tge/lib/maxsdk40/mesh.h
2017-04-17 06:17:10 -06:00

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/**********************************************************************
*<
FILE: mesh.h
DESCRIPTION: Main include file for triangle meshes.
CREATED BY: Don Brittain
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef _MESH_H_
#define _MESH_H_
#include "channels.h"
#include "snap.h"
#include <ioapi.h>
#include "export.h"
#include "vedge.h" //DS
#include "utillib.h"
#include "tab.h"
#include "baseinterface.h"
// These typedefs must be the same as each other, since
// vertex colors are contained in a MeshMap.
typedef Point3 UVVert;
typedef Point3 VertColor;
#define MESH_USE_EXT_CVARRAY (-32767)
#define MESH_MULTI_PROCESSING TRUE // TRUE turns on mp vertex transformation
class ISave;
class ILoad;
class IHardwareShader;
class TriStrip;
#define NEWMESH
class RNormal {
public:
RNormal() { smGroup = mtlIndex = 0; }
void setNormal(const Point3 &nor) { normal = nor; }
void addNormal(const Point3 &nor) { normal += nor; }
void normalize(void) { normal = Normalize(normal); }
Point3 & getNormal(void) { return normal; }
void setSmGroup(DWORD g) { smGroup = g; }
void addSmGroup(DWORD g) { smGroup |= g; }
DWORD getSmGroup(void) { return smGroup; }
void setMtlIndex(MtlID i){ mtlIndex = i; }
MtlID getMtlIndex(void) { return mtlIndex; }
void setRGB(Point3 &clr) { rgb = clr; };
Point3 & getRGB(void) { return rgb; }
private:
Point3 normal;
DWORD smGroup;
MtlID mtlIndex;
Point3 rgb;
};
// RVertex flags: contain clip flags, number of normals at the vertex
// and the number of normals that have already been rendered.
// fine PLANE_MASK 0x00003f00UL -- now in gfx.h
#define NORCT_MASK 0x000000ffUL
#define SPECIFIED_NORMAL 0x00004000UL
#define OUT_LEFT 0x00010000UL
#define OUT_RIGHT 0x00020000UL
#define OUT_TOP 0x00040000UL
#define OUT_BOTTOM 0x00080000UL
#define RECT_MASK 0x000f0000UL
#define RND_MASK 0xfff00000UL
#define RND_NOR0 0x00100000UL
#define RND_NOR(n) (RND_NOR0 << (n))
class RVertex {
public:
RVertex() { rFlags = 0; ern = NULL; }
DllExport ~RVertex();
DWORD rFlags;
int pos[3];
RNormal rn;
RNormal *ern;
};
#if 0 // moved to gfx.h DB 8/7/00
// Face Flags:
// 3 LSBs hold the edge visibility flags
// Bit 3 indicates the presence of texture verticies
// if bit is 1, edge is visible
#define EDGE_VIS 1
#define EDGE_INVIS 0
// first edge-visibility bit field
#define VIS_BIT 0x0001
#define VIS_MASK 0x0007
#define EDGE_A (1<<0)
#define EDGE_B (1<<1)
#define EDGE_C (1<<2)
#define EDGE_ALL (EDGE_A|EDGE_B|EDGE_C)
#define FACE_HIDDEN (1<<3)
#define HAS_TVERTS (1<<4)
#define FACE_WORK (1<<5) // used in various algorithms
#define FACE_STRIP (1<<6)
// The mat ID is stored in the HIWORD of the face flags
#define FACE_MATID_SHIFT 16
#define FACE_MATID_MASK 0xFFFF
#endif
class Face {
public:
DWORD v[3];
DWORD smGroup;
DWORD flags;
Face() { smGroup = flags = 0; }
MtlID getMatID() {return (int)((flags>>FACE_MATID_SHIFT)&FACE_MATID_MASK);}
void setMatID(MtlID id) {flags &= 0xFFFF; flags |= (DWORD)(id<<FACE_MATID_SHIFT);}
void setSmGroup(DWORD i) { smGroup = i; }
DWORD getSmGroup(void) { return smGroup; }
void setVerts(DWORD *vrt){ memcpy(v, vrt, 3*sizeof(DWORD)); }
void setVerts(int a, int b, int c) { v[0]=a; v[1]=b; v[2]=c; }
DllExport void setEdgeVis(int edge, int visFlag);
DllExport void setEdgeVisFlags(int va, int vb, int vc);
int getEdgeVis(int edge){ return flags & (VIS_BIT << edge); }
DWORD getVert(int index) { return v[index]; }
DWORD * getAllVerts(void) { return v; }
BOOL Hidden() {return flags&FACE_HIDDEN?TRUE:FALSE;}
void Hide() {flags|=FACE_HIDDEN;}
void Show() {flags&=~FACE_HIDDEN;}
void SetHide(BOOL hide) {if (hide) Hide(); else Show();}
DllExport DWORD GetOtherIndex (DWORD v0, DWORD v1);
DllExport DWORD GetEdgeIndex (DWORD v0, DWORD v1);
DllExport int Direction (DWORD v0, DWORD v1);
DllExport DWORD GetVertIndex (DWORD v0);
DllExport void OrderVerts (DWORD & v0, DWORD & v1); // switches v0,v1 if needed to put them in face-order.
};
// This is used both for UVWs and color verts
class TVFace {
public:
DWORD t[3]; // indices into tVerts
TVFace() {}
TVFace(DWORD a, DWORD b, DWORD c) {t[0]=a; t[1]=b; t[2]=c;}
void setTVerts(DWORD *vrt){ memcpy(t, vrt, 3*sizeof(DWORD)); }
void setTVerts(int a, int b, int c) { t[0]=a; t[1]=b; t[2]=c; }
DWORD getTVert(int index) { return t[index]; }
DWORD * getAllTVerts(void) { return t; }
DllExport DWORD GetVertIndex (DWORD v0);
DllExport DWORD GetOtherIndex (DWORD v0, DWORD v1);
DllExport int Direction (DWORD v0, DWORD v1);
DllExport void OrderVerts (DWORD & v0, DWORD & v1); // switches v0,v1 if needed to put them in face-order.
};
// MeshMap stuff:
#define MAX_MESHMAPS 100
#define MESHMAP_USED 0x0001
#define MESHMAP_TEXTURE 0x0002
#define MESHMAP_VERTCOLOR 0x0004
#define MESHMAP_USER 0x0100
#define NUM_HIDDENMAPS 2
// indexes for hidden maps are -1-(their position in the hidden map array).
// (These negative indexes are valid for methods such as mapSupport, mapVerts, etc.)
#define MAP_SHADING -1
#define MAP_ALPHA -2
//#define MAP_NORMALS -3
class MeshMap {
public:
DWORD flags;
UVVert *tv;
TVFace *tf;
int vnum, fnum;
MeshMap () { flags=0x0; tv=NULL; tf=NULL; vnum = fnum = 0; }
~MeshMap () { if (tv) delete [] tv; if (tf) delete [] tf; }
int getNumVerts () { return vnum; }
DllExport void setNumVerts (int vn, BOOL keep=FALSE);
int getNumFaces () { return fnum; }
DllExport void setNumFaces (int fn, BOOL keep=FALSE, int oldCt=0);
void Clear () { if (tv) delete [] tv; if (tf) delete [] tf; tv=NULL; tf=NULL; vnum = fnum = 0; flags=0; }
DllExport BitArray GetIsoVerts ();
DllExport void DeleteVertSet (BitArray set, BitArray *delFace=NULL);
DllExport void DeleteFaceSet (BitArray set, BitArray *isoVert=NULL);
void SetFlag (DWORD fl) { flags |= fl; }
void ClearFlag (DWORD fl) { flags &= ~fl; }
BOOL GetFlag (DWORD fl) { return (flags & fl) ? TRUE : FALSE; }
BOOL IsUsed () const { return (flags & MESHMAP_USED) ? TRUE : FALSE; }
DllExport void SwapContents (MeshMap & from);
DllExport MeshMap & operator= (MeshMap & from);
};
// Usually returns TEXMAP_CHANNEL or VERTCOLOR_CHANNEL:
DllExport DWORD MapChannelID (int mp);
// Usually returns TEXMAP_CHAN_NUM, etc:
DllExport int MapChannelNum (int mp);
// Following is used for arbitrary per-element info in meshes, such as weighted verts
// or weighted vert selections. Methods are deliberately made to look like Tab<> methods.
// For per-vertex info: set a maximum, and reserve first ten channels
// for Discreet's use only.
#define MAX_VERTDATA 100
#define VDATA_USER 10 // Third parties should use this channel or higher.
// Indices of important per-vertex data
#define VDATA_SELECT 0 // Soft Selection
#define VDATA_WEIGHT 1 // Vertex weights (for NURMS MeshSmooth)
#define VDATA_ALPHA 2 // Vertex Alpha values
#define VDATA_CORNER 3 // NOT USED
// Related constants:
#define MAX_WEIGHT ((float)1e5)
#define MIN_WEIGHT ((float)1e-5)
// Types of data
#define PERDATA_TYPE_FLOAT 0
// Vertex-specific methods:
DllExport int VertexDataType (int vdID);
DllExport void *VertexDataDefault (int vdID);
class PerData {
public:
int dnum, type, alloc;
void *data;
PerData () { data=NULL; dnum=0; alloc=0; type=0; }
PerData (int n, int tp) { data=NULL; dnum=0; alloc=0; type=tp; setAlloc (n, FALSE); }
~PerData () { Clear (); }
// Following only depend on type:
DllExport void *AllocData (int num);
DllExport void FreeData (void *addr);
DllExport int DataSize ();
void *Addr (void *ptr, int at) { BYTE *vd=(BYTE *)ptr; return (void *)(vd+at*DataSize()); }
void *Addr (int at) { return Addr(data,at); }
DllExport void CopyData (void *to, void *from, int num=1);
void CopyData ( int to, int from, int num=1) { CopyData (Addr(to), Addr(from), num); }
DllExport void WeightedSum (void *to, void *fr1, float prop1, void *fr2, float prop2);
void WeightedSum (int to, int fr1, float prop1, int fr2, float prop2) { WeightedSum (Addr(to), Addr(fr1), prop1, Addr(fr2), prop2); }
DllExport void setAlloc (int num, BOOL keep=TRUE);
void SetCount (int num, BOOL keep = FALSE) { setAlloc (num, keep); dnum=num; }
void Shrink () { if (alloc>dnum) setAlloc(dnum); }
int Count () { return dnum; }
DllExport void Clear ();
DllExport void DeleteSet (BitArray del);
DllExport void Delete (int at, int num);
DllExport void Insert (int at, int num, void *el);
DllExport void Append (int num, void *el);
DllExport void InsertCopies (int at, int num, void *el);
DllExport void AppendCopies (int num, void *el);
DllExport void SwapContents (PerData & from);
DllExport PerData & operator= (const PerData & from);
DllExport void MyDebugPrint ();
};
// Mesh::flags definitions
#define MESH_EDGE_LIST (1<<1)
// Set this to prevent renderData from being deleted (except when mesh is deleted)
#define MESH_LOCK_RENDDATA (1<<2)
#define MESH_SMOOTH_BIT1 (1<<3)
#define MESH_SMOOTH_BIT2 (1<<4)
#define MESH_SMOOTH_BIT3 (1<<5)
#define MESH_SMOOTH_BIT4 (1<<6)
#define MESH_SMOOTH_MASK 0x78 // mask for SMOOTH_BIT's 1 thru 4
#define MESH_BEEN_DSP (1<<9)
#define MESH_SMOOTH_SUBSEL (1<<10)
#define COMP_TRANSFORM 0x0001 // forces recalc of model->screen transform; else will attempt to use cache
#define COMP_IGN_RECT 0x0002 // forces all polys to be rendered; else only those intersecting the box will be
#define COMP_LIGHTING 0x0004 // forces re-lighting of all verts (as when a light moves); else only relight moved verts
#define COMP_ALL 0x00ff
// If this bit is set then the node being displayed by this mesh is selected.
// Certain display flags only activate when this bit is set.
#define COMP_OBJSELECTED (1<<8)
class StripData {
public:
int ct;
DWORD f[6];
void AddFace(DWORD face)
{ if(ct < 6) f[ct++] = face; }
};
typedef int (*INTRFUNC)();
DllExport void setMeshIntrFunc(INTRFUNC fn);
class MeshSubHitRec {
private:
MeshSubHitRec *next;
public:
DWORD dist;
int index;
DWORD flags;
MeshSubHitRec(DWORD dist, int index, MeshSubHitRec *next)
{this->dist = dist; this->index = index; this->next = next;}
MeshSubHitRec(DWORD dist, int index, DWORD flags, MeshSubHitRec *next)
{this->dist = dist; this->index = index; this->next = next;this->flags = flags;}
MeshSubHitRec *Next() { return next; }
};
class SubObjHitList {
private:
MeshSubHitRec *first;
public:
SubObjHitList() { first = NULL; }
~SubObjHitList() {
MeshSubHitRec *ptr = first, *fptr;
while (ptr) {
fptr = ptr;
ptr = ptr->Next();
delete fptr;
}
first = NULL;
}
MeshSubHitRec *First() { return first; }
void AddHit( DWORD dist, int index ) {
first = new MeshSubHitRec(dist,index,first);
}
};
// Flags for sub object hit test
// NOTE: these are the same bits used for object level.
#define SUBHIT_SELONLY (1<<0)
#define SUBHIT_UNSELONLY (1<<2)
#define SUBHIT_ABORTONHIT (1<<3)
#define SUBHIT_SELSOLID (1<<4)
#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
#define SUBHIT_VERTS (1<<24)
#define SUBHIT_FACES (1<<25)
#define SUBHIT_EDGES (1<<26)
#define SUBHIT_TYPEMASK (SUBHIT_VERTS|SUBHIT_FACES|SUBHIT_EDGES)
#if 0 // moved to gfx.h 8/7/00 DB
// Display flags
#define DISP_VERTTICKS (1<<0)
#define DISP_SELVERTS (1<<10)
#define DISP_SELFACES (1<<11)
#define DISP_SELEDGES (1<<12)
#define DISP_SELPOLYS (1<<13)
#endif
// Selection level bits.
#define MESH_OBJECT (1<<0)
#define MESH_VERTEX (1<<1)
#define MESH_FACE (1<<2)
#define MESH_EDGE (1<<3)
// Normal Display flags
#define MESH_DISP_NO_NORMALS 0
#define MESH_DISP_FACE_NORMALS (1<<0)
#define MESH_DISP_VERTEX_NORMALS (1<<1)
class MeshOpProgress;
class UVWMapper;
class MeshRenderData {
public:
virtual void DeleteThis()=0;
};
class AdjFaceList;
class Mesh : public BaseInterfaceServer {
friend class Face;
friend class MeshAccess;
friend class HardwareMesh;
friend void gfxCleanup(void *data);
private:
#if MESH_MULTI_PROCESSING
static int refCount;
static HANDLE xfmThread;
static HANDLE xfmMutex;
static HANDLE xfmStartEvent;
static HANDLE xfmEndEvent;
friend DWORD WINAPI xfmFunc(LPVOID ptr);
static HANDLE fNorThread;
static HANDLE fNorMutex;
static HANDLE fNorStartEvent;
static HANDLE fNorEndEvent;
friend DWORD WINAPI fNorFunc(LPVOID ptr);
static HANDLE workThread;
static HANDLE workMutex;
static HANDLE workStartEvent;
static HANDLE workEndEvent;
friend DWORD WINAPI workFunc(LPVOID ptr);
#endif
// derived data-- can be regenerated
RVertex *rVerts; // <<< instance specific.
GraphicsWindow *cacheGW; // identifies rVerts cache
Point3 *faceNormal; // object space--depends on geom+topo
Box3 bdgBox; // object space--depends on geom+topo
int numVisEdges; // depends on topo
int edgeListHasAll; // depends on topo
VEdge *visEdge; // depends on topo
// Vertex and face work arrays -- for snap code
int snapVCt;
int snapFCt;
char *snapV;
char *snapF;
// Reserved maps for special purposes, such as vertex shading.
MeshMap hmaps[NUM_HIDDENMAPS];
// -------------------------------------
//
long flags; // work flags-
float norScale; // scale of normals -- couldn't this be done
// automatically relative to bdgBox?
// Rolf: these are instance specific and should be pulled out of here,
// and just passed in from the Node.
BYTE dspNormals; // display surface normals--- put in flags?
BYTE dspAllEdges; // shows hidden edges ---- put in flags?
BYTE dspVertTicks; // shows vertex ticks
int renderFace(GraphicsWindow *gw, DWORD index, int *custVis=NULL);
int renderEdge(GraphicsWindow *gw, DWORD face, DWORD edge);
int renderFaceVerts(GraphicsWindow *gw, DWORD index);
void renderStrip(GraphicsWindow *gw, Strip *s);
void render3DFace(GraphicsWindow *gw, DWORD index, int *custVis=NULL);
void render3DFaceVerts(GraphicsWindow *gw, DWORD index);
void render3DStrip(GraphicsWindow *gw, Strip *s);
void render3DWireStrip(GraphicsWindow *gw, Strip *s);
BOOL CanDrawStrips(DWORD rndMode, Material *mtl, int numMtls);
BOOL NormalsMatchVerts();
void checkRVertsAlloc(void);
void calcNormal(int i);
void buildFaceNormals(); // calcs just the face normals
void setCacheGW(GraphicsWindow *gw) { cacheGW = gw; }
GraphicsWindow *getCacheGW(void) { return cacheGW; }
// New Mesh routines to drive HardwareShaders
bool CanDrawTriStrips(DWORD rndMode, int numMtls, Material *mtl);
bool BuildTriStrips(DWORD rndMode, int numMtls, Material *mtl);
void TriStripify(DWORD rndMode, int numTex, TVFace *tvf[], TriStrip *s, StripData *sd, int vtx);
void Draw3DTriStrips(IHardwareShader *phs, int numMat, Material *ma);
void Draw3DWireTriStrips(IHardwareShader *phs, int numMat, Material *ma);
void Draw3DVisEdgeList(IHardwareShader *phs, DWORD flags);
int render3DTriStrips(IHardwareShader *phs, int kmat, int kstrips);
int render3DWireTriStrips(IHardwareShader *phs, int kmat, int kstrips);
int render3DFaces(IHardwareShader *phs, DWORD index, int *custVis=NULL);
void freeVerts();
void freeVertCol();
void freeFaces();
void freeFaceNormals();
void freeRVerts(BOOL forceDelete=FALSE);
void freeTVerts();
void freeTVFaces();
void freeVCFaces();
void freeSnapData();
int buildSnapData(GraphicsWindow *gw,int verts,int edges);
public:
// Topology
int numVerts;
int numFaces;
Face * faces;
// Geometry
Point3 * verts;
// Texture Coord assignment
int numTVerts;
UVVert * tVerts;
TVFace * tvFace;
// Color per vertex
int numCVerts;
VertColor * vertCol;
TVFace * vcFace;
int curVCChan; // current map channel to use for colors (default = 0)
VertColor * curVCArray; // possible external color array (default = NULL)
TVFace * curVCFace; // possible external face array (default = NULL)
// for rendering, the color values come from the vertColArray variable. This array defaults
// to the internal vertCol, but can be set to an external array, or a map channel
VertColor * vertColArray;
// for rendering, the vertex lookup comes from the vcFaceData structure. This defaults to
// the vcFace data, but if a map channel is used for color lookup, we use its TVFace structure
TVFace * vcFaceData;
// More maps:
int numMaps;
MeshMap *maps;
// Per-vertex info (of any kind):
BitArray vdSupport;
PerData *vData;
// Material assignment
MtlID mtlIndex; // object material
// Selection
BitArray vertSel; // selected vertices
BitArray faceSel; // selected faces
BitArray edgeSel; // selected edges, identified as 3*faceIndex + edgeIndex
BitArray vertHide; // Hide flags for vertices
// Display attribute flags
DWORD dispFlags;
// Selection level
DWORD selLevel;
// true if normals have been built for the current mesh
int normalsBuilt;
MeshRenderData* renderData; // used by the renderer
// derived data-- can be regenerated
StripTab *stab; // depends on topo
DWTab norInd; // indirection array for fast normal lookup
int normalCount; // total number of normals
Point3 * gfxNormals; // flattened list of normals
// Derived arrays to contain generated texture coordinates
int numTexCoords[GFX_MAX_TEXTURES];
Point3 * texCoords[GFX_MAX_TEXTURES];
// Derived table of TriStrips, depends on topology
Tab<TriStrip *> *tstab;
DllExport Mesh();
DllExport Mesh(const Mesh& fromMesh);
DllExport ~Mesh();
void Init();
DllExport void DeleteThis();
DllExport Mesh& operator=(const Mesh& fromMesh);
DllExport BOOL setNumVerts(int ct, BOOL keep=FALSE, BOOL synchSel=TRUE);
int getNumVerts(void) const { return numVerts; }
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();
// a callback to update progress UI while doing a
// lengthy operation to a mesh
class MeshOpProgress {
public:
// called once with the total increments
virtual void Init(int total)=0;
// Called to update progress. % done = p/total
virtual BOOL Progress(int p)=0;
};
// Boolean operations for meshes:
#define MESHBOOL_UNION 1
#define MESHBOOL_INTERSECTION 2
#define MESHBOOL_DIFFERENCE 3
//
// mesh = mesh1 op mesh2
// If tm1 or tm2 are non-NULL, the points of the corresponding
// mesh will be transformed by these tm before the bool op
// The mesh will be transformed back by either Inverse(tm1) or
// Inverse(tm2) depending whichInv (0=>tm1, 1=>tm2)
// unless whichInv is -1 in which case it will not be transformed
// back.
//
int DllExport CalcBoolOp(
Mesh &mesh, Mesh &mesh1, Mesh &mesh2, int op,
MeshOpProgress *prog = NULL,
Matrix3 *tm1 = NULL,
Matrix3 *tm2 = NULL,
int whichInv = 0,
int weld = TRUE);
// 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,
Matrix3 *tm1=NULL, Matrix3 *tm2=NULL, int whichInv=0);
// 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_