NULL);
|
||||
DllExport void render3DEdges (GraphicsWindow *gw, DWORD compFlags);
|
||||
DllExport void renderEdges (GraphicsWindow *gw, DWORD compFlags);
|
||||
DllExport void renderEdge (GraphicsWindow *gw, int ee, bool useSegments=false, bool *lastColorSubSel=NULL);
|
||||
DllExport BOOL select (GraphicsWindow *gw, Material *ma, HitRegion *hr, int abortOnHit=FALSE, int numMat=1);
|
||||
DllExport BOOL SubObjectHitTest(GraphicsWindow *gw, Material *ma, HitRegion *hr,
|
||||
DWORD flags, SubObjHitList& hitList, int numMat=1 );
|
||||
DllExport int IntersectRay (Ray& ray, float& at, Point3& norm);
|
||||
DllExport int IntersectRay (Ray& ray, float& at, Point3& norm, int &fi, Tab<float> & bary);
|
||||
DllExport BitArray VertexTempSel (DWORD fmask=MN_DEAD|MN_SEL, DWORD fset=MN_SEL);
|
||||
|
||||
DllExport void ShallowCopy(MNMesh *amesh, ULONG_PTR channels);
|
||||
// WIN64 Cleanup: Shuler
|
||||
DllExport void NewAndCopyChannels(ULONG_PTR channels);
|
||||
// WIN64 Cleanup: Shuler
|
||||
DllExport void FreeChannels (ULONG_PTR channels, BOOL zeroOthers=1);
|
||||
// WIN64 Cleanup: Shuler
|
||||
|
||||
DllExport IOResult Save (ISave *isave);
|
||||
DllExport IOResult Load (ILoad *iload);
|
||||
DllExport void ClearFlag (DWORD fl);
|
||||
|
||||
// --- from InterfaceServer
|
||||
DllExport BaseInterface* GetInterface(Interface_ID id);
|
||||
};
|
||||
|
||||
class MNMeshBorder {
|
||||
friend class MNMesh;
|
||||
Tab<Tab<int> *> bdr;
|
||||
BitArray btarg;
|
||||
public:
|
||||
~MNMeshBorder () { Clear(); }
|
||||
void Clear () { for (int i=0; i<bdr.Count(); i++) if (bdr[i]) delete bdr[i]; bdr.ZeroCount(); }
|
||||
int Num () { return bdr.Count(); }
|
||||
Tab<int> *Loop (int i) { return bdr[i]; }
|
||||
bool LoopTarg (int i) { return ((i>=0) && (i<bdr.Count()) && (btarg[i])); }
|
||||
DllExport void MNDebugPrint (MNMesh *m);
|
||||
};
|
||||
|
||||
class MNFaceElement {
|
||||
public:
|
||||
// For each face, which element is it in
|
||||
Tab<int> elem;
|
||||
int count;
|
||||
|
||||
DllExport MNFaceElement (MNMesh &mesh);
|
||||
int operator[](int i) {return elem[i];}
|
||||
};
|
||||
|
||||
class MNFaceClusters {
|
||||
public:
|
||||
// Cluster #, one for each face - non-selected faces have -1 for their id.
|
||||
Tab<int> clust;
|
||||
int count;
|
||||
|
||||
// Makes clusters from distinct selected components.
|
||||
DllExport MNFaceClusters (MNMesh & mesh, DWORD clusterFlags);
|
||||
// This version separates cluster also using a minimum angle and optionally by flags.
|
||||
DllExport MNFaceClusters (MNMesh & mesh, float angle, DWORD clusterFlags);
|
||||
int operator[](int i) { return clust[i]; }
|
||||
DllExport void MakeVertCluster(MNMesh &mesh, Tab<int> & vclust);
|
||||
DllExport void GetNormalsCenters (MNMesh &mesh, Tab<Point3> & norm, Tab<Point3> & ctr);
|
||||
DllExport void GetBorder (MNMesh &mesh, int clustID, Tab<int> & cbord);
|
||||
DllExport void GetOutlineVectors (MNMesh & m, Tab<Point3> & cnorms, Tab<Point3> & odir);
|
||||
};
|
||||
|
||||
class MNEdgeClusters {
|
||||
public:
|
||||
Tab<int> clust;
|
||||
int count;
|
||||
|
||||
DllExport MNEdgeClusters (MNMesh &mesh, DWORD clusterFlags);
|
||||
int operator[](int i) {return clust[i];}
|
||||
DllExport void MakeVertCluster (MNMesh &mesh, Tab<int> & vclust);
|
||||
DllExport void GetNormalsCenters (MNMesh &mesh, Tab<Point3> & norm, Tab<Point3> & ctr);
|
||||
};
|
||||
|
||||
class MNChamferData {
|
||||
Tab<UVVert> hmdir[NUM_HIDDENMAPS];
|
||||
public:
|
||||
Tab<Point3> vdir;
|
||||
Tab<float> vmax;
|
||||
Tab<UVVert> *mdir;
|
||||
|
||||
MNChamferData () { mdir=NULL; }
|
||||
MNChamferData (const MNMesh & m) { mdir=NULL; InitToMesh(m); }
|
||||
~MNChamferData () { if (mdir) delete [] mdir; }
|
||||
|
||||
DllExport void InitToMesh (const MNMesh & m);
|
||||
DllExport void setNumVerts (int nv, bool keep=TRUE, int resizer=0);
|
||||
DllExport void ClearLimits ();
|
||||
DllExport void GetDelta (float amount, Tab<Point3> & delta);
|
||||
DllExport bool GetMapDelta (MNMesh & mm, int mapChannel, float amount, Tab<UVVert> & delta);
|
||||
Tab<UVVert> & MDir (int mp) { return (mp<0) ? hmdir[-1-mp] : mdir[mp]; }
|
||||
};
|
||||
|
||||
class MNTempData : public BaseInterfaceServer {
|
||||
private:
|
||||
MNEdgeClusters *edgeCluster;
|
||||
MNFaceClusters *faceCluster;
|
||||
Tab<int> *vertCluster;
|
||||
Tab<Point3> *normals;
|
||||
Tab<Point3> *centers;
|
||||
Tab<Point3> *vnormals;
|
||||
Tab<Tab<float> *> *clustDist;
|
||||
Tab<float> *selDist;
|
||||
Tab<float> *vsWeight;
|
||||
MNChamferData *chamData;
|
||||
|
||||
//Tab<Point3> *extDir;
|
||||
Tab<Point3> *outlineDir;
|
||||
|
||||
MNMesh *mesh;
|
||||
|
||||
public:
|
||||
DllExport MNTempData ();
|
||||
DllExport MNTempData (MNMesh *m);
|
||||
DllExport ~MNTempData ();
|
||||
|
||||
void SetMesh (MNMesh *m) { mesh = m; }
|
||||
|
||||
DllExport MNFaceClusters *FaceClusters (DWORD clusterFlags=MN_SEL);
|
||||
DllExport MNEdgeClusters *EdgeClusters (DWORD clusterFlags=MN_SEL);
|
||||
DllExport Tab<int> *VertexClusters (int sl, DWORD clusterFlags=MN_SEL);
|
||||
DllExport Tab<Point3> *ClusterNormals (int sl, DWORD clusterFlags=MN_SEL);
|
||||
DllExport Tab<Point3> *ClusterCenters (int sl, DWORD clusterFlags=MN_SEL);
|
||||
DllExport Matrix3 ClusterTM (int clust);
|
||||
DllExport Tab<Point3> *VertexNormals ();
|
||||
DllExport Tab<float> *VSWeight (BOOL useEdgeDist, int edgeIts,
|
||||
BOOL ignoreBack, float falloff, float pinch, float bubble,
|
||||
DWORD selFlags=MN_SEL);
|
||||
DllExport Tab<float> *SelectionDist (BOOL useEdgeDist, int edgeIts, DWORD selFlags=MN_SEL);
|
||||
DllExport Tab<float> *ClusterDist (int sl, DWORD clusterFlags, int clustId, BOOL useEdgeDist, int edgeIts);
|
||||
//DllExport Tab<Point3> *FaceExtDir (int extrusionType);
|
||||
DllExport Tab<Point3> *OutlineDir (int extrusionType, DWORD clusterFlags=MN_SEL);
|
||||
|
||||
DllExport MNChamferData *ChamferData();
|
||||
|
||||
DllExport void Invalidate (DWORD part);
|
||||
DllExport void InvalidateDistances ();
|
||||
DllExport void InvalidateSoftSelection ();
|
||||
DllExport void freeClusterDist ();
|
||||
DllExport void freeBevelInfo ();
|
||||
DllExport void freeChamferData();
|
||||
DllExport void freeAll ();
|
||||
};
|
||||
|
||||
DllExport void SelectionDistance (MNMesh & mesh, float *selDist, DWORD selFlags);
|
||||
DllExport void SelectionDistance (MNMesh & mesh, float *selDist, int iters, DWORD selFlags);
|
||||
DllExport void ClustDistances (MNMesh & mesh, int numClusts, int *vclust,
|
||||
Tab<float> **clustDist);
|
||||
DllExport void ClustDistances (MNMesh & mesh, int numClusts, int *vclust,
|
||||
Tab<float> **clustDist, int iters);
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user