662 lines
26 KiB
C++
Executable File
662 lines
26 KiB
C++
Executable File
/**********************************************************************
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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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#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_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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#define MN_VERT_HIDDEN (1<<9) // different from MN_HIDDEN - means a vert is on a face's hvtx list.
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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. -- STEVE, remove, only used in connect.
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MNVert () { orig = -1; }
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DllExport MNVert & operator= (MNVert & from);
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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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DllExport void MNDebugPrint ();
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};
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class MNMapFace {
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friend class MNMesh;
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int dalloc, halloc;
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public:
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int deg, hdeg;
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int *tv, *htv;
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MNMapFace() { Init(); }
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DllExport MNMapFace (int d, int h=0);
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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, int h=0);
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void SetSize (int d, int h=0) { SetAlloc(d,h); deg=d; hdeg=h; }
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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 HInsert (int pos, int num=1);
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DllExport void HDelete (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 void MNDebugPrint (bool hinfo=TRUE);
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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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class MNFace : public FlagUser {
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friend class MNMesh;
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int dalloc, halloc, talloc;
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void Init();
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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;
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int *tri; // Triangulation
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int hdeg;
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int *hvtx; // Hidden verts
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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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DllExport MNFace (int d, int h=0);
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DllExport MNFace (const MNFace *from);
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~MNFace () { Clear(); }
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DllExport void Clear();
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int TriNum() { return deg - 2 + 2*hdeg; }
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DllExport int TriVert(int k);
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DllExport void SetAlloc (int d, int h=0);
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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 HInsert (int pos, int num=1);
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DllExport void HDelete (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, 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 void MNDebugPrint (bool triprint=FALSE, bool hinfo=TRUE);
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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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/*
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class MNFaceTriCache {
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friend class MNMesh;
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int fid;
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int deg;
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int *tri;
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int hdeg;
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int *htri;
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double *hbary;
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MNFaceTriCache () { tri=NULL; htri=NULL; hbary=NULL; hdeg=0; deg=0; fid=-1; }
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~MNFaceTriCache () { if (tri) delete [] tri; if (htri) delete [] htri; if (hbary) delete [] hbary; }
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DllExport void SetDeg (int degg);
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DllExport void SetHDeg (int hdegg);
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};
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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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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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typedef MNMap * MNMP;
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// MNMesh selection levels:
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#define MNM_SL_OBJECT 0
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#define MNM_SL_VERTEX 1
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#define MNM_SL_EDGE 2
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#define MNM_SL_FACE 3
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#define MNM_SL_TRI 4
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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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class MNMesh : public FlagUser {
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private:
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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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//Tab<MNFaceTriCache *> tcache;
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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, DWORD 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, int calldepth);
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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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public:
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MNVert *v;
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MNEdge *e;
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MNFace *f;
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MNMap *m;
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int numv, nume, numf, numm;
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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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// Edge Data
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PerData *ed;
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BitArray edSupport;
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DWORD selLevel;
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DWORD dispFlags;
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// Derived data:
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Tab<int> *vedg;
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Tab<int> *vfac;
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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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~MNMesh() { ClearAndFree (); }
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// Initialization:
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void DefaultFlags () { ClearAllFlags (); }
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DllExport void Init ();
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// Array allocation: these functions (& Init) have sole control over nvalloc, etc.
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void VAlloc (int num, bool keep=TRUE);
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void VShrink (int num=-1); // default means "Shrink array allocation to numv"
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void freeVEdge();
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void VEdgeAlloc();
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void freeVFace();
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void VFaceAlloc();
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void EAlloc (int num, bool keep=TRUE);
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void EShrink (int num=-1);
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void FAlloc (int num, bool keep=TRUE);
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void FShrink (int num=-1);
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void MAlloc (int num, bool keep=TRUE);
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void MShrink (int num=-1);
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// Access to components
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int VNum () const { return numv; }
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MNVert *V(int i) const { return &(v[i]); }
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Point3 & P(int i) const { return v[i].p; }
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int ENum () const { return nume; }
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MNEdge *E(int i) const { return &(e[i]); }
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int FNum () const { return numf; }
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MNFace *F(int i) const { return &(f[i]); }
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int MNum () const { return numm; }
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MNMap *M(int i) const { return &(m[i]); }
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DllExport void SetMapNum (int mpnum);
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DllExport void InitMap (int mp); // Inits to current MNMesh topology.
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void ClearMap (int mp) { if (mp<numm) { m[mp].SetFlag (MN_DEAD); m[mp].ClearAndFree (); } }
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UVVert MV (int mp, int i) const { return m[mp].v[i]; }
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MNMapFace *MF (int mp, int i) const { return m[mp].F(i); }
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DllExport int TriNum () const;
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DllExport int HVNum (bool selFaces=FALSE) const;
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// Per Vertex Data:
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DllExport void setNumVData (int ct, BOOL keep=FALSE);
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int VDNum () const { return vdSupport.GetSize(); }
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DllExport BOOL vDataSupport (int vdChan) const;
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DllExport void setVDataSupport (int vdChan, BOOL support=TRUE);
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void *vertexData (int vdChan) const { return vDataSupport(vdChan) ? vd[vdChan].data : NULL; }
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float *vertexFloat (int vdChan) const { return (float *) vertexData (vdChan); }
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DllExport void freeVData (int vdChan);
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DllExport void freeAllVData ();
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// Two specific vertex data: these VDATA constants are defined in mesh.h
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float *getVertexWeights () { return vertexFloat(VDATA_WEIGHT); }
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void SupportVertexWeights () { setVDataSupport (VDATA_WEIGHT); }
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void freeVertexWeights () { freeVData (VDATA_WEIGHT); }
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float *getVSelectionWeights () { return vertexFloat(VDATA_SELECT); }
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void SupportVSelectionWeights () { setVDataSupport (VDATA_SELECT); }
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void freeVSelectionWeights () { freeVData (VDATA_SELECT); }
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// Per Edge Data:
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DllExport void setNumEData (int ct, BOOL keep=FALSE);
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int EDNum () const { return edSupport.GetSize(); }
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DllExport BOOL eDataSupport (int edChan) const;
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DllExport void setEDataSupport (int edChan, BOOL support=TRUE);
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void *edgeData (int edChan) const { return eDataSupport(edChan) ? ed[edChan].data : NULL; }
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float *edgeFloat (int edChan) const { return (float *) edgeData (edChan); }
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DllExport void freeEData (int edChan);
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DllExport void freeAllEData ();
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// One specific edge data: this EDATA constant is defined above
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float *getEdgeKnots () { return edgeFloat(EDATA_KNOT); }
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void SupportEdgeKnots () { setEDataSupport (EDATA_KNOT); }
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void freeEdgeKnots () { freeEData (EDATA_KNOT); }
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// Vertex face/edge list methods:
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DllExport void VClear (int vv);
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DllExport void VInit (int vv);
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DllExport int VFaceIndex (int vv, int ff, int ee=-1);
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DllExport int VEdgeIndex (int vv, int ee);
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void VDeleteEdge (int vv, int ee) { if (vedg) vedg[vv].Delete (VEdgeIndex(vv, ee), 1); }
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DllExport void VDeleteFace (int vv, int ff);
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DllExport void VReplaceEdge (int vv, int oe, int ne);
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DllExport void VReplaceFace (int vv, int of, int nf);
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DllExport void CopyVert (int nv, int ov); // copies face & edge too if appropriate
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DllExport void MNVDebugPrint (int vv);
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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, DWORD smG=0, MtlID mt=0);
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DllExport int NewTri (int *vv, DWORD smG=0, MtlID mt=0);
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DllExport int NewQuad (int a, int b, int c, int d, DWORD smG=0, MtlID mt=0);
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DllExport int NewQuad (int *vv, DWORD smG=0, MtlID mt=0);
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DllExport int NewFace (int initFace, int degg=0, int *vv=NULL, bool *vis=NULL, bool *sel=NULL);
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DllExport int AppendNewFaces (int nfnum);
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DllExport void setNumFaces (int nfnum);
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DllExport int RegisterEdge (int v1, int v2, int f, int fpos);
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DllExport int SimpleNewEdge (int v1, int v2);
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DllExport int NewEdge (int v1, int v2, int f, int fpos);
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DllExport int AppendNewEdges (int nenum);
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DllExport void setNumEdges (int nenum);
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DllExport int NewVert (Point3 & p);
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DllExport int NewVert (Point3 & p, int vid);
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DllExport int NewVert (int vid);
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DllExport int NewVert (int v1, int v2, float prop);
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DllExport int AppendNewVerts (int nvnum);
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DllExport void setNumVerts (int nvnum);
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DllExport void KillUnusedHiddenVerts ();
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// To delete, set MN_*_DEAD flag and use following routines, which are all o(n).
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DllExport void CollapseDeadVerts ();
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DllExport void CollapseDeadEdges ();
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DllExport void CollapseDeadFaces ();
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DllExport void CollapseDeadStructs();
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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 freeVerts();
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DllExport void freeEdges();
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DllExport void freeFaces();
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DllExport void freeMap(int mp);
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DllExport void freeMaps();
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//DllExport void freeTCache();
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// En Masse flag-clearing and setting:
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void ClearVFlags (DWORD fl) { for (int i=0; i<numv; i++) v[i].ClearFlag (fl); }
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void ClearEFlags (DWORD fl) { for (int i=0; i<nume; i++) e[i].ClearFlag (fl); }
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void ClearFFlags (DWORD fl) { for (int i=0; i<numf; i++) f[i].ClearFlag (fl); }
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DllExport void PaintFaceFlag (int ff, DWORD fl, DWORD fenceflags=0x0);
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DllExport void VertexSelect (const BitArray & vsel);
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DllExport void EdgeSelect (const BitArray & esel);
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DllExport void FaceSelect (const BitArray & fsel);
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bool getVertexSel (BitArray & vsel) { return getVerticesByFlag (vsel, MN_SEL); }
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bool getEdgeSel (BitArray & esel) { return getEdgesByFlag (esel, MN_SEL); }
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bool getFaceSel (BitArray & fsel) { return getFacesByFlag (fsel, MN_SEL); }
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// In following 3, if fmask is 0 it's set to flags, so only those flags are compared.
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DllExport bool getVerticesByFlag (BitArray & vset, DWORD flags, DWORD fmask=0x0);
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DllExport bool getEdgesByFlag (BitArray & eset, DWORD flags, DWORD fmask=0x0);
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DllExport bool getFacesByFlag (BitArray & fset, DWORD flags, DWORD fmask=0x0);
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DllExport void ElementFromFace (int ff, BitArray & fset);
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DllExport void BorderFromEdge (int ee, BitArray & eset);
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// Following also set visedg, edgsel bits on faces:
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DllExport void SetEdgeVis (int ee, BOOL vis=TRUE);
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DllExport void SetEdgeSel (int ee, BOOL sel=TRUE);
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// I/O with regular Meshes.
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void SetFromTri (const Mesh & from) { Clear (); AddTri (from); }
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DllExport void AddTri (const Mesh & from); // o(n) -- Add another mesh -- simple union
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DllExport void OutToTri (Mesh & tmesh); // o(n)
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// Internal computation: each of the following 3 requires the previous.
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DllExport void FillInMesh (); // o(n*5) or so
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DllExport void EliminateBadVerts (); // o(n*8) or so
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DllExport void OrderVerts (); // o(n*3) or so
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DllExport void Triangulate (); // o(n)
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DllExport void TriangulateFace (int ff); // o(triangles)
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// Random useful stuff.
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DllExport void Transform (Matrix3 & xfm); // o(n) -- transforms verts
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bool IsClosed() { for (int i=0; i<nume; i++) if (e[i].f2<0) return FALSE; return nume?TRUE:FALSE; } // o(n)
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DllExport void FaceBBox (int ff, Box3 & bbox);
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DllExport void BBox (Box3 & bbox, bool targonly=FALSE);
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// Methods for handling MN_TARG flags.
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DllExport int TargetVertsBySelection (DWORD selLevel); // o(n)
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DllExport int TargetEdgesBySelection (DWORD selLevel); // o(n)
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DllExport int TargetFacesBySelection (DWORD selLevel); // o(n)
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DllExport int PropegateComponentFlags (DWORD slTo, DWORD flTo,
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DWORD slFrom, DWORD flFrom, bool ampersand=FALSE, bool set=TRUE);
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DllExport void DetargetVertsBySharpness (float sharpval); // o(n*deg)
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// Face-center methods
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DllExport void ComputeCenters (Point3 *ctr, bool targonly=FALSE); // o(n)
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DllExport void ComputeCenter (int ff, Point3 & ctr);
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DllExport void ComputeSafeCenters (Point3 *ctr, bool targonly=FALSE, bool detarg=FALSE); // o(n)
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DllExport bool ComputeSafeCenter (int ff, Point3 & ctr); // o(deg^2)
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// Triangulation-of-polygon methods:
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DllExport void RetriangulateFace (int ff); // o(deg^2)
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DllExport void FindExternalTriangulation (int ff, int *tri);
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DllExport void BestConvexTriangulation (int ff, int *tri=NULL);
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// Normal methods
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DllExport int FindEdgeFromVertToVert (int vrt1, int vrt2); // o(deg)
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DllExport Point3 GetVertexNormal (int vrt); // o(deg)
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DllExport Point3 GetEdgeNormal (int ed); // o(deg)
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DllExport Point3 GetFaceNormal (int fc, bool nrmlz=FALSE); //o(deg)
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Point3 GetEdgeNormal (int vrt1, int vrt2) { return GetEdgeNormal (FindEdgeFromVertToVert(vrt1, vrt2)); }
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// Smoothing-group handling
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DllExport void Resmooth (bool smooth=TRUE, bool targonly=FALSE, DWORD targmask=~0x0); // o(n)
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DllExport DWORD CommonSmoothing (bool targonly=FALSE); // o(n)
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DllExport DWORD GetNewSmGroup (bool targonly=FALSE); // o(n)
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DllExport MtlID GetNewMtlID (bool targonly = FALSE); // o(n)
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DllExport DWORD GetOldSmGroup (bool targonly=FALSE); // up to o(n).
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DllExport DWORD GetAllSmGroups (bool targonly=FALSE); // up to o(n)
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DllExport DWORD FindReplacementSmGroup (int ff, DWORD os);
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DllExport void PaintNewSmGroup (int ff, DWORD os, DWORD ns);
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DllExport bool SeparateSmGroups (int v1, int v2);
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// Use following to unify triangles into polygons across invisible edges.
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DllExport void MakePolyMesh (int maxdeg=0, BOOL elimCollin=TRUE);
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// NOTE: MakeConvexPolyMesh result not guaranteed for now. Still requires MakeConvex() afterwards to be sure.
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DllExport void MakeConvexPolyMesh (int maxdeg=0);
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DllExport void RemoveEdge (int edge);
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DllExport void MakeConvex ();
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DllExport void MakeFaceConvex (int ff);
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DllExport void EliminateCollinearVerts ();
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DllExport void EliminateCoincidentVerts (float thresh=MNEPS);
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// Following set NOCROSS flags, delete INVIS flags to make "fences" for Sabin-Doo
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DllExport void FenceMaterials ();
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DllExport void FenceSmGroups ();
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DllExport void FenceFaceSel ();
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DllExport void FenceOneSidedEdges();
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DllExport void FenceNonPlanarEdges (float thresh=.9999f);
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DllExport void SetMapSeamFlags (int mapID=-1);
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// Find get detail about a point on a face.
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DllExport int FindFacePointTri (int ff, Point3 & pt, double *bary=NULL, int *tri=NULL, int tnum=0);
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DllExport UVVert FindFacePointMapValue (int ff, Point3 & pt, int mp);
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// Extrapolate map information about a point near a face.
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DllExport UVVert ExtrapolateMapValue (int face, int edge, Point3 & pt, int mp);
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// Useful for tessellation algorithms
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DllExport void Relax (float relaxval, bool targonly=TRUE);
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// Returns map verts for both ends of each edge (from f1's perspective)
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// (Very useful for creating new faces at borders.) mv[j*2] corresponds to edge j's v1.
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DllExport void FindEdgeListMapVerts (const Tab<int> & lp, Tab<int> & mv, int mp);
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// Following functions can be used to find & fix holes in a mesh, if any.
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DllExport void GetBorder (MNMeshBorder & brd, DWORD selLevel=MESH_OBJECT);
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DllExport void FillInBorders (MNMeshBorder *b=NULL);
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DllExport void FindOpenRegions ();
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// To make hidden verts behave when moving real ones, use following:
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DllExport void PrepForGeomChange ();
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DllExport void CompleteGeomChange ();
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|
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// operators and debug printing (MNFace.cpp)
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DllExport MNMesh & operator= (const MNMesh & from);
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DllExport MNMesh & operator+= (const MNMesh & from);
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DllExport void MNDebugPrint (bool triprint=FALSE);
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DllExport void MNDebugPrintVertexNeighborhood (int vv, bool triprint=FALSE);
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DllExport bool CheckAllData ();
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// Split functions maintain topological info. (MNSplit.cpp)
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DllExport int SplitTriEdge (int ee, float prop=.5f, float thresh=MNEPS,
|
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bool neVis=TRUE, bool neSel=FALSE);
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DllExport int SplitTriFace (int ff, double *bary=NULL, float thresh=MNEPS,
|
|
bool neVis=TRUE, bool neSel=FALSE);
|
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DllExport void SplitTri6 (int ff, double *bary=NULL, int *nv=NULL);
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DllExport int SplitEdge (int ee, float prop=.5f);
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DllExport int SplitEdge (int ee, float prop, int *ntv);
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DllExport int SplitEdge (int ff, int ed, float prop, bool right, int *nf=NULL,
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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);
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DllExport void SeparateFace (int ff, int a, int b, int & nf, int & ne, bool neVis=FALSE, bool neSel=FALSE);
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DllExport void Slice (Point3 & N, float off, float thresh, bool split, bool remove, DWORD selLevel);
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DllExport void DeleteFlaggedFaces (DWORD deathflags, DWORD nvCopyFlags=0x0);
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DllExport bool WeldVerts (int a, int b);
|
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DllExport bool WeldEdge (int ee);
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|
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// Tessellation methods: (MNTess.cpp)
|
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DllExport void TessellateByEdges (float bulge, MeshOpProgress *mop=NULL);
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DllExport bool AndersonDo (float interp, DWORD selLevel, MeshOpProgress *mop=NULL);
|
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DllExport void TessellateByCenters (MeshOpProgress *mop=NULL);
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|
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// Sabin-Doo tessellation: (MNSabDoo.cpp)
|
|
DllExport void SabinDoo (float interp, DWORD selLevel, MeshOpProgress *mop=NULL, Tab<Point3> *offsets=NULL);
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DllExport void SabinDooVert (int vid, float interp, DWORD selLevel, Point3 *ctr, Tab<Point3> *offsets=NULL);
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|
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// Non-uniform Rational Mesh Smooth (NURMS.cpp)
|
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DllExport void CubicNURMS (MeshOpProgress *mop=NULL, Tab<Point3> *offsets=NULL);
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DllExport void QuadraticNURMS (MeshOpProgress *mop=NULL, Tab<Point3> *offsets=NULL);
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|
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// Boolean functions: (MNBool.cpp)
|
|
DllExport void PrepForBoolean ();
|
|
DllExport bool BooleanCut (MNMesh & m2, int cutType, int fstart=0, MeshOpProgress *mop=NULL);
|
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DllExport bool MakeBoolean (MNMesh & m1, MNMesh & m2, int type, MeshOpProgress *mop=NULL);
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|
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// New functionality: mostly pipeline object requirements. (MNPipe.cpp)
|
|
DllExport void ApplyMapper (UVWMapper & mp, BOOL channel=0, BOOL useSel=FALSE);
|
|
DllExport void InvalidateGeomCache ();
|
|
DllExport void InvalidateTopoCache ();
|
|
DllExport void allocRVerts ();
|
|
DllExport void updateRVerts (GraphicsWindow *gw);
|
|
DllExport void freeRVerts ();
|
|
|
|
GraphicsWindow *getCacheGW() { return cacheGW; }
|
|
void setCacheGW(GraphicsWindow *gw) { cacheGW = gw; }
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|
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DllExport void checkNormals (BOOL illum);
|
|
DllExport void buildNormals ();
|
|
DllExport void buildRenderNormals ();
|
|
DllExport void UpdateBackfacing (GraphicsWindow *gw, bool force);
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|
|
|
// Display flags
|
|
void SetDispFlag(DWORD f) { dispFlags |= f; }
|
|
DWORD GetDispFlag(DWORD f) { return dispFlags & f; }
|
|
void ClearDispFlag(DWORD f) { dispFlags &= ~f; }
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|
|
|
DllExport void render(GraphicsWindow *gw, Material *ma, RECT *rp, int compFlags, int numMat=1);
|
|
DllExport void renderFace (GraphicsWindow *gw, int ff);
|
|
DllExport void renderEdge (GraphicsWindow *gw, int ee);
|
|
DllExport BOOL select (GraphicsWindow *gw, Material *ma, HitRegion *hr, int abortOnHit=FALSE, int numMat=1);
|
|
DllExport void snap(GraphicsWindow *gw, SnapInfo *snap, IPoint2 *p, Matrix3 &tm);
|
|
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, int &ti, Point3 &bary);
|
|
DllExport BitArray VertexTempSel (DWORD fmask=MN_DEAD, DWORD fset=0);
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|
|
|
DllExport void ShallowCopy(MNMesh *amesh, DWORD channels);
|
|
DllExport void NewAndCopyChannels(DWORD channels);
|
|
DllExport void FreeChannels (DWORD channels, BOOL zeroOthers=1);
|
|
|
|
DllExport IOResult Save (ISave *isave);
|
|
DllExport IOResult Load (ILoad *iload);
|
|
};
|
|
|
|
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);
|
|
};
|
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|
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#endif
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