?? patch.h
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// Types for Subdivision, below:
#define SUBDIV_EDGES 0
#define SUBDIV_PATCHES 1
// PatchMesh flags
class PatchMesh {
friend class Patch;
private:
#if MULTI_PROCESSING
static int refCount;
static HANDLE xfmThread;
static HANDLE xfmMutex;
static HANDLE xfmStartEvent;
static HANDLE xfmEndEvent;
friend DWORD WINAPI xfmFunc(LPVOID ptr);
#endif
// derived data-- can be regenerated
PRVertex *rVerts; // <<< instance specific.
GraphicsWindow *cacheGW; // identifies rVerts cache
Box3 bdgBox; // object space--depends on geom+topo
// The number of interpolations this patch will use for mesh conversion
int meshSteps;
//3-18-99 watje to support render steps
int meshStepsRender;
BOOL showInterior;
BOOL adaptive;
// GAP tessellation
TessApprox viewTess; // tessellation control for the interactive renderer
TessApprox prodTess; // tessellation control for the production renderer
TessApprox dispTess; // displacment tessellation control for the production renderer
BOOL mViewTessNormals; // use normals from the tesselator
BOOL mProdTessNormals; // use normals from the tesselator
BOOL mViewTessWeld; // Weld the mesh after tessellation
BOOL mProdTessWeld; // Weld the mesh after tessellation
// Vertex and patch work arrays -- for snap code
int snapVCt;
int snapPCt;
char *snapV;
char *snapP;
// -------------------------------------
//
DWORD flags; // work flags-
int renderPatch( GraphicsWindow *gw, int index, BOOL force=FALSE);
int renderEdge( GraphicsWindow *gw, int index, BOOL force=FALSE);
void checkRVertsAlloc(void);
void setCacheGW(GraphicsWindow *gw) { cacheGW = gw; }
GraphicsWindow *getCacheGW(void) { return cacheGW; }
void freeVerts();
void freeTVerts(int channel=0);
void freeVecs();
void freePatches();
void freeTVPatches(int channel=0);
void freeEdges();
void freeRVerts();
void freeSnapData();
int buildSnapData(GraphicsWindow *gw,int verts,int edges);
public:
// Topology
int numVerts;
int numVecs;
int numPatches;
int numEdges;
Patch * patches;
PatchVec * vecs;
PatchEdge * edges;
Tab<HookPoint> hooks;
//watje 4-16-99 to handle hooks and changes in topology
Tab<Point3> hookTopoMarkers;
Tab<Point3> hookTopoMarkersA;
Tab<Point3> hookTopoMarkersB;
CoreExport int HookFixTopology() ;
// Geometry
PatchVert * verts;
// Texture Coord assignment
Tab<int> numTVerts;
Tab<UVVert *> tVerts;
Tab<TVPatch *> tvPatches;
// Material assignment
MtlID mtlIndex; // object material
// Selection
BitArray vertSel; // selected vertices
BitArray edgeSel; // selected edges
BitArray patchSel; // selected patches
// If hit bezier vector, this is its info:
int bezVecVert;
// Display attribute flags
DWORD dispFlags;
// Selection level
DWORD selLevel;
// Mesh cache
Mesh mesh;
int cacheSteps; // meshSteps used for the cache
BOOL cacheAdaptive; // adaptive switch used for cache
BOOL meshValid;
CoreExport PatchMesh();
CoreExport PatchMesh(PatchMesh& fromPatch);
CoreExport void Init();
CoreExport ~PatchMesh();
CoreExport PatchMesh& operator=(PatchMesh& fromPatchMesh);
CoreExport PatchMesh& operator=(Mesh& fromMesh);
// The following is similar to operator=, but just takes the major components,
// not the display flags, selection level, etc.
CoreExport void CopyPatchDataFrom(PatchMesh &fromPatchMesh);
CoreExport BOOL setNumVerts(int ct, BOOL keep = FALSE);
int getNumVerts(void) { return numVerts; }
CoreExport BOOL setNumVecs(int ct, BOOL keep = FALSE);
int getNumVecs(void) { return numVecs; }
CoreExport BOOL setNumPatches(int ct, BOOL keep = FALSE);
int getNumPatches(void) { return numPatches; }
CoreExport BOOL setNumEdges(int ct, BOOL keep = FALSE);
int getNumEdges(void) { return numEdges; }
void setVert(int i, const Point3 &xyz) { verts[i].p = xyz; }
void setVert(int i, float x, float y, float z) { verts[i].p.x=x; verts[i].p.y=y; verts[i].p.z=z; }
void setVec(int i, const Point3 &xyz) { vecs[i].p = xyz; }
void setVec(int i, float x, float y, float z) { vecs[i].p.x=x; vecs[i].p.y=y; vecs[i].p.z=z; }
PatchVert & getVert(int i) { return verts[i]; }
PatchVert * getVertPtr(int i) { return verts+i; }
PatchVec & getVec(int i) { return vecs[i]; }
PatchVec * getVecPtr(int i) { return vecs+i; }
PRVertex & getRVert(int i) { return rVerts[i]; }
PRVertex * getRVertPtr(int i) { return rVerts+i; }
// Two versions of following methods, to cope with necessary change in map indexing between 2.5 and 3.
// Old TV/VC methods are given with "TV" in the name. For these methods, channel 0 is the original map
// channel, 1, while any nonzero channel is vertex colors. (No higher channels!)
BOOL setNumTVertsChannel(int mp, int ct, BOOL keep=FALSE) { return setNumMapVerts (mp?0:1, ct, keep); }
BOOL setNumTVerts(int ct, BOOL keep=FALSE) { return setNumMapVerts (1, ct, keep); }
int getNumTVertsChannel(int mp) const { return numTVerts[mp?0:1]; }
int getNumTVerts() const { return getNumMapVerts(1); }
// New methods have "Map" in the name, and accept normal Object-level map indexing: 0 is VC channel, 1 or more
// are map channels.
CoreExport BOOL setNumMapVerts (int mp, int ct, BOOL keep = FALSE);
int getNumMapVerts (int mp) const { return (mp<numTVerts.Count()) ? numTVerts[mp] : 0; }
CoreExport UVVert *mapVerts (int mp) const;
CoreExport TVPatch *mapPatches (int mp) const;
// These are parallel to patches
// These are called from setNumPatches() to maintain the same count.
//
// If they are NULL and keep = TRUE they stay NULL.
// If they are NULL and keep = FALSE they are allocated (3D verts also init themselves from the main vert array)
// If they are non-NULL and ct = 0 they are set to NULL (and freed)
// Old version: nonzero = vc channel
BOOL setNumTVPatchesChannel(int channel, int ct, BOOL keep=FALSE, int oldCt=0) { return setNumMapPatches (channel?0:1, ct, keep, oldCt); }
BOOL setNumTVPatches(int ct, BOOL keep=FALSE, int oldCt=0) { return setNumMapPatches (1, ct, keep, oldCt); }
// New version: 0 = vc channel
CoreExport BOOL setNumMapPatches (int channel, int ct, BOOL keep=FALSE, int oldCt=0);
void setTVertChannel(int channel, int i, const UVVert &xyz) { tVerts[channel?0:1][i] = xyz; }
void setTVert(int i, const UVVert &xyz) { tVerts[1][i] = xyz; }
void setTVertChannel(int channel, int i, float x, float y, float z) { tVerts[channel?0:1][i].x=x; tVerts[channel?0:1][i].y=y; tVerts[channel?0:1][i].z=z; }
void setTVert(int i, float x, float y, float z) { tVerts[1][i].x=x; tVerts[1][i].y=y; tVerts[1][i].z=z; }
void setTVPatchChannel(int channel, int i, TVPatch &tvp) { tvPatches[channel?0:1][i] = tvp; }
void setTVPatch(int i, TVPatch &tvp) { tvPatches[1][i] = tvp; }
UVVert & getTVertChannel(int channel, int i) { return tVerts[channel?0:1][i]; }
UVVert & getTVert(int i) { return tVerts[1][i]; }
UVVert * getTVertPtrChannel(int channel, int i) { return tVerts[channel?0:1]+i; }
UVVert * getTVertPtr(int i) { return tVerts[1]+i; }
TVPatch & getTVPatchChannel(int channel, int i) { return tvPatches[channel?0:1][i]; }
TVPatch & getTVPatch(int i) { return tvPatches[1][i]; }
// New map methods: for these, channel 0 is v.c. channel, and anything higher is a map channel.
void setMapVert (int mp, int i, const UVVert &xyz) { tVerts[mp][i] = xyz; }
void setMapVert (int mp, int i, float x, float y, float z) { tVerts[mp][i].x=x; tVerts[mp][i].y=y; tVerts[mp][i].z = z; }
void setMapPatch (int mp, int i, const TVPatch &tvp) { tvPatches[mp][i] = tvp; }
UVVert & getMapVert (int mp, int i) { return tVerts[mp][i]; }
UVVert * getMapVertPtr (int mp, int i) { return tVerts[mp] + i; }
TVPatch & getMapPatch (int mp, int i) { return tvPatches[mp][i]; }
void setMtlIndex(MtlID i) { mtlIndex = i; }
MtlID getMtlIndex(void) { return mtlIndex; }
CoreExport MtlID getPatchMtlIndex(int i);
CoreExport void setPatchMtlIndex(int i, MtlID id);
// Automatically update all the adjacency info, etc.
// Returns TRUE if patch mesh is valid, FALSE if it's not!
CoreExport BOOL buildLinkages();
// Compute the interior bezier points for each patch in the mesh
CoreExport void computeInteriors();
// Compute the degree-4 bezier points for each triangular patch in the mesh
CoreExport void computeAux();
CoreExport void render(GraphicsWindow *gw, Material *ma, RECT *rp, int compFlags, int numMat=1);
CoreExport BOOL select(GraphicsWindow *gw, Material *ma, HitRegion *hr, int abortOnHit=FALSE, int numMat=1);
CoreExport void snap(GraphicsWindow *gw, SnapInfo *snap, IPoint2 *p, Matrix3 &tm);
CoreExport BOOL SubObjectHitTest(GraphicsWindow *gw, Material *ma, HitRegion *hr,
DWORD flags, SubPatchHitList& hitList, int numMat=1 );
CoreExport void buildBoundingBox(void);
CoreExport Box3 getBoundingBox(Matrix3 *tm=NULL); // RB: optional TM allows the box to be calculated in any space.
// NOTE: this will be slower becuase all the points must be transformed.
CoreExport void GetDeformBBox(Box3& box, Matrix3 *tm=NULL, BOOL useSel=FALSE);
CoreExport void InvalidateGeomCache();
CoreExport void InvalidateMesh();
CoreExport void FreeAll(); //DS
// functions for use in data flow evaluation
CoreExport void ShallowCopy(PatchMesh *amesh, unsigned long channels);
CoreExport void DeepCopy(PatchMesh *amesh, unsigned long channels);
CoreExport void NewAndCopyChannels(unsigned long channels);
CoreExport void FreeChannels( unsigned long channels, int zeroOthers=1);
// Display flags
void SetDispFlag(DWORD f) { dispFlags |= f; }
DWORD GetDispFlag(DWORD f) { return dispFlags & f; }
void ClearDispFlag(DWORD f) { dispFlags &= ~f; }
// Selection access
BitArray& VertSel() { return vertSel; }
BitArray& PatchSel() { return patchSel; }
BitArray& EdgeSel() { return edgeSel; }
// Constructs a vertex selection list based on the current selection level.
CoreExport BitArray VertexTempSel();
// Apply the coplanar constraints to the patch mesh
// (Optionally only apply it to selected vertices)
CoreExport void ApplyConstraints(BOOL selOnly = FALSE);
// Create triangular or quadrilateral patch
CoreExport BOOL MakeQuadPatch(int index, int va, int vab, int vba, int vb, int vbc, int vcb, int vc, int vcd, int vdc, int vd, int vda, int vad, int i1, int i2, int i3, int i4, DWORD sm);
CoreExport BOOL MakeTriPatch(int index, int va, int vab, int vba, int vb, int vbc, int vcb, int vc, int vca, int vac, int i1, int i2, int i3, DWORD sm);
// Get/Set mesh steps, adaptive switch
CoreExport void SetMeshSteps(int steps);
CoreExport int GetMeshSteps();
//3-18-99 watje to support render steps
CoreExport void SetMeshStepsRender(int steps);
CoreExport int GetMeshStepsRender();
CoreExport void SetShowInterior(BOOL si);
CoreExport BOOL GetShowInterior();
CoreExport void SetAdaptive(BOOL sw);
CoreExport BOOL GetAdaptive();
CoreExport void SetViewTess(TessApprox tess);
CoreExport TessApprox GetViewTess();
CoreExport void SetProdTess(TessApprox tess);
CoreExport TessApprox GetProdTess();
CoreExport void SetDispTess(TessApprox tess);
CoreExport TessApprox GetDispTess();
CoreExport BOOL GetViewTessNormals();
CoreExport void SetViewTessNormals(BOOL use);
CoreExport BOOL GetProdTessNormals();
CoreExport void SetProdTessNormals(BOOL use);
CoreExport BOOL GetViewTessWeld();
CoreExport void SetViewTessWeld(BOOL weld);
CoreExport BOOL GetProdTessWeld();
CoreExport void SetProdTessWeld(BOOL weld);
// Find the edge index for a given vertex-vector-vector-vertex sequence
int GetEdge(int v1, int v12, int v21, int v2, int p);
// Apply mapping to the patch mesh
CoreExport void setNumMaps (int ct, BOOL keep=TRUE);
int getNumMaps () { return numTVerts.Count(); }
BOOL getMapSupport (int mp) { return ((mp<tvPatches.Count()) && tvPatches[mp]) ? TRUE : FALSE; }
int NumMapChannels () { return MAX_MESHMAPS; }
CoreExport void ApplyUVWMap(int type,
float utile, float vtile, float wtile,
int uflip, int vflip, int wflip, int cap,
const Matrix3 &tm,int channel=1);
// Tag the points in the patch components to record our topology (This stores
// identifying values in the various aux2 fields in the Patch)
// This info can be used after topology-changing operations to remap information
// tied to vertices, edges and patches.
// Returns TRUE if tagged successfully
CoreExport BOOL RecordTopologyTags();
CoreExport void Transform(Matrix3 &tm);
// Weld the vertices
CoreExport BOOL Weld(float thresh, BOOL weldIdentical=FALSE, int startVert=0);
// General-purpose deletion
CoreExport void DeletePatchParts(BitArray &delVerts, BitArray &delPatches);
// Subdivision
CoreExport void Subdivide(int type, BOOL propagate);
// Add patch to selected single-patch edges
CoreExport void AddPatch(int type);
// Hooks a vertex to a patch edge
CoreExport int AddHook();
//tries to add hook patch at the specified vert
CoreExport int AddHook(int index);
CoreExport int AddHook(int vertIndex, int segIndex) ;
CoreExport int RemoveHook();
//goes through and looks for invalid hooks and tries to fix them used when topology changes
CoreExport int UpdateHooks();
Tab<Point3> extrudeDeltas;
Tab<ExtrudeData> extrudeData;
//creates initial extrude faces and temporary data used in move normal
CoreExport void CreateExtrusion();
//computes the average normals of the selected faces
CoreExport Point3 AverageNormals();
CoreExport Point3 PatchNormal(int index);
CoreExport void MoveNormal(float amount, BOOL useLocalNorms);
//creates temporary data used in Bevel
BitArray bevelEdges;
Tab<float> edgeDistances;
CoreExport void CreateBevel();
CoreExport void Bevel(float amount, int smoothStart, int smoothEnd);
//computes the bevel direction of patch based on which edges are open
Point3 GetBevelDir(int patchVertID);
// Attach a second PatchMesh, adjusting materials
CoreExport void Attach(PatchMesh *attPatch, int mtlOffset);
// Change the interior type of a patch or selected patches (index < 0)
CoreExport void ChangePatchInterior(int index, int type);
// Change the type of a vertex or selected vertices (index < 0)
CoreExport void ChangeVertType(int index, int type);
CoreExport BOOL SelVertsSameType(); // Are all selected vertices the same type?
CoreExport BOOL SelPatchesSameType(); // Are all selected patches the same type?
// Dump the patch mesh structure via DebugPrints
CoreExport void Dump();
#ifdef CHECK_TRI_PATCH_AUX
CoreExport void CheckTriAux();
#endif //CHECK_TRI_PATCH_AUX
// Ready the mesh cache
CoreExport void PrepareMesh();
// Get the Mesh version
CoreExport Mesh& GetMesh();
CoreExport int IntersectRay(Ray& ray, float& at, Point3& norm);
CoreExport IOResult Save(ISave* isave);
CoreExport IOResult Load(ILoad* iload);
};
#endif // _PATCH_H_
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