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