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https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
237 lines
7.5 KiB
C++
237 lines
7.5 KiB
C++
/*
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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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#include "idlib/containers/List.h"
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#include "idlib/geometry/DrawVert.h"
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#include "idlib/math/Plane.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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