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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __SURFACE_H__
- #define __SURFACE_H__
- /*
- ===============================================================================
- Surface base class.
- A surface is tesselated to a triangle mesh with each edge shared by
- at most two triangles.
- ===============================================================================
- */
- typedef struct surfaceEdge_s {
- int verts[2]; // edge vertices always with ( verts[0] < verts[1] )
- int tris[2]; // edge triangles
- } surfaceEdge_t;
- class idSurface {
- public:
- idSurface( void );
- explicit idSurface( const idSurface &surf );
- explicit idSurface( const idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes );
- ~idSurface( void );
- const idDrawVert & operator[]( const int index ) const;
- idDrawVert & operator[]( const int index );
- idSurface & operator+=( const idSurface &surf );
- int GetNumIndexes( void ) const { return indexes.Num(); }
- const int * GetIndexes( void ) const { return indexes.Ptr(); }
- int GetNumVertices( void ) const { return verts.Num(); }
- const idDrawVert * GetVertices( void ) const { return verts.Ptr(); }
- const int * GetEdgeIndexes( void ) const { return edgeIndexes.Ptr(); }
- const surfaceEdge_t * GetEdges( void ) const { return edges.Ptr(); }
- void Clear( void );
- void SwapTriangles( idSurface &surf );
- void TranslateSelf( const idVec3 &translation );
- void RotateSelf( const idMat3 &rotation );
- // splits the surface into a front and back surface, the surface itself stays unchanged
- // frontOnPlaneEdges and backOnPlaneEdges optionally store the indexes to the edges that lay on the split plane
- // returns a SIDE_?
- int Split( const idPlane &plane, const float epsilon, idSurface **front, idSurface **back, int *frontOnPlaneEdges = NULL, int *backOnPlaneEdges = NULL ) const;
- // cuts off the part at the back side of the plane, returns true if some part was at the front
- // if there is nothing at the front the number of points is set to zero
- bool ClipInPlace( const idPlane &plane, const float epsilon = ON_EPSILON, const bool keepOn = false );
- // returns true if each triangle can be reached from any other triangle by a traversal
- bool IsConnected( void ) const;
- // returns true if the surface is closed
- bool IsClosed( void ) const;
- // returns true if the surface is a convex hull
- bool IsPolytope( const float epsilon = 0.1f ) const;
- float PlaneDistance( const idPlane &plane ) const;
- int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
- // returns true if the line intersects one of the surface triangles
- bool LineIntersection( const idVec3 &start, const idVec3 &end, bool backFaceCull = false ) const;
- // intersection point is start + dir * scale
- bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale, bool backFaceCull = false ) const;
- protected:
- idList<idDrawVert> verts; // vertices
- idList<int> indexes; // 3 references to vertices for each triangle
- idList<surfaceEdge_t> edges; // edges
- idList<int> edgeIndexes; // 3 references to edges for each triangle, may be negative for reversed edge
- protected:
- void GenerateEdgeIndexes( void );
- int FindEdge( int v1, int v2 ) const;
- };
- /*
- ====================
- idSurface::idSurface
- ====================
- */
- ID_INLINE idSurface::idSurface( void ) {
- }
- /*
- =================
- idSurface::idSurface
- =================
- */
- ID_INLINE idSurface::idSurface( const idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes ) {
- assert( verts != NULL && indexes != NULL && numVerts > 0 && numIndexes > 0 );
- this->verts.SetNum( numVerts );
- memcpy( this->verts.Ptr(), verts, numVerts * sizeof( verts[0] ) );
- this->indexes.SetNum( numIndexes );
- memcpy( this->indexes.Ptr(), indexes, numIndexes * sizeof( indexes[0] ) );
- GenerateEdgeIndexes();
- }
- /*
- ====================
- idSurface::idSurface
- ====================
- */
- ID_INLINE idSurface::idSurface( const idSurface &surf ) {
- this->verts = surf.verts;
- this->indexes = surf.indexes;
- this->edges = surf.edges;
- this->edgeIndexes = surf.edgeIndexes;
- }
- /*
- ====================
- idSurface::~idSurface
- ====================
- */
- ID_INLINE idSurface::~idSurface( void ) {
- }
- /*
- =================
- idSurface::operator[]
- =================
- */
- ID_INLINE const idDrawVert &idSurface::operator[]( const int index ) const {
- return verts[ index ];
- };
- /*
- =================
- idSurface::operator[]
- =================
- */
- ID_INLINE idDrawVert &idSurface::operator[]( const int index ) {
- return verts[ index ];
- };
- /*
- =================
- idSurface::operator+=
- =================
- */
- ID_INLINE idSurface &idSurface::operator+=( const idSurface &surf ) {
- int i, m, n;
- n = verts.Num();
- m = indexes.Num();
- verts.Append( surf.verts ); // merge verts where possible ?
- indexes.Append( surf.indexes );
- for ( i = m; i < indexes.Num(); i++ ) {
- indexes[i] += n;
- }
- GenerateEdgeIndexes();
- return *this;
- }
- /*
- =================
- idSurface::Clear
- =================
- */
- ID_INLINE void idSurface::Clear( void ) {
- verts.Clear();
- indexes.Clear();
- edges.Clear();
- edgeIndexes.Clear();
- }
- /*
- =================
- idSurface::SwapTriangles
- =================
- */
- ID_INLINE void idSurface::SwapTriangles( idSurface &surf ) {
- verts.Swap( surf.verts );
- indexes.Swap( surf.indexes );
- edges.Swap( surf.edges );
- edgeIndexes.Swap( surf.edgeIndexes );
- }
- /*
- =================
- idSurface::TranslateSelf
- =================
- */
- ID_INLINE void idSurface::TranslateSelf( const idVec3 &translation ) {
- for ( int i = 0; i < verts.Num(); i++ ) {
- verts[i].xyz += translation;
- }
- }
- /*
- =================
- idSurface::RotateSelf
- =================
- */
- ID_INLINE void idSurface::RotateSelf( const idMat3 &rotation ) {
- for ( int i = 0; i < verts.Num(); i++ ) {
- verts[i].xyz *= rotation;
- verts[i].normal *= rotation;
- verts[i].tangents[0] *= rotation;
- verts[i].tangents[1] *= rotation;
- }
- }
- #endif /* !__SURFACE_H__ */
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