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

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/**********************************************************************
*<
FILE: patch.h
DESCRIPTION: Main include file for bezier patches
CREATED BY: Tom Hudson
HISTORY: Created June 21, 1995
June 17, 1997 TH -- Added second texture mapping channel
12-10-98 Peter Watje added hide interior edge support and hidding patches
12-31-98 Peter Watje added hook patches, patch extrusion and bevels
*> Copyright (c) 1995, All Rights Reserved.
**********************************************************************/
#ifndef _PATCH_H_
#define _PATCH_H_
#include "coreexp.h"
#include "meshlib.h"
#include <hitdata.h>
#include "maxtess.h"
// Uncomment the following to check for missed triangular patch 'aux' computation
//#define CHECK_TRI_PATCH_AUX
// Handy-dandy integer table class
typedef Tab<int> IntTab;
// Value for undefined patches and vertices
#define PATCH_UNDEFINED -1
// TH 5/17/99 -- Commented out MULTI_PROCESSING, it wasn't being used and was causing
// am obscure memory leak (Defect 180889)
//#define MULTI_PROCESSING TRUE // TRUE turns on mp vertex transformation
class HookPoint
{
public:
int upperPoint, lowerPoint;
int upperVec,lowerVec;
int upperHookVec, lowerHookVec;
int hookPoint;
int upperPatch, lowerPatch, hookPatch;
int hookEdge, upperEdge, lowerEdge;
};
class ExtrudeData
{
public:
int u,l,uvec,lvec;
//3-10-99 watje
Point3 edge;
Point3 bevelDir;
};
class ISave;
class ILoad;
class PatchMesh;
#define NEWPATCH
// PRVertex 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 PRVertex {
public:
PRVertex() { rFlags = 0; /*ern = NULL;*/ }
CoreExport ~PRVertex();
DWORD rFlags;
int pos[3];
};
// Patch vector flags
#define PVEC_INTERIOR (1<<0)
#define PVEC_INTERIOR_MASK 0xfffffffe
// Vector flag processing tables
#define NUM_PATCH_VEC_FLAGS 1
const DWORD PatchVecFlagMasks[] = {1};
const int PatchVecFlagShifts[] = {0};
// Patch vectors
class PatchVec {
public:
Point3 p; // Location
int vert; // Vertex which owns this vector
IntTab patches; // List of patches using this vector
DWORD flags;
int aux1; // Used to track topo changes during editing (Edit Patch)
int aux2; // Used to track topo changes during editing (PatchMesh)
CoreExport PatchVec();
CoreExport PatchVec(PatchVec &from);
void ResetData() { vert = PATCH_UNDEFINED; patches.Delete(0,patches.Count());}
CoreExport BOOL AddPatch(int index);
CoreExport PatchVec& operator=(PatchVec& from);
void Transform(Matrix3 &tm) { p = p * tm; }
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
};
// Patch vertex flags
#define PVERT_COPLANAR (1<<0)
#define PVERT_CORNER (0)
#define PVERT_TYPE_MASK 0xfffffffe
//watje 12-10-98
#define PVERT_HIDDEN (1<<1)
#define PVERT_HIDDEN_MASK 0xfffffffd
// Vertex flag processing tables
#define NUM_PATCH_VERT_FLAGS 2
const DWORD PatchVertFlagMasks[] = {1, 1};
const int PatchVertFlagShifts[] = {0, 1};
// Patch vertex
class PatchVert {
public:
Point3 p; // Location
IntTab vectors; // List of vectors attached to this vertex
IntTab patches; // List of patches using this vertex
IntTab edges; // List of edges using this vertex
DWORD flags;
int aux1; // Used to track topo changes during editing (Edit Patch)
int aux2; // Used to track topo changes during editing (PatchMesh)
CoreExport PatchVert();
CoreExport PatchVert(PatchVert &from);
~PatchVert() { ResetData(); }
CoreExport PatchVert& operator=(PatchVert& from);
CoreExport void ResetData();
CoreExport int FindVector(int index);
CoreExport void AddVector(int index);
CoreExport void DeleteVector(int index);
CoreExport int FindPatch(int index);
CoreExport void AddPatch(int index);
CoreExport void DeletePatch(int index);
CoreExport int FindEdge(int index);
CoreExport void AddEdge(int index);
CoreExport void DeleteEdge(int index);
void Transform(Matrix3 &tm) { p = p * tm; }
//watje 12-10-98
CoreExport void SetHidden(BOOL sw = TRUE)
{
if(sw)
flags |= PVERT_HIDDEN;
else
flags &= ~PVERT_HIDDEN;
}
//watje 12-10-98
BOOL IsHidden() { return (flags & PVERT_HIDDEN) ? TRUE : FALSE; }
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
};
class PatchTVert {
public:
UVVert p; // Location
int aux1; // Used to track topo changes during editing (Edit Patch)
CoreExport PatchTVert() { p = UVVert(0,0,0); aux1 = -1; }
CoreExport PatchTVert(float u, float v, float w) { p=UVVert(u,v,w); aux1 = -1; }
CoreExport operator UVVert&() { return p; }
CoreExport PatchTVert& operator=(const UVVert &from) { p=from; return *this; }
};
class PatchEdge {
public:
int v1; // Index of first vertex
int vec12; // Vector from v1 to v2
int vec21; // Vector from v2 to v1
int v2; // Index of second vertex
IntTab patches; // List of patches using this edge
int aux1; // Used to track topo changes during editing (Edit Patch)
int aux2; // Used to track topo changes during editing (PatchMesh)
CoreExport PatchEdge();
CoreExport PatchEdge(PatchEdge &from);
CoreExport PatchEdge(int v1, int vec12, int vec21, int v2, int p1, int p2, int aux1=-1, int aux2=-1);
// Dump the patch edge structure via DebugPrints
CoreExport void Dump();
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
};
// Patch types
#define PATCH_UNDEF 0 // Undefined (watch out!)
#define PATCH_TRI 3 // Triangular patch
#define PATCH_QUAD 4 // Quadrilateral patch
// Patch Flags:
// WARNING: If you add flags here, you'll need to update the table below...
#define PATCH_AUTO (1<<0) // Interior verts computed automatically if set
#define PATCH_MANUAL (0) // Interior verts stored in 'interior' array
#define PATCH_INTERIOR_MASK 0xfffffffe
//watje 12-10-98
#define PATCH_HIDDEN (1<<1) //patch is hidden
//watje new patch mapping
#define PATCH_LINEARMAPPING (1<<2) //patch uses the old liunear mapping scheme else use the new mapping
#define PATCH_USE_CURVED_MAPPING_ON_VERTEX_COLOR (1<<3) //patch will use the new curved mapping for vertex colors also
// The mat ID is stored in the HIWORD of the patch flags
#define PATCH_MATID_SHIFT 16
#define PATCH_MATID_MASK 0xFFFF
// Patch flag processing tables
#define NUM_PATCH_PATCH_FLAGS 5
const DWORD PatchPatchFlagMasks[] = {1, 1, 1, 1, 0xffff};
const int PatchPatchFlagShifts[] = {0, 1, 2, 3, 16};
class Patch : public BaseInterfaceServer {
public:
int type; // See types, above
int v[4]; // Can have three or four vertices
int vec[8]; // Can have six or eight vector points
int interior[4]; // Can have one or four interior vertices
Point3 aux[9]; // Used for triangular patches only -- Degree 4 control points
int edge[4]; // Pointers into edge list -- Can have three or four
DWORD smGroup; // Defaults to 1 -- All patches smoothed in a PatchMesh
DWORD flags; // See flags, above
int aux1; // Used to track topo changes during editing (Edit Patch)
int aux2; // Used to track topo changes during editing (PatchMesh)
#ifdef CHECK_TRI_PATCH_AUX
Point3 auxSource[9];
CoreExport void CheckTriAux(PatchMesh *pMesh);
#endif //CHECK_TRI_PATCH_AUX
CoreExport Patch(); // WARNING: This does not allocate arrays -- Use SetType(type) or Patch(type)
CoreExport Patch(int type);
CoreExport Patch(Patch& fromPatch);
CoreExport ~Patch();
CoreExport void Init();
void setVerts(int *vrt) { memcpy(v, vrt, type * sizeof(int)); }
void setVerts(int a, int b, int c) { assert(type == PATCH_TRI); v[0]=a; v[1]=b; v[2]=c; }
void setVerts(int a, int b, int c, int d) { assert(type == PATCH_QUAD); v[0]=a; v[1]=b; v[2]=c; v[3]=d; }
void setVecs(int ab, int ba, int bc, int cb, int ca, int ac) {
assert(type == PATCH_TRI);
vec[0]=ab; vec[1]=ba; vec[2]=bc; vec[3]=cb; vec[4]=ca; vec[5]=ac;
}
void setVecs(int ab, int ba, int bc, int cb, int cd, int dc, int da, int ad) {
assert(type == PATCH_QUAD);
vec[0]=ab; vec[1]=ba; vec[2]=bc; vec[3]=cb; vec[4]=cd; vec[5]=dc; vec[6]=da, vec[7]=ad;
}
void setInteriors(int a, int b, int c) {
assert(type == PATCH_TRI);
interior[0]=a; interior[1]=b; interior[2]=c;
}
void setInteriors(int a, int b, int c, int d) {
assert(type == PATCH_QUAD);
interior[0]=a; interior[1]=b; interior[2]=c; interior[3]=d;
}
int getVert(int index) { return v[index]; }
int * getAllVerts(void) { return v; }
MtlID getMatID() {return (int)((flags>>FACE_MATID_SHIFT)&FACE_MATID_MASK);}
void setMatID(MtlID id) {flags &= 0xFFFF; flags |= (DWORD)(id<<FACE_MATID_SHIFT);}
CoreExport Point3 interp(PatchMesh *pMesh, float u, float v); // Quadrilateral
CoreExport Point3 interp(PatchMesh *pMesh, float u, float v, float w); // Triangle
CoreExport void ComputeAux(PatchMesh *pMesh, int index);
CoreExport void ComputeAux(PatchMesh *pMesh); // Do all degree-4 points
CoreExport void computeInteriors(PatchMesh* pMesh);
CoreExport void SetType(int type, BOOL init = FALSE);
CoreExport Patch& operator=(Patch& from);
CoreExport void SetAuto(BOOL sw = TRUE);
BOOL IsAuto() { return (flags & PATCH_AUTO) ? TRUE : FALSE; }
//watje 12-10-98
CoreExport void SetHidden(BOOL sw = TRUE);
//watje 12-10-98
BOOL IsHidden() { return (flags & PATCH_HIDDEN) ? TRUE : FALSE; }
// Tell the caller which edge uses the two supplied vert indexes (-1 if error)
int WhichEdge(int v1, int v2);
// Tell the caller which vertex uses the supplied vert index (-1 if error)
int WhichVert(int v);
// Dump the patch mesh structure via DebugPrints
CoreExport void Dump();
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
};
// Separate class for patch texture verts
class TVPatch {
public:
int tv[4]; // Texture verts (always 4 here, even for tri patches)
//watje new patch mapping
int handles[8];
int interiors[4];
CoreExport TVPatch();
CoreExport TVPatch(TVPatch& fromPatch);
CoreExport void Init();
CoreExport void setTVerts(int *vrt, int count);
CoreExport void setTVerts(int a, int b, int c, int d = 0);
//watje new patch mapping
//sets the indices of the patch handles
CoreExport void setTHandles(int *vrt, int count);
CoreExport void setTHandles(int a, int b, int c, int d ,
int e, int f, int g = 0 , int h = 0);
//sets the indices of the patch interior handles
CoreExport void setTInteriors(int *vrt, int count);
CoreExport void setTInteriors(int a, int b, int c, int d = 0);
int getTVert(int index) { return tv[index]; }
int * getAllTVerts(void) { return tv; }
CoreExport TVPatch& operator=(const TVPatch& from);
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
};
// Flag definitions
#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)
#define COMP_OBJFROZEN (1<<9)
typedef int (*INTRFUNC)();
CoreExport void setPatchIntrFunc(INTRFUNC fn);
// Special types for patch vertex hits -- Allows us to distinguish what they hit on a pick
#define PATCH_HIT_PATCH 0
#define PATCH_HIT_EDGE 1
#define PATCH_HIT_VERTEX 2
#define PATCH_HIT_VECTOR 3
#define PATCH_HIT_INTERIOR 4
class PatchSubHitRec {
private:
PatchSubHitRec *next;
public:
DWORD dist;
PatchMesh *patch;
int index;
int type;
PatchSubHitRec( DWORD dist, PatchMesh *patch, int index, int type, PatchSubHitRec *next )
{ this->dist = dist; this->patch = patch; this->index = index; this->type = type; this->next = next; }
PatchSubHitRec *Next() { return next; }
};
class SubPatchHitList {
private:
PatchSubHitRec *first;
public:
SubPatchHitList() { first = NULL; }
~SubPatchHitList() {
PatchSubHitRec *ptr = first, *fptr;
while ( ptr ) {
fptr = ptr;
ptr = ptr->Next();
delete fptr;
}
first = NULL;
}
PatchSubHitRec *First() { return first; }
void AddHit( DWORD dist, PatchMesh *patch, int index, int type ) {
first = new PatchSubHitRec(dist,patch,index,type,first);
}
};
// Special storage class for hit records so we can know which object was hit
class PatchHitData : public HitData {
public:
PatchMesh *patch;
int index;
int type;
PatchHitData(PatchMesh *patch, int index, int type)
{ this->patch = patch; this->index = index; this->type = type; }
~PatchHitData() {}
};
// Flags for sub object hit test
// NOTE: these are the same bits used for object level.
#define SUBHIT_PATCH_SELONLY (1<<0)
#define SUBHIT_PATCH_UNSELONLY (1<<2)
#define SUBHIT_PATCH_ABORTONHIT (1<<3)
#define SUBHIT_PATCH_SELSOLID (1<<4)
#define SUBHIT_PATCH_VERTS (1<<24)
#define SUBHIT_PATCH_VECS (1<<25)
#define SUBHIT_PATCH_PATCHES (1<<26)
#define SUBHIT_PATCH_EDGES (1<<27)
#define SUBHIT_PATCH_TYPEMASK (SUBHIT_PATCH_VERTS|SUBHIT_PATCH_VECS|SUBHIT_PATCH_EDGES|SUBHIT_PATCH_PATCHES)
#define SUBHIT_PATCH_IGNORE_BACKFACING (1<<28)
// Display flags
#define DISP_VERTTICKS (1<<0)
#define DISP_SELVERTS (1<<10)
#define DISP_SELPATCHES (1<<11)
#define DISP_SELEDGES (1<<12)
#define DISP_SELPOLYS (1<<13)
#define DISP_LATTICE (1<<16)
#define DISP_VERTS (1<<17)
// Selection level bits.
#define PATCH_OBJECT (1<<0)
#define PATCH_VERTEX (1<<1)
#define PATCH_PATCH (1<<2)
#define PATCH_EDGE (1<<3)
// Types for Subdivision, below:
#define SUBDIV_EDGES 0
#define SUBDIV_PATCHES 1
// Relax defaults
#define DEF_PM_RELAX FALSE
#define DEF_PM_RELAX_VIEWPORTS TRUE
#define DEF_PM_RELAX_VALUE 0.0f
#define DEF_PM_ITER 1
#define DEF_PM_BOUNDARY TRUE
#define DEF_PM_SADDLE FALSE
// PatchMesh flags
class PatchMesh : public BaseInterfaceServer {
friend class Patch;
private:
#if MULTI_PROCESSING
static int refCount;
static HANDLE xfmThread;
static HANDLE xfmMutex;
static HANDLE xfmStartEvent;
static HANDLE xfmEndEvent;
friend DWORD WINAPI xfmFunc(LPVOID ptr);
#endif
// derived data-- can be regenerated
PRVertex *rVerts; // <<< instance specific.
PRVertex *rVecs; // <<< instance specific.
GraphicsWindow *cacheGW; // identifies rVerts cache
Box3 bdgBox; // object space--depends on geom+topo
// The number of interpolations this patch will use for mesh conversion
int meshSteps;
//3-18-99 watje to support render steps
int meshStepsRender;
BOOL showInterior;
BOOL adaptive;
// GAP tessellation
TessApprox viewTess; // tessellation control for the interactive renderer
TessApprox prodTess; // tessellation control for the production renderer
TessApprox dispTess; // displacment tessellation control for the production renderer
BOOL mViewTessNormals; // use normals from the tesselator
BOOL mProdTessNormals; // use normals from the tesselator
BOOL mViewTessWeld; // Weld the mesh after tessellation
BOOL mProdTessWeld; // Weld the mesh after tessellation
// Vertex and patch work arrays -- for snap code
int snapVCt;
int snapPCt;
char *snapV;
char *snapP;
// -------------------------------------
//
DWORD flags; // work flags-
// Hidden Map Channels
// Texture Coord assignment
Tab<int> numHTVerts;
Tab<PatchTVert *> htVerts;
Tab<TVPatch *> htvPatches;
// relax options
BOOL relax;
BOOL relaxViewports;
float relaxValue;
int relaxIter;
BOOL relaxBoundary;
BOOL relaxSaddle;
int renderPatch( GraphicsWindow *gw, int index);
int renderEdge( GraphicsWindow *gw, int index, HitRegion *hr);
void checkRVertsAlloc(void);
void setCacheGW(GraphicsWindow *gw) { cacheGW = gw; }
GraphicsWindow *getCacheGW(void) { return cacheGW; }
void freeVerts();
void freeTVerts(int channel=0);
void freeVecs();
void freePatches();
void freeTVPatches(int channel=0);
void freeEdges();
void freeRVerts();
void freeSnapData();
int buildSnapData(GraphicsWindow *gw,int verts,int edges);
// Mesh caches
Mesh unrelaxedMesh; // Unrelaxed
Mesh relaxedMesh; // Relaxed
public:
// Topology
int numVerts;
int numVecs;
int numPatches;
int numEdges;
Patch * patches;
PatchVec * vecs;
PatchEdge * edges;
Tab<HookPoint> hooks;
//watje 4-16-99 to handle hooks and changes in topology
Tab<Point3> hookTopoMarkers;
Tab<Point3> hookTopoMarkersA;
Tab<Point3> hookTopoMarkersB;
CoreExport int HookFixTopology() ;
// Normals
Point3 * normals;
BOOL normalsBuilt;
// Geometry
PatchVert * verts;
// Texture Coord assignment
Tab<int> numTVerts;
Tab<PatchTVert *> tVerts;
Tab<TVPatch *> tvPatches;
// Material assignment
MtlID mtlIndex; // object material
// Selection
BitArray vertSel; // selected vertices
BitArray edgeSel; // selected edges
BitArray patchSel; // selected patches
// If hit bezier vector, this is its info:
int bezVecVert;
// Display attribute flags
DWORD dispFlags;
// Selection level
DWORD selLevel;
// Mesh cache flags
int cacheSteps; // meshSteps used for the cache
BOOL cacheAdaptive; // adaptive switch used for cache
BOOL unrelaxedMeshValid;
BOOL relaxedMeshValid;
CoreExport PatchMesh();
CoreExport PatchMesh(PatchMesh& fromPatch);
CoreExport void Init();
CoreExport ~PatchMesh();
CoreExport PatchMesh& operator=(PatchMesh& fromPatchMesh);
CoreExport PatchMesh& operator=(Mesh& fromMesh);
// The following is similar to operator=, but just takes the major components,
// not the display flags, selection level, etc.
CoreExport void CopyPatchDataFrom(PatchMesh &fromPatchMesh);
CoreExport BOOL setNumVerts(int ct, BOOL keep = FALSE);
int getNumVerts(void) { return numVerts; }
CoreExport BOOL setNumVecs(int ct, BOOL keep = FALSE);
int getNumVecs(void) { return numVecs; }
CoreExport BOOL setNumPatches(int ct, BOOL keep = FALSE);
int getNumPatches(void) { return numPatches; }
CoreExport BOOL setNumEdges(int ct, BOOL keep = FALSE);
int getNumEdges(void) { return numEdges; }
void setVert(int i, const Point3 &xyz) { verts[i].p = xyz; }
void setVert(int i, float x, float y, float z) { verts[i].p.x=x; verts[i].p.y=y; verts[i].p.z=z; }
void setVec(int i, const Point3 &xyz) { vecs[i].p = xyz; }
void setVec(int i, float x, float y, float z) { vecs[i].p.x=x; vecs[i].p.y=y; vecs[i].p.z=z; }
PatchVert & getVert(int i) { return verts[i]; }
PatchVert * getVertPtr(int i) { return verts+i; }
PatchVec & getVec(int i) { return vecs[i]; }
PatchVec * getVecPtr(int i) { return vecs+i; }
PRVertex & getRVert(int i) { return rVerts[i]; }
PRVertex * getRVertPtr(int i) { return rVerts+i; }
PRVertex & getRVec(int i) { return rVecs[i]; }
PRVertex * getRVecPtr(int i) { return rVecs+i; }
// Two versions of following methods, to cope with necessary change in map indexing between 2.5 and 3.
// Old TV/VC methods are given with "TV" in the name. For these methods, channel 0 is the original map
// channel, 1, while any nonzero channel is vertex colors. (No higher channels!)
BOOL setNumTVertsChannel(int mp, int ct, BOOL keep=FALSE) { return setNumMapVerts (mp?0:1, ct, keep); }
BOOL setNumTVerts(int ct, BOOL keep=FALSE) { return setNumMapVerts (1, ct, keep); }
int getNumTVertsChannel(int mp) const { return numTVerts[mp?0:1]; }
int getNumTVerts() const { return getNumMapVerts(1); }
// New methods have "Map" in the name, and accept normal Object-level map indexing: 0 is VC channel, 1 or more
// are map channels.
CoreExport BOOL setNumMapVerts (int mp, int ct, BOOL keep = FALSE);
CoreExport int getNumMapVerts (int mp) const;
CoreExport PatchTVert *mapVerts (int mp) const;
CoreExport TVPatch *mapPatches (int mp) const;
// These are parallel to patches
// These are called from setNumPatches() to maintain the same count.
//
// If they are NULL and keep = TRUE they stay NULL.
// If they are NULL and keep = FALSE they are allocated (3D verts also init themselves from the main vert array)
// If they are non-NULL and ct = 0 they are set to NULL (and freed)
// Old version: nonzero = vc channel
BOOL setNumTVPatchesChannel(int channel, int ct, BOOL keep=FALSE, int oldCt=0) { return setNumMapPatches (channel?0:1, ct, keep, oldCt); }
BOOL setNumTVPatches(int ct, BOOL keep=FALSE, int oldCt=0) { return setNumMapPatches (1, ct, keep, oldCt); }
// New version: 0 = vc channel
CoreExport BOOL setNumMapPatches (int channel, int ct, BOOL keep=FALSE, int oldCt=0);
void setTVertChannel(int channel, int i, const UVVert &xyz) { tVerts[channel?0:1][i] = xyz; }
void setTVert(int i, const UVVert &xyz) { tVerts[1][i] = xyz; }
void setTVertChannel(int channel, int i, float x, float y, float z) { tVerts[channel?0:1][i].p.x=x; tVerts[channel?0:1][i].p.y=y; tVerts[channel?0:1][i].p.z=z; }
void setTVert(int i, float x, float y, float z) { tVerts[1][i].p.x=x; tVerts[1][i].p.y=y; tVerts[1][i].p.z=z; }
void setTVPatchChannel(int channel, int i, TVPatch &tvp) { tvPatches[channel?0:1][i] = tvp; }
void setTVPatch(int i, TVPatch &tvp) { tvPatches[1][i] = tvp; }
PatchTVert & getTVertChannel(int channel, int i) { return tVerts[channel?0:1][i]; }
PatchTVert & getTVert(int i) { return tVerts[1][i]; }
PatchTVert * getTVertPtrChannel(int channel, int i) { return tVerts[channel?0:1]+i; }
PatchTVert * getTVertPtr(int i) { return tVerts[1]+i; }
TVPatch & getTVPatchChannel(int channel, int i) { return tvPatches[channel?0:1][i]; }
TVPatch & getTVPatch(int i) { return tvPatches[1][i]; }
// New map methods: for these, channel 0 is v.c. channel, and anything higher is a map channel.
void setMapVert (int mp, int i, const UVVert &xyz) { mapVerts(mp)[i] = xyz; }
void setMapVert (int mp, int i, float x, float y, float z) { Point3 MV(x,y,z); setMapVert (mp, i, MV); }
void setMapPatch (int mp, int i, const TVPatch &tvp) { mapPatches(mp)[i] = tvp; }
PatchTVert & getMapVert (int mp, int i) { return mapVerts(mp)[i]; }
PatchTVert * getMapVertPtr (int mp, int i) { return mapVerts(mp) + i; }
TVPatch & getMapPatch (int mp, int i) { return mapPatches(mp)[i]; }
void setMtlIndex(MtlID i) { mtlIndex = i; }
MtlID getMtlIndex(void) { return mtlIndex; }
CoreExport MtlID getPatchMtlIndex(int i);
CoreExport void setPatchMtlIndex(int i, MtlID id);
// Automatically update all the adjacency info, etc.
// Returns TRUE if patch mesh is valid, FALSE if it's not!
// MAXr4: New option, can update linkages for single new patch by supplying
// the 'patch' index. Recomputes linkages for entire patch mesh if no index supplied.
CoreExport BOOL buildLinkages(int patch=-1);
// Compute the interior bezier points for each patch in the mesh
CoreExport void computeInteriors();
// Compute the degree-4 bezier points for each triangular patch in the mesh
CoreExport void computeAux();
CoreExport void render(GraphicsWindow *gw, Material *ma, RECT *rp, int compFlags, int numMat=1);
CoreExport void renderGizmo(GraphicsWindow *gw);
CoreExport BOOL select(GraphicsWindow *gw, Material *ma, HitRegion *hr, int abortOnHit=FALSE, int numMat=1);
CoreExport void snap(GraphicsWindow *gw, SnapInfo *snap, IPoint2 *p, Matrix3 &tm);
CoreExport BOOL SubObjectHitTest(GraphicsWindow *gw, Material *ma, HitRegion *hr,
DWORD flags, SubPatchHitList& hitList, int numMat=1 );
CoreExport void buildBoundingBox(void);
CoreExport 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.
CoreExport void GetDeformBBox(Box3& box, Matrix3 *tm=NULL, BOOL useSel=FALSE);
CoreExport void InvalidateGeomCache();
CoreExport void InvalidateMesh(); // Also invalidates relaxed mesh
CoreExport void InvalidateRelaxedMesh();
CoreExport void FreeAll(); //DS
// functions for use in data flow evaluation
CoreExport void ShallowCopy(PatchMesh *amesh, ULONG_PTR channels);
// WIN64 Cleanup: Shuler
CoreExport void DeepCopy(PatchMesh *amesh, ULONG_PTR channels);
// WIN64 Cleanup: Shuler
CoreExport void NewAndCopyChannels(ULONG_PTR channels);
// WIN64 Cleanup: Shuler
CoreExport void FreeChannels( ULONG_PTR channels, int zeroOthers=1);
// WIN64 Cleanup: Shuler
// 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& PatchSel() { return patchSel; }
BitArray& EdgeSel() { return edgeSel; }
// Constructs a vertex selection list based on the current selection level.
CoreExport BitArray VertexTempSel();
// Apply the coplanar constraints to the patch mesh
// (Optionally only apply it to selected vertices)
CoreExport void ApplyConstraints(BOOL selOnly = FALSE);
// Create triangular or quadrilateral patch
CoreExport BOOL MakeQuadPatch(int index, int va, int vab, int vba, int vb, int vbc, int vcb, int vc, int vcd, int vdc, int vd, int vda, int vad, int i1, int i2, int i3, int i4, DWORD sm);
CoreExport BOOL MakeTriPatch(int index, int va, int vab, int vba, int vb, int vbc, int vcb, int vc, int vca, int vac, int i1, int i2, int i3, DWORD sm);
// Get/Set mesh steps, adaptive switch
CoreExport void SetMeshSteps(int steps);
CoreExport int GetMeshSteps();
//3-18-99 watje to support render steps
CoreExport void SetMeshStepsRender(int steps);
CoreExport int GetMeshStepsRender();
CoreExport void SetShowInterior(BOOL si);
CoreExport BOOL GetShowInterior();
CoreExport void SetAdaptive(BOOL sw);
CoreExport BOOL GetAdaptive();
CoreExport void SetViewTess(TessApprox tess);
CoreExport TessApprox GetViewTess();
CoreExport void SetProdTess(TessApprox tess);
CoreExport TessApprox GetProdTess();
CoreExport void SetDispTess(TessApprox tess);
CoreExport TessApprox GetDispTess();
CoreExport BOOL GetViewTessNormals();
CoreExport void SetViewTessNormals(BOOL use);
CoreExport BOOL GetProdTessNormals();
CoreExport void SetProdTessNormals(BOOL use);
CoreExport BOOL GetViewTessWeld();
CoreExport void SetViewTessWeld(BOOL weld);
CoreExport BOOL GetProdTessWeld();
CoreExport void SetProdTessWeld(BOOL weld);
// Find the edge index for a given vertex-vector-vector-vertex sequence
int GetEdge(int v1, int v12, int v21, int v2, int p);
// Find the edge indices for two given vertices
CoreExport Tab<int> GetEdge(int v1, int v2) const;
// Find all of the patch indices for two given vertices
CoreExport Tab<int> GetPatches(int v1, int v2) const;
// find the indices for the patches that depend on the given vertex
CoreExport Tab<int> GetPatches(int vert) const;
// find the indices for the edges that depend on the given vertex
CoreExport Tab<int> GetEdges(int vert) const;
// find the indices for the vectors that depend on the given vertex
CoreExport Tab<int> GetVectors(int vert) const;
// Apply mapping to the patch mesh
CoreExport void setNumMaps (int ct, BOOL keep=TRUE);
int getNumMaps () { return numTVerts.Count(); }
CoreExport void setMapSupport(int chan, BOOL init=TRUE); // Make sure map support is there for this channel, optionally init
BOOL getMapSupport (int mp) { return ((mp<tvPatches.Count()) && tvPatches[mp]) ? TRUE : FALSE; }
int NumMapChannels () { return MAX_MESHMAPS; }
CoreExport void ApplyUVWMap(int type,
float utile, float vtile, float wtile,
int uflip, int vflip, int wflip, int cap,
const Matrix3 &tm,int channel=1);
// Tag the points in the patch components to record our topology (This stores
// identifying values in the various aux2 fields in the Patch)
// This info can be used after topology-changing operations to remap information
// tied to vertices, edges and patches.
// Returns TRUE if tagged successfully
CoreExport BOOL RecordTopologyTags();
CoreExport void Transform(Matrix3 &tm);
// Weld the vertices
CoreExport BOOL Weld(float thresh, BOOL weldIdentical=FALSE, int startVert=0);
// weld one selected vertex to another selected vertex
CoreExport BOOL PatchMesh::Weld(int fromVert, int toVert);
// Weld selected edges
CoreExport BOOL WeldEdges();
// General-purpose deletion
CoreExport void DeletePatchParts(BitArray &delVerts, BitArray &delPatches);
// Clone specified patch geometry (or selected patches if 'patches' == NULL)
CoreExport void ClonePatchParts(BitArray *patches = NULL);
// Subdivision
CoreExport void Subdivide(int type, BOOL propagate);
// Add patch to selected single-patch edges
CoreExport void AddPatch(int type);
// Hooks a vertex to a patch edge
CoreExport int AddHook();
//tries to add hook patch at the specified vert
CoreExport int AddHook(int index);
CoreExport int AddHook(int vertIndex, int segIndex) ;
CoreExport int RemoveHook();
//goes through and looks for invalid hooks and tries to fix them used when topology changes
CoreExport int UpdateHooks();
Tab<Point3> extrudeDeltas;
Tab<ExtrudeData> extrudeData;
Tab<Point3> edgeNormals;
Tab<int> newEdges;
Tab<int> newVerts;
//creates initial extrude faces and temporary data used in move normal
//type = PATCH_PATCH or PATCH_EDGE only
//edgeClone: Only for edge mode, clones edges before extrusion
CoreExport void CreateExtrusion(int type = PATCH_PATCH, BOOL edgeClone=FALSE);
//computes the average normals of the selected patches or selected edges
CoreExport Point3 AverageNormals(int type = PATCH_PATCH);
CoreExport Point3 PatchNormal(int index);
CoreExport void BuildPatchNormals(); // Only builds normals if necessary
CoreExport void InvalidatePatchNormals();
CoreExport Point3 EdgeNormal(int index);
CoreExport void MoveNormal(float amount, BOOL useLocalNorms, int type/* = PATCH_PATCH*/);
// Flip normal of indicated patch, or selected patches if -1, or all patches if -2
CoreExport void FlipPatchNormal(int index);
CoreExport void UnifyNormals(BOOL useSel);
//creates temporary data used in Bevel
BitArray bevelEdges;
Tab<float> edgeDistances;
CoreExport void CreateBevel();
CoreExport void Bevel(float amount, int smoothStart, int smoothEnd);
//computes the bevel direction of patch based on which edges are open
Point3 GetBevelDir(int patchVertID);
// Attach a second PatchMesh, adjusting materials
CoreExport void Attach(PatchMesh *attPatch, int mtlOffset);
// Change the interior type of a patch or selected patches (index < 0)
CoreExport void ChangePatchInterior(int index, int type);
// Change the type of a vertex or selected vertices (index < 0)
CoreExport void ChangeVertType(int index, int type);
CoreExport BOOL SelVertsSameType(); // Are all selected vertices the same type?
CoreExport BOOL SelPatchesSameType(); // Are all selected patches the same type?
// Dump the patch mesh structure via DebugPrints
CoreExport void Dump();
#ifdef CHECK_TRI_PATCH_AUX
CoreExport void CheckTriAux();
#endif //CHECK_TRI_PATCH_AUX
// Ready the mesh cache
CoreExport void PrepareMesh();
CoreExport void PrepareUnrelaxedMesh();
// Get the Mesh version
CoreExport Mesh& GetMesh();
CoreExport Mesh& GetUnrelaxedMesh();
// Actual mesh tessellation used by above methods; optionally allows calling
// routine to propegate selection from the patch to the mesh.
CoreExport void ComputeMesh (Mesh & m, DWORD convertFlags);
CoreExport int IntersectRay(Ray& ray, float& at, Point3& norm);
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
// TH 6/12/00 -- Added AutoSmooth method for Smooth modifier
CoreExport void AutoSmooth(float angle,BOOL useSel,BOOL preventIndirectSmoothing);
// Change/Get the mapping type of a patch or selected patches (index < 0)
//watje new patch mapping
CoreExport void ChangePatchToLinearMapping(int index);
CoreExport void ChangePatchToCurvedMapping(int index);
CoreExport BOOL ArePatchesLinearMapped(int index);
CoreExport BOOL ArePatchesCurvedMapped(int index);
CoreExport BOOL SingleEdgesOnly(); // Returns TRUE if all selected edges are used by only 1 edge
CoreExport BitArray& GetElement(int index);
// soft selection support
// should these be private?:
//5-25-00 support for soft selections (tb)
private:
int mVertexWeightSelectLevel;
float * mpVertexWeights;
int numVertexWeights;
int * mpVertexEdgeDists;
float * mpVertexDists;
public:
CoreExport void SetVertexWeightCount( int i ); // destroys existing weights, sets all weights = 0.0.
CoreExport void SetVertexWeight( int i, float w ) { assert( mpVertexWeights ); if ( i >= numVertexWeights ) return; mpVertexWeights[i] = w; }
CoreExport float VertexWeight( int i ) { if ( !mpVertexWeights ) return 0.0f; if ( i >= numVertexWeights ) return 0.0f; return mpVertexWeights[i]; }
CoreExport bool VertexWeightSupport() { if ( mpVertexWeights ) return true; return false; }
CoreExport float *GetVSelectionWeights() { return mpVertexWeights; }
CoreExport void SupportVSelectionWeights(); // Allocate a weight table if none
CoreExport int VertexWeightSelectLevel() { return mVertexWeightSelectLevel; }
float mFalloff, mPinch, mBubble;
int mEdgeDist, mUseEdgeDist, mAffectBackface, mUseSoftSelections;
CoreExport int UseEdgeDists( );
CoreExport void SetUseEdgeDists( int edgeDist );
CoreExport int EdgeDist( );
CoreExport void SetEdgeDist( int edgeDist );
CoreExport int UseSoftSelections();
CoreExport void SetUseSoftSelections( int useSoftSelections );
CoreExport int AffectBackface( );
CoreExport void SetAffectBackface( int affectBackface );
CoreExport float Falloff( );
CoreExport void SetFalloff( float falloff );
CoreExport float Pinch( );
CoreExport void SetPinch( float pinch );
CoreExport float Bubble( );
CoreExport void SetBubble( float bubble );
CoreExport void InvalidateVertexWeights();
CoreExport void UpdateVertexDists();
CoreExport void UpdateEdgeDists( );
CoreExport void UpdateVertexWeights();
CoreExport Point3 VertexNormal( int vIndex );
CoreExport BOOL Relaxing(); // returns TRUE if Relax && RelaxValue != 0 && RelaxIter != 0
CoreExport BOOL SetRelax(BOOL v); // All "Set" ops return TRUE if option changed
CoreExport BOOL SetRelaxViewports(BOOL v);
CoreExport BOOL SetRelaxValue(float v);
CoreExport BOOL SetRelaxIter(int v);
CoreExport BOOL SetRelaxBoundary(BOOL v);
CoreExport BOOL SetRelaxSaddle(BOOL v);
CoreExport BOOL GetRelax();
CoreExport BOOL GetRelaxViewports();
CoreExport float GetRelaxValue();
CoreExport int GetRelaxIter();
CoreExport BOOL GetRelaxBoundary();
CoreExport BOOL GetRelaxSaddle();
};
// Conversion flags
// These are used in conversion methods in core\converters.cpp and
// in poly\converters.cpp.
#define CONVERT_KEEPSEL 0x0001
#define CONVERT_USESOFTSEL 0x0002
#define CONVERT_PATCH_USEQUADS 0x0010
#define CONVERT_NO_RELAX 0x0020
// Conversion methods:
CoreExport void ConvertMeshToPatch (Mesh &m, PatchMesh &pm, DWORD flags=0);
CoreExport void ConvertPatchToMesh (PatchMesh &pm, Mesh &m, DWORD flags=0);
CoreExport void RelaxMesh(Mesh &mesh, float value, int iter, BOOL boundary, BOOL saddle);
#endif // _PATCH_H_