/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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(); explicit idSurface( const idSurface &surf ); explicit idSurface( const idDrawVert *verts, const int numVerts, const int *indexes, const int numIndexes ); ~idSurface(); const idDrawVert & operator[]( const int index ) const; idDrawVert & operator[]( const int index ); idSurface & operator+=( const idSurface &surf ); int GetNumIndexes() const { return indexes.Num(); } const int * GetIndexes() const { return indexes.Ptr(); } int GetNumVertices() const { return verts.Num(); } const idDrawVert * GetVertices() const { return verts.Ptr(); } const int * GetEdgeIndexes() const { return edgeIndexes.Ptr(); } const surfaceEdge_t * GetEdges() const { return edges.Ptr(); } void Clear(); 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() const; // returns true if the surface is closed bool IsClosed() 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(); int FindEdge( int v1, int v2 ) const; }; /* ==================== idSurface::idSurface ==================== */ ID_INLINE idSurface::idSurface() { } /* ================= 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() { } /* ================= 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() { verts.Clear(); indexes.Clear(); edges.Clear(); edgeIndexes.Clear(); } /* ================= 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].SetNormal( verts[i].GetNormal() * rotation ); verts[i].SetTangent( verts[i].GetTangent() * rotation ); } } #endif /* !__SURFACE_H__ */