974 lines
35 KiB
C++
Executable File
974 lines
35 KiB
C++
Executable File
/**********************************************************************
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*<
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FILE: mesh.h
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DESCRIPTION: Main include file for triangle meshes.
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CREATED BY: Don Brittain
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HISTORY:
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*> Copyright (c) 1994, All Rights Reserved.
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**********************************************************************/
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#ifndef _MESH_H_
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#define _MESH_H_
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#include "channels.h"
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#include "snap.h"
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#include <ioapi.h>
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#include "export.h"
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#include "vedge.h" //DS
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#include "utillib.h"
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#include "tab.h"
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#include "baseinterface.h"
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// These typedefs must be the same as each other, since
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// vertex colors are contained in a MeshMap.
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typedef Point3 UVVert;
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typedef Point3 VertColor;
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#define MESH_USE_EXT_CVARRAY (-32767)
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#define MESH_MULTI_PROCESSING TRUE // TRUE turns on mp vertex transformation
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class ISave;
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class ILoad;
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class IHardwareShader;
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class TriStrip;
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#define NEWMESH
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class RNormal {
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public:
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RNormal() { smGroup = mtlIndex = 0; }
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void setNormal(const Point3 &nor) { normal = nor; }
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void addNormal(const Point3 &nor) { normal += nor; }
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void normalize(void) { normal = Normalize(normal); }
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Point3 & getNormal(void) { return normal; }
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void setSmGroup(DWORD g) { smGroup = g; }
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void addSmGroup(DWORD g) { smGroup |= g; }
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DWORD getSmGroup(void) { return smGroup; }
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void setMtlIndex(MtlID i){ mtlIndex = i; }
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MtlID getMtlIndex(void) { return mtlIndex; }
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void setRGB(Point3 &clr) { rgb = clr; };
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Point3 & getRGB(void) { return rgb; }
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private:
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Point3 normal;
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DWORD smGroup;
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MtlID mtlIndex;
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Point3 rgb;
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};
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// RVertex flags: contain clip flags, number of normals at the vertex
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// and the number of normals that have already been rendered.
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// fine PLANE_MASK 0x00003f00UL -- now in gfx.h
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#define NORCT_MASK 0x000000ffUL
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#define SPECIFIED_NORMAL 0x00004000UL
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#define OUT_LEFT 0x00010000UL
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#define OUT_RIGHT 0x00020000UL
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#define OUT_TOP 0x00040000UL
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#define OUT_BOTTOM 0x00080000UL
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#define RECT_MASK 0x000f0000UL
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#define RND_MASK 0xfff00000UL
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#define RND_NOR0 0x00100000UL
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#define RND_NOR(n) (RND_NOR0 << (n))
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class RVertex {
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public:
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RVertex() { rFlags = 0; ern = NULL; }
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DllExport ~RVertex();
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DWORD rFlags;
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int pos[3];
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RNormal rn;
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RNormal *ern;
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};
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#if 0 // moved to gfx.h DB 8/7/00
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// Face Flags:
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// 3 LSBs hold the edge visibility flags
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// Bit 3 indicates the presence of texture verticies
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// if bit is 1, edge is visible
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#define EDGE_VIS 1
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#define EDGE_INVIS 0
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// first edge-visibility bit field
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#define VIS_BIT 0x0001
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#define VIS_MASK 0x0007
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#define EDGE_A (1<<0)
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#define EDGE_B (1<<1)
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#define EDGE_C (1<<2)
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#define EDGE_ALL (EDGE_A|EDGE_B|EDGE_C)
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#define FACE_HIDDEN (1<<3)
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#define HAS_TVERTS (1<<4)
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#define FACE_WORK (1<<5) // used in various algorithms
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#define FACE_STRIP (1<<6)
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// The mat ID is stored in the HIWORD of the face flags
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#define FACE_MATID_SHIFT 16
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#define FACE_MATID_MASK 0xFFFF
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#endif
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class Face {
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public:
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DWORD v[3];
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DWORD smGroup;
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DWORD flags;
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Face() { smGroup = flags = 0; }
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MtlID getMatID() {return (int)((flags>>FACE_MATID_SHIFT)&FACE_MATID_MASK);}
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void setMatID(MtlID id) {flags &= 0xFFFF; flags |= (DWORD)(id<<FACE_MATID_SHIFT);}
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void setSmGroup(DWORD i) { smGroup = i; }
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DWORD getSmGroup(void) { return smGroup; }
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void setVerts(DWORD *vrt){ memcpy(v, vrt, 3*sizeof(DWORD)); }
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void setVerts(int a, int b, int c) { v[0]=a; v[1]=b; v[2]=c; }
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DllExport void setEdgeVis(int edge, int visFlag);
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DllExport void setEdgeVisFlags(int va, int vb, int vc);
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int getEdgeVis(int edge){ return flags & (VIS_BIT << edge); }
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DWORD getVert(int index) { return v[index]; }
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DWORD * getAllVerts(void) { return v; }
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BOOL Hidden() {return flags&FACE_HIDDEN?TRUE:FALSE;}
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void Hide() {flags|=FACE_HIDDEN;}
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void Show() {flags&=~FACE_HIDDEN;}
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void SetHide(BOOL hide) {if (hide) Hide(); else Show();}
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DllExport DWORD GetOtherIndex (DWORD v0, DWORD v1);
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DllExport DWORD GetEdgeIndex (DWORD v0, DWORD v1);
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DllExport int Direction (DWORD v0, DWORD v1);
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DllExport DWORD GetVertIndex (DWORD v0);
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DllExport void OrderVerts (DWORD & v0, DWORD & v1); // switches v0,v1 if needed to put them in face-order.
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};
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// This is used both for UVWs and color verts
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class TVFace {
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public:
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DWORD t[3]; // indices into tVerts
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TVFace() {}
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TVFace(DWORD a, DWORD b, DWORD c) {t[0]=a; t[1]=b; t[2]=c;}
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void setTVerts(DWORD *vrt){ memcpy(t, vrt, 3*sizeof(DWORD)); }
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void setTVerts(int a, int b, int c) { t[0]=a; t[1]=b; t[2]=c; }
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DWORD getTVert(int index) { return t[index]; }
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DWORD * getAllTVerts(void) { return t; }
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DllExport DWORD GetVertIndex (DWORD v0);
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DllExport DWORD GetOtherIndex (DWORD v0, DWORD v1);
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DllExport int Direction (DWORD v0, DWORD v1);
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DllExport void OrderVerts (DWORD & v0, DWORD & v1); // switches v0,v1 if needed to put them in face-order.
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};
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// MeshMap stuff:
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#define MAX_MESHMAPS 100
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#define MESHMAP_USED 0x0001
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#define MESHMAP_TEXTURE 0x0002
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#define MESHMAP_VERTCOLOR 0x0004
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#define MESHMAP_USER 0x0100
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#define NUM_HIDDENMAPS 2
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// indexes for hidden maps are -1-(their position in the hidden map array).
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// (These negative indexes are valid for methods such as mapSupport, mapVerts, etc.)
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#define MAP_SHADING -1
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#define MAP_ALPHA -2
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//#define MAP_NORMALS -3
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class MeshMap {
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public:
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DWORD flags;
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UVVert *tv;
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TVFace *tf;
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int vnum, fnum;
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MeshMap () { flags=0x0; tv=NULL; tf=NULL; vnum = fnum = 0; }
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~MeshMap () { if (tv) delete [] tv; if (tf) delete [] tf; }
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int getNumVerts () { return vnum; }
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DllExport void setNumVerts (int vn, BOOL keep=FALSE);
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int getNumFaces () { return fnum; }
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DllExport void setNumFaces (int fn, BOOL keep=FALSE, int oldCt=0);
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void Clear () { if (tv) delete [] tv; if (tf) delete [] tf; tv=NULL; tf=NULL; vnum = fnum = 0; flags=0; }
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DllExport BitArray GetIsoVerts ();
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DllExport void DeleteVertSet (BitArray set, BitArray *delFace=NULL);
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DllExport void DeleteFaceSet (BitArray set, BitArray *isoVert=NULL);
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void SetFlag (DWORD fl) { flags |= fl; }
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void ClearFlag (DWORD fl) { flags &= ~fl; }
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BOOL GetFlag (DWORD fl) { return (flags & fl) ? TRUE : FALSE; }
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BOOL IsUsed () const { return (flags & MESHMAP_USED) ? TRUE : FALSE; }
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DllExport void SwapContents (MeshMap & from);
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DllExport MeshMap & operator= (MeshMap & from);
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};
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// Usually returns TEXMAP_CHANNEL or VERTCOLOR_CHANNEL:
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DllExport DWORD MapChannelID (int mp);
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// Usually returns TEXMAP_CHAN_NUM, etc:
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DllExport int MapChannelNum (int mp);
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// Following is used for arbitrary per-element info in meshes, such as weighted verts
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// or weighted vert selections. Methods are deliberately made to look like Tab<> methods.
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// For per-vertex info: set a maximum, and reserve first ten channels
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// for Discreet's use only.
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#define MAX_VERTDATA 100
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#define VDATA_USER 10 // Third parties should use this channel or higher.
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// Indices of important per-vertex data
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#define VDATA_SELECT 0 // Soft Selection
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#define VDATA_WEIGHT 1 // Vertex weights (for NURMS MeshSmooth)
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#define VDATA_ALPHA 2 // Vertex Alpha values
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#define VDATA_CORNER 3 // NOT USED
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// Related constants:
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#define MAX_WEIGHT ((float)1e5)
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#define MIN_WEIGHT ((float)1e-5)
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// Types of data
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#define PERDATA_TYPE_FLOAT 0
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// Vertex-specific methods:
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DllExport int VertexDataType (int vdID);
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DllExport void *VertexDataDefault (int vdID);
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class PerData {
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public:
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int dnum, type, alloc;
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void *data;
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PerData () { data=NULL; dnum=0; alloc=0; type=0; }
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PerData (int n, int tp) { data=NULL; dnum=0; alloc=0; type=tp; setAlloc (n, FALSE); }
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~PerData () { Clear (); }
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// Following only depend on type:
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DllExport void *AllocData (int num);
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DllExport void FreeData (void *addr);
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DllExport int DataSize ();
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void *Addr (void *ptr, int at) { BYTE *vd=(BYTE *)ptr; return (void *)(vd+at*DataSize()); }
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void *Addr (int at) { return Addr(data,at); }
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DllExport void CopyData (void *to, void *from, int num=1);
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void CopyData ( int to, int from, int num=1) { CopyData (Addr(to), Addr(from), num); }
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DllExport void WeightedSum (void *to, void *fr1, float prop1, void *fr2, float prop2);
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void WeightedSum (int to, int fr1, float prop1, int fr2, float prop2) { WeightedSum (Addr(to), Addr(fr1), prop1, Addr(fr2), prop2); }
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DllExport void setAlloc (int num, BOOL keep=TRUE);
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void SetCount (int num, BOOL keep = FALSE) { setAlloc (num, keep); dnum=num; }
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void Shrink () { if (alloc>dnum) setAlloc(dnum); }
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int Count () { return dnum; }
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DllExport void Clear ();
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DllExport void DeleteSet (BitArray del);
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DllExport void Delete (int at, int num);
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DllExport void Insert (int at, int num, void *el);
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DllExport void Append (int num, void *el);
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DllExport void InsertCopies (int at, int num, void *el);
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DllExport void AppendCopies (int num, void *el);
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DllExport void SwapContents (PerData & from);
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DllExport PerData & operator= (const PerData & from);
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DllExport void MyDebugPrint ();
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};
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// Mesh::flags definitions
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#define MESH_EDGE_LIST (1<<1)
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// Set this to prevent renderData from being deleted (except when mesh is deleted)
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#define MESH_LOCK_RENDDATA (1<<2)
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#define MESH_SMOOTH_BIT1 (1<<3)
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#define MESH_SMOOTH_BIT2 (1<<4)
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#define MESH_SMOOTH_BIT3 (1<<5)
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#define MESH_SMOOTH_BIT4 (1<<6)
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#define MESH_SMOOTH_MASK 0x78 // mask for SMOOTH_BIT's 1 thru 4
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#define MESH_BEEN_DSP (1<<9)
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#define MESH_SMOOTH_SUBSEL (1<<10)
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#define COMP_TRANSFORM 0x0001 // forces recalc of model->screen transform; else will attempt to use cache
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#define COMP_IGN_RECT 0x0002 // forces all polys to be rendered; else only those intersecting the box will be
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#define COMP_LIGHTING 0x0004 // forces re-lighting of all verts (as when a light moves); else only relight moved verts
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#define COMP_ALL 0x00ff
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// If this bit is set then the node being displayed by this mesh is selected.
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// Certain display flags only activate when this bit is set.
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#define COMP_OBJSELECTED (1<<8)
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class StripData {
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public:
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int ct;
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DWORD f[6];
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void AddFace(DWORD face)
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{ if(ct < 6) f[ct++] = face; }
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};
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typedef int (*INTRFUNC)();
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DllExport void setMeshIntrFunc(INTRFUNC fn);
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class MeshSubHitRec {
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private:
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MeshSubHitRec *next;
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public:
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DWORD dist;
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int index;
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DWORD flags;
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MeshSubHitRec(DWORD dist, int index, MeshSubHitRec *next)
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{this->dist = dist; this->index = index; this->next = next;}
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MeshSubHitRec(DWORD dist, int index, DWORD flags, MeshSubHitRec *next)
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{this->dist = dist; this->index = index; this->next = next;this->flags = flags;}
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MeshSubHitRec *Next() { return next; }
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};
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class SubObjHitList {
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private:
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MeshSubHitRec *first;
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public:
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SubObjHitList() { first = NULL; }
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~SubObjHitList() {
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MeshSubHitRec *ptr = first, *fptr;
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while (ptr) {
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fptr = ptr;
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ptr = ptr->Next();
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delete fptr;
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}
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first = NULL;
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}
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MeshSubHitRec *First() { return first; }
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void AddHit( DWORD dist, int index ) {
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first = new MeshSubHitRec(dist,index,first);
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}
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};
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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_USEFACESEL (1<<23) // When this bit is set, the sel only and unsel only tests will use the faces selection when doing a vertex level hit test
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#define SUBHIT_VERTS (1<<24)
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#define SUBHIT_FACES (1<<25)
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#define SUBHIT_EDGES (1<<26)
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#define SUBHIT_TYPEMASK (SUBHIT_VERTS|SUBHIT_FACES|SUBHIT_EDGES)
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#if 0 // moved to gfx.h 8/7/00 DB
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// Display flags
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#define DISP_VERTTICKS (1<<0)
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#define DISP_SELVERTS (1<<10)
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#define DISP_SELFACES (1<<11)
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#define DISP_SELEDGES (1<<12)
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#define DISP_SELPOLYS (1<<13)
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#endif
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// Selection level bits.
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#define MESH_OBJECT (1<<0)
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#define MESH_VERTEX (1<<1)
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#define MESH_FACE (1<<2)
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#define MESH_EDGE (1<<3)
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// Normal Display flags
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#define MESH_DISP_NO_NORMALS 0
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#define MESH_DISP_FACE_NORMALS (1<<0)
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#define MESH_DISP_VERTEX_NORMALS (1<<1)
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class MeshOpProgress;
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class UVWMapper;
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class MeshRenderData {
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public:
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virtual void DeleteThis()=0;
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};
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class AdjFaceList;
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class Mesh : public BaseInterfaceServer {
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friend class Face;
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friend class MeshAccess;
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friend class HardwareMesh;
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friend void gfxCleanup(void *data);
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private:
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#if MESH_MULTI_PROCESSING
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static int refCount;
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static HANDLE xfmThread;
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static HANDLE xfmMutex;
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static HANDLE xfmStartEvent;
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static HANDLE xfmEndEvent;
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friend DWORD WINAPI xfmFunc(LPVOID ptr);
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static HANDLE fNorThread;
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static HANDLE fNorMutex;
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static HANDLE fNorStartEvent;
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static HANDLE fNorEndEvent;
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friend DWORD WINAPI fNorFunc(LPVOID ptr);
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static HANDLE workThread;
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static HANDLE workMutex;
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static HANDLE workStartEvent;
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static HANDLE workEndEvent;
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friend DWORD WINAPI workFunc(LPVOID ptr);
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#endif
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// derived data-- can be regenerated
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RVertex *rVerts; // <<< instance specific.
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GraphicsWindow *cacheGW; // identifies rVerts cache
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Point3 *faceNormal; // object space--depends on geom+topo
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Box3 bdgBox; // object space--depends on geom+topo
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int numVisEdges; // depends on topo
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int edgeListHasAll; // depends on topo
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VEdge *visEdge; // depends on topo
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// Vertex and face work arrays -- for snap code
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int snapVCt;
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int snapFCt;
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char *snapV;
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char *snapF;
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// Reserved maps for special purposes, such as vertex shading.
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MeshMap hmaps[NUM_HIDDENMAPS];
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// -------------------------------------
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//
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long flags; // work flags-
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float norScale; // scale of normals -- couldn't this be done
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// automatically relative to bdgBox?
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// Rolf: these are instance specific and should be pulled out of here,
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// and just passed in from the Node.
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BYTE dspNormals; // display surface normals--- put in flags?
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BYTE dspAllEdges; // shows hidden edges ---- put in flags?
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BYTE dspVertTicks; // shows vertex ticks
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int renderFace(GraphicsWindow *gw, DWORD index, int *custVis=NULL);
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int renderEdge(GraphicsWindow *gw, DWORD face, DWORD edge);
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int renderFaceVerts(GraphicsWindow *gw, DWORD index);
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void renderStrip(GraphicsWindow *gw, Strip *s);
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void render3DFace(GraphicsWindow *gw, DWORD index, int *custVis=NULL);
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void render3DFaceVerts(GraphicsWindow *gw, DWORD index);
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void render3DStrip(GraphicsWindow *gw, Strip *s);
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void render3DWireStrip(GraphicsWindow *gw, Strip *s);
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BOOL CanDrawStrips(DWORD rndMode, Material *mtl, int numMtls);
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BOOL NormalsMatchVerts();
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void checkRVertsAlloc(void);
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void calcNormal(int i);
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void buildFaceNormals(); // calcs just the face normals
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void setCacheGW(GraphicsWindow *gw) { cacheGW = gw; }
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GraphicsWindow *getCacheGW(void) { return cacheGW; }
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|
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// New Mesh 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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void freeVerts();
|
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void freeVertCol();
|
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void freeFaces();
|
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void freeFaceNormals();
|
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void freeRVerts(BOOL forceDelete=FALSE);
|
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void freeTVerts();
|
|
void freeTVFaces();
|
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void freeVCFaces();
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void freeSnapData();
|
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int buildSnapData(GraphicsWindow *gw,int verts,int edges);
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public:
|
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// Topology
|
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int numVerts;
|
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int numFaces;
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Face * faces;
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// Geometry
|
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Point3 * verts;
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// Texture Coord assignment
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int numTVerts;
|
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UVVert * tVerts;
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TVFace * tvFace;
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// Color per vertex
|
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int numCVerts;
|
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VertColor * vertCol;
|
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TVFace * vcFace;
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|
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int curVCChan; // current map channel to use for colors (default = 0)
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VertColor * curVCArray; // possible external color array (default = NULL)
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TVFace * curVCFace; // possible external face array (default = NULL)
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// for rendering, the color values come from the vertColArray variable. This array defaults
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// to the internal vertCol, but can be set to an external array, or a map channel
|
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VertColor * vertColArray;
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// for rendering, the vertex lookup comes from the vcFaceData structure. This defaults to
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// the vcFace data, but if a map channel is used for color lookup, we use its TVFace structure
|
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TVFace * vcFaceData;
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|
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// More maps:
|
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int numMaps;
|
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MeshMap *maps;
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// Per-vertex info (of any kind):
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BitArray vdSupport;
|
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PerData *vData;
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// Material assignment
|
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MtlID mtlIndex; // object material
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|
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// Selection
|
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BitArray vertSel; // selected vertices
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BitArray faceSel; // selected faces
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BitArray edgeSel; // selected edges, identified as 3*faceIndex + edgeIndex
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BitArray vertHide; // Hide flags for vertices
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// Display attribute flags
|
|
DWORD dispFlags;
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|
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// Selection level
|
|
DWORD selLevel;
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// true if normals have been built for the current mesh
|
|
int normalsBuilt;
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MeshRenderData* renderData; // used by the renderer
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// derived data-- can be regenerated
|
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StripTab *stab; // depends on topo
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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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|
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// Derived arrays to contain generated texture coordinates
|
|
int numTexCoords[GFX_MAX_TEXTURES];
|
|
Point3 * texCoords[GFX_MAX_TEXTURES];
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|
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// Derived table of TriStrips, depends on topology
|
|
Tab<TriStrip *> *tstab;
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|
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DllExport Mesh();
|
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DllExport Mesh(const Mesh& fromMesh);
|
|
DllExport ~Mesh();
|
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void Init();
|
|
DllExport void DeleteThis();
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|
|
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DllExport Mesh& operator=(const Mesh& fromMesh);
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|
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DllExport BOOL setNumVerts(int ct, BOOL keep=FALSE, BOOL synchSel=TRUE);
|
|
int getNumVerts(void) const { return numVerts; }
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|
|
|
DllExport BOOL setNumFaces(int ct, BOOL keep=FALSE, BOOL synchSel=TRUE);
|
|
int getNumFaces(void) const{ return numFaces; }
|
|
|
|
// Original mapping coordinates (map channel 1)
|
|
DllExport BOOL setNumTVerts(int ct, BOOL keep=FALSE);
|
|
int getNumTVerts(void) const { return numTVerts; }
|
|
DllExport BOOL setNumTVFaces(int ct, BOOL keep=FALSE, int oldCt=0);
|
|
|
|
// Color per vertex array (map channel 0)
|
|
// these methods only affect the vertColArray, even when the vertex colors
|
|
// come from a different array (as set by the setCVertArray method below)
|
|
DllExport BOOL setNumVertCol(int ct,BOOL keep=FALSE);
|
|
int getNumVertCol() const {return numCVerts;}
|
|
DllExport BOOL setNumVCFaces(int ct, BOOL keep=FALSE, int oldCt=0);
|
|
|
|
// To use a different source array for displaying vertex color data:
|
|
// -- to use a different map channel, call with args: mapChanNum, NULL, NULL
|
|
// -- to use an external array, call with: MESH_USE_EXT_CVARRAY, vcArray, face_data_if_available
|
|
// (if no face array is supplied, then we will use the internal vertex color face array)
|
|
// -- to revert to the internal color vert array, call with "0 , NULL, NULL" (or no args)
|
|
|
|
// NOTE: neither the map channel nor the VertColor/VCFace data is copied (either deep or shallow)
|
|
// when a mesh is copied. This is by design, as this data is used for display only, and is not
|
|
// officially part of the data flow pipeline. (Thus, this method would typically be called right
|
|
// before display, as with a node display callback, or through and extension object.)
|
|
DllExport void setVCDisplayData(int mapChan = 0, VertColor *VCArray=NULL, TVFace *VCf=NULL);
|
|
|
|
// For mp in following: 0=vert colors, 1=original TVerts, 2&up = new map channels
|
|
DllExport void setNumMaps (int ct, BOOL keep=FALSE);
|
|
int getNumMaps () const { return numMaps; }
|
|
|
|
DllExport BOOL mapSupport (int mp) const;
|
|
DllExport void setMapSupport (int mp, BOOL support=TRUE);
|
|
DllExport void setNumMapVerts (int mp, int ct, BOOL keep=FALSE);
|
|
DllExport int getNumMapVerts (int mp) const;
|
|
DllExport void setNumMapFaces (int mp, int ct, BOOL keep=FALSE, int oldCt=0);
|
|
|
|
DllExport UVVert *mapVerts (int mp) const;
|
|
DllExport TVFace *mapFaces (int mp) const;
|
|
void setMapVert (int mp, int i, const UVVert&xyz) { if (mapVerts(mp)) mapVerts(mp)[i] = xyz; }
|
|
DllExport void MakeMapPlanar (int mp); // Copies mesh topology, vert locations into map.
|
|
DllExport BitArray GetIsoMapVerts (int mp);
|
|
DllExport void DeleteMapVertSet (int mp, BitArray set, BitArray *fdel=NULL);
|
|
DllExport void DeleteIsoMapVerts (); // do all active maps
|
|
DllExport void DeleteIsoMapVerts (int mp);
|
|
DllExport void freeMapVerts (int mp);
|
|
DllExport void freeMapFaces (int mp);
|
|
MeshMap & Map(int mp) { return (mp<0) ? hmaps[-1-mp] : maps[mp]; }
|
|
|
|
DllExport void setNumVData (int ct, BOOL keep=FALSE);
|
|
int getNumVData () const { return vdSupport.GetSize(); }
|
|
|
|
DllExport BOOL vDataSupport (int vd) const;
|
|
DllExport void setVDataSupport (int vd, BOOL support=TRUE);
|
|
void *vertexData (int vd) const { return vDataSupport(vd) ? vData[vd].data : NULL; }
|
|
float *vertexFloat (int vd) const { return (float *) vertexData (vd); }
|
|
DllExport void freeVData (int vd);
|
|
DllExport void freeAllVData ();
|
|
|
|
// Two specific vertex scalars.
|
|
float *getVertexWeights () { return vertexFloat(VDATA_WEIGHT); }
|
|
void SupportVertexWeights () { setVDataSupport (VDATA_WEIGHT); }
|
|
void ClearVertexWeights() { setVDataSupport (VDATA_WEIGHT, FALSE); }
|
|
void freeVertexWeights () { freeVData (VDATA_WEIGHT); }
|
|
float *getVSelectionWeights () { return vertexFloat(VDATA_SELECT); }
|
|
void SupportVSelectionWeights () { setVDataSupport (VDATA_SELECT); }
|
|
void ClearVSelectionWeights() { setVDataSupport (VDATA_SELECT, FALSE); }
|
|
void freeVSelectionWeights () { freeVData (VDATA_SELECT); }
|
|
|
|
// these flags are restricted to 4 bits and force the topology (strips & edges)
|
|
// to be invalidated when they change. Used by primitives with smoothing checkboxes
|
|
DllExport void setSmoothFlags(int f);
|
|
DllExport int getSmoothFlags();
|
|
|
|
void setVert(int i, const Point3 &xyz) { verts[i] = xyz; }
|
|
void setVert(int i, float x, float y, float z) { verts[i].x=x; verts[i].y=y; verts[i].z=z; }
|
|
void setTVert(int i, const UVVert &xyz) { tVerts[i] = xyz; }
|
|
void setTVert(int i, float x, float y, float z) { tVerts[i].x=x; tVerts[i].y=y; tVerts[i].z=z; }
|
|
|
|
DllExport void setNormal(int i, const Point3 &xyz);
|
|
DllExport Point3 & getNormal(int i) const; // mjm - made const - 2.16.99
|
|
|
|
void setFaceNormal(int i, const Point3 &xyz) { faceNormal[i] = xyz; }
|
|
Point3 & getFaceNormal(int i) { return faceNormal[i]; }
|
|
|
|
Point3 & getVert(int i) { return verts[i]; }
|
|
Point3 * getVertPtr(int i) { return verts+i; }
|
|
UVVert & getTVert(int i) { return tVerts[i]; }
|
|
UVVert * getTVertPtr(int i) { return tVerts+i; }
|
|
RVertex & getRVert(int i) { return rVerts[i]; }
|
|
RVertex * getRVertPtr(int i) { return rVerts+i; }
|
|
|
|
void setMtlIndex(MtlID i) { mtlIndex = i; }
|
|
MtlID getMtlIndex(void) { return mtlIndex; }
|
|
|
|
// Face MtlIndex access methods;
|
|
DllExport MtlID getFaceMtlIndex(int i);
|
|
DllExport void setFaceMtlIndex(int i, MtlID id);
|
|
|
|
DllExport void buildNormals(); // calcs face and vertex normals
|
|
DllExport void buildRenderNormals(); // like buildNormals, but ignores mtlIndex
|
|
// checkNormals can be used to build the normals and allocate RVert space
|
|
// only if necessary. This is a very cheap call if the normals are already calculated.
|
|
// When illum is FALSE, only the RVerts allocation is checked (since normals aren't
|
|
// needed for non-illum rendering). When illum is TRUE, normals will also be built, if
|
|
// they aren't already. So, to make sure normals are built, call this with illum=TRUE.
|
|
DllExport void checkNormals(BOOL illum);
|
|
|
|
DllExport void render(GraphicsWindow *gw, Material *ma, RECT *rp, int compFlags, int numMat=1, InterfaceServer *pi = NULL);
|
|
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 );
|
|
|
|
void displayNormals(int b, float sc) { dspNormals = b; if(sc != (float)0.0) norScale = sc; }
|
|
void displayAllEdges(int b) { dspAllEdges = b; }
|
|
DllExport void buildBoundingBox(void);
|
|
DllExport Box3 getBoundingBox(Matrix3 *tm=NULL); // RB: optional TM allows the box to be calculated in any space.
|
|
// NOTE: this will be slower becuase all the points must be transformed.
|
|
// Cache invalidation
|
|
DllExport void InvalidateGeomCache();
|
|
DllExport void InvalidateTopologyCache();
|
|
DllExport void FreeAll(); //DS
|
|
DllExport void ZeroTopologyCache(); // RB set pointers to NULL but don't delete from mem.
|
|
|
|
// edge list functions
|
|
DllExport void EnableEdgeList(int e);
|
|
DllExport void BuildVisEdgeList();
|
|
DllExport void DrawVisEdgeList(GraphicsWindow *gw, DWORD flags);
|
|
DllExport void Draw3DVisEdgeList(GraphicsWindow *gw, DWORD flags);
|
|
DllExport void HitTestVisEdgeList(GraphicsWindow *gw, int abortOnHit ); // RB
|
|
DllExport void InvalidateEdgeList(); // RB
|
|
|
|
// strip functions
|
|
DllExport BOOL BuildStrips();
|
|
DllExport void Stripify(Strip *s, StripData *sd, int vtx);
|
|
DllExport void getStripVertColor(GraphicsWindow *gw, int cv, int flipped, MtlID mID, DWORD smGroup, Point3 &rgb);
|
|
DllExport void getStripNormal(int cv, MtlID mID, DWORD smGroup, Point3 &nor);
|
|
DllExport int getStripNormalIndex(int cv, MtlID mID, DWORD smGroup);
|
|
DllExport BOOL getStripTVert(GraphicsWindow *gw, int cv, int ctv, Point3 &uvw, int texNum = 0);
|
|
DllExport void DrawStrips(GraphicsWindow *gw, Material *ma, int numMat);
|
|
DllExport void Draw3DStrips(GraphicsWindow *gw, Material *ma, int numMat);
|
|
DllExport void Draw3DWireStrips(GraphicsWindow *gw, Material *ma, int numMat);
|
|
DllExport void InvalidateStrips();
|
|
|
|
DllExport void BuildStripsAndEdges();
|
|
|
|
// functions for use in data flow evaluation
|
|
DllExport void ShallowCopy(Mesh *amesh, ULONG_PTR channels);
|
|
// WIN64 Cleanup: Shuler
|
|
DllExport void DeepCopy(Mesh *amesh, ULONG_PTR channels);
|
|
// WIN64 Cleanup: Shuler
|
|
DllExport void NewAndCopyChannels(ULONG_PTR channels);
|
|
// WIN64 Cleanup: Shuler
|
|
DllExport void FreeChannels( ULONG_PTR channels, int zeroOthers=1);
|
|
// WIN64 Cleanup: Shuler
|
|
|
|
// Mesh flags
|
|
void SetFlag(DWORD f) { flags |= f; }
|
|
DWORD GetFlag(DWORD f) { return flags & f; }
|
|
void ClearFlag(DWORD f) { flags &= ~f; }
|
|
|
|
// Display flags
|
|
void SetDispFlag(DWORD f) { dispFlags |= f; }
|
|
DWORD GetDispFlag(DWORD f) { return dispFlags & f; }
|
|
void ClearDispFlag(DWORD f) { dispFlags &= ~f; }
|
|
|
|
// Selection access
|
|
BitArray& VertSel() { return vertSel; }
|
|
BitArray& FaceSel() { return faceSel; }
|
|
|
|
// Constructs a vertex selection list based on the current selection level.
|
|
DllExport BitArray VertexTempSel();
|
|
|
|
DllExport IOResult Save(ISave* isave);
|
|
DllExport IOResult Load(ILoad* iload);
|
|
|
|
// RB: added so all objects can easily support the GeomObject method of the same name.
|
|
DllExport int IntersectRay(Ray& ray, float& at, Point3& norm);
|
|
DllExport int IntersectRay(Ray& ray, float& at, Point3& norm, DWORD &fi, Point3 &bary);
|
|
|
|
// RB: I couldn't resist adding these <g>
|
|
DllExport Mesh operator+(Mesh &mesh); // Union
|
|
DllExport Mesh operator-(Mesh &mesh); // Difference
|
|
DllExport Mesh operator*(Mesh &mesh); // Intersection
|
|
DllExport void MyDebugPrint ();
|
|
|
|
DllExport void WeldCollinear(BitArray &set);
|
|
|
|
DllExport void Optimize(
|
|
float normThresh, float edgeThresh,
|
|
float bias, float maxEdge, DWORD flags,
|
|
MeshOpProgress *prog=NULL);
|
|
|
|
DllExport void ApplyUVWMap(int type,
|
|
float utile, float vtile, float wtile,
|
|
int uflip, int vflip, int wflip, int cap,
|
|
const Matrix3 &tm, int channel=1);
|
|
DllExport void ApplyMapper (UVWMapper & map, int channel=1);
|
|
|
|
DllExport void FlipNormal(int i);
|
|
DllExport void UnifyNormals(BOOL selOnly);
|
|
DllExport void AutoSmooth(float angle,BOOL useSel,BOOL preventIndirectSmoothing=FALSE);
|
|
|
|
DllExport Edge *MakeEdgeList(int *edgeCount, int flagdbls=0);
|
|
DllExport int DeleteFlaggedFaces(); // deletes all faces with FACE_WORK flag set
|
|
|
|
|
|
// deletes all seleted elements of the current selection level
|
|
DllExport void DeleteSelected();
|
|
|
|
// Deletes vertices as specified by the bit array
|
|
DllExport void DeleteVertSet(BitArray set);
|
|
|
|
// Deletes faces as specified by the bit array. If isoVert is non
|
|
// null then it will be setup to flag vertices that were isolated
|
|
// by the face deletetion. This set can then be passed to
|
|
// DeleteVertSet to delete isolated vertices.
|
|
DllExport void DeleteFaceSet(BitArray set, BitArray *isoVert=NULL);
|
|
|
|
// Returns TRUE if an equivalent face already exists.
|
|
DllExport BOOL DoesFaceExist(DWORD v0, DWORD v1, DWORD v2);
|
|
|
|
// Removes faces that have two or more equal indices.
|
|
// Returns TRUE if any degenerate faces were found
|
|
DllExport BOOL RemoveDegenerateFaces();
|
|
|
|
// Removes faces that have indices that are out of range
|
|
// Returns TRUE if any illegal faces were found
|
|
DllExport BOOL RemoveIllegalFaces();
|
|
|
|
DllExport Point3 FaceNormal (DWORD fi, BOOL nrmlize=FALSE);
|
|
DllExport Point3 FaceCenter (DWORD fi);
|
|
DllExport float AngleBetweenFaces(DWORD f0, DWORD f1);
|
|
|
|
// Compute the barycentric coords of a point in the plane of
|
|
// a face relative to that face.
|
|
DllExport Point3 BaryCoords(DWORD face, Point3 p);
|
|
|
|
// Some edge operations
|
|
DllExport void DivideEdge(DWORD edge, float prop=.5f, bool visDiag1=TRUE,
|
|
bool fixNeighbors=TRUE, bool visDiag2=TRUE);
|
|
DllExport void DivideFace(DWORD face, DWORD e1, DWORD e2,
|
|
float prop1=.5f, float prop2=.5f, bool fixNeighbors=TRUE, bool split=FALSE);
|
|
DllExport void TurnEdge (DWORD edge, DWORD *otherEdge=NULL);
|
|
|
|
// Tessellation
|
|
DllExport void FaceCenterTessellate(BOOL ignoreSel=FALSE, MeshOpProgress *mop=NULL);
|
|
DllExport void EdgeTessellate(float tens,BOOL ignoreSel=FALSE, MeshOpProgress *mop=NULL);
|
|
|
|
// Extrudes selected faces. Note that this is just a topological
|
|
// change. The new extruded faces do not change position but
|
|
// are left on top of the original faces.
|
|
// If doFace is FALSE then selected edges are extruded.
|
|
DllExport void ExtrudeFaces(BOOL doFace=TRUE);
|
|
|
|
// Indents selected faces, in a manner consistent with the outlining used in Bevel.
|
|
// Added by SteveA for Shiva, 6/98
|
|
DllExport void IndentSelFaces (float amount);
|
|
|
|
// Splits verts specified in bitarray so that they are only
|
|
// used by a single face
|
|
DllExport void BreakVerts(BitArray set);
|
|
|
|
// Deletes verts that aren't used by any faces
|
|
DllExport BitArray GetIsoVerts ();
|
|
DllExport void DeleteIsoVerts ();
|
|
|
|
// Clone faces (and verts used by those faces)
|
|
DllExport void CloneFaces(BitArray fset);
|
|
DllExport void PolyFromFace (DWORD f, BitArray &set, float thresh, BOOL ignoreVisEdges, AdjFaceList *af=NULL);
|
|
DllExport void ElementFromFace (DWORD f, BitArray &set, AdjFaceList *af=NULL);
|
|
DllExport void FindVertsUsedOnlyByFaces (BitArray & fset, BitArray & vset);
|
|
DllExport void FindOpenEdges (BitArray & edges);
|
|
DllExport void FindVertexAngles (float *vang, BitArray *set=NULL);
|
|
|
|
// used by the renderer
|
|
void SetRenderData(MeshRenderData *p) {renderData = p; }
|
|
MeshRenderData * GetRenderData() { return renderData; }
|
|
|
|
// --- from InterfaceServer
|
|
DllExport BaseInterface* GetInterface(Interface_ID id);
|
|
};
|
|
|
|
class ImbMesh: public Mesh {
|
|
public:
|
|
~ImbMesh();
|
|
};
|
|
|
|
// Mapping types passed to ApplyUVWMap()
|
|
#define MAP_PLANAR 0
|
|
#define MAP_CYLINDRICAL 1
|
|
#define MAP_SPHERICAL 2
|
|
#define MAP_BALL 3
|
|
#define MAP_BOX 4
|
|
#define MAP_FACE 5
|
|
|
|
|
|
// Optimize flags
|
|
#define OPTIMIZE_SAVEMATBOUNDRIES (1<<0)
|
|
#define OPTIMIZE_SAVESMOOTHBOUNDRIES (1<<1)
|
|
#define OPTIMIZE_AUTOEDGE (1<<2)
|
|
|
|
void DllExport setUseVisEdge(int b);
|
|
int DllExport getUseVisEdge();
|
|
|
|
#define SMALL_VERTEX_DOTS 0
|
|
#define LARGE_VERTEX_DOTS 1
|
|
|
|
void DllExport setUseVertexDots(int b);
|
|
int DllExport getUseVertexDots();
|
|
|
|
void DllExport setVertexDotType(int t);
|
|
int DllExport getVertexDotType();
|
|
|
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// a callback to update progress UI while doing a
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// lengthy operation to a mesh
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class MeshOpProgress {
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public:
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// called once with the total increments
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virtual void Init(int total)=0;
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|
|
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// Called to update progress. % done = p/total
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virtual BOOL Progress(int p)=0;
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};
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// Boolean operations for meshes:
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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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|
|
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//
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// mesh = mesh1 op mesh2
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// If tm1 or tm2 are non-NULL, the points of the corresponding
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// mesh will be transformed by these tm before the bool op
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// The mesh will be transformed back by either Inverse(tm1) or
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// Inverse(tm2) depending whichInv (0=>tm1, 1=>tm2)
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// unless whichInv is -1 in which case it will not be transformed
|
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// back.
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|
//
|
|
int DllExport CalcBoolOp(
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Mesh &mesh, Mesh &mesh1, Mesh &mesh2, int op,
|
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MeshOpProgress *prog = NULL,
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Matrix3 *tm1 = NULL,
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|
Matrix3 *tm2 = NULL,
|
|
int whichInv = 0,
|
|
int weld = TRUE);
|
|
|
|
|
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// Combines two meshes. The matrix and whichInv parameters have
|
|
// the same meaning as they do for the CalcBoolOp above.
|
|
void DllExport CombineMeshes(
|
|
Mesh &mesh,Mesh &mesh1,Mesh &mesh2,
|
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Matrix3 *tm1=NULL, Matrix3 *tm2=NULL, int whichInv=0);
|
|
|
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// Slices a single mesh. The Point3 N and the float offset define a
|
|
// slicing plane (by DotProd (N,X) = offset). Default behavior is to
|
|
// split faces that cross the plane, producing 1-2 new faces on each side
|
|
// and a new vert in the middle of each edge crossing the plane. split
|
|
// means to add 2 different but coincident points to the top and bottom
|
|
// sets of faces, splitting the mesh into two meshes. remove means to
|
|
// delete all faces & verts below the plane.
|
|
void DllExport SliceMesh (Mesh & mesh,
|
|
Point3 N, float off, bool split=FALSE, bool remove=FALSE);
|
|
|
|
// Handy utilities to go with meshes:
|
|
|
|
// Translates map type into 3d location -> uvw coord mapper:
|
|
class UVWMapper {
|
|
public:
|
|
int type, cap;
|
|
float utile, vtile, wtile;
|
|
int uflip, vflip, wflip;
|
|
Matrix3 tm;
|
|
|
|
DllExport UVWMapper();
|
|
DllExport UVWMapper(int type, const Matrix3 &tm, int cap=FALSE,
|
|
float utile=1.0f, float vtile=1.0f, float wtile=1.0f,
|
|
int uflip=FALSE, int vflip=FALSE, int wflip=FALSE);
|
|
DllExport UVWMapper(UVWMapper& m);
|
|
|
|
DllExport UVVert MapPoint(Point3 p, const Point3 & norm, int *nan=NULL);
|
|
DllExport UVVert TileFlip (UVVert uvw);
|
|
DllExport int MainAxis (const Point3 & n);
|
|
bool NormalMatters () { return ((type==MAP_BOX)||((type==MAP_CYLINDRICAL)&&cap)) ? TRUE:FALSE; }
|
|
};
|
|
|
|
DllExport Mesh * CreateNewMesh();
|
|
|
|
#endif // _MESH_H_
|