/*
===========================================================================
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 .
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__
#include "idlib/containers/List.h"
#include "idlib/geometry/DrawVert.h"
#include "idlib/math/Plane.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 verts; // vertices
idList indexes; // 3 references to vertices for each triangle
idList edges; // edges
idList 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__ */