902 lines
21 KiB
C++
902 lines
21 KiB
C++
/****************************************/
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/*** Generic Face Compilation Storage ***/
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/****************************************/
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// Contains tri data with texture data
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// Will quad later
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#include <ginio.h>
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#include <gintex.h>
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#include <math.h>
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#include "FaceStore.h"
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#include "TexGrab.h"
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#include "DaveLib.h"
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#include "PsxTypes.h"
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#include <algorithm>
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//***************************************************************************
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Vector3 normalise(Vector3 &v)
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{
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float sqmag = v.x * v.x + v.y * v.y + v.z * v.z;
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if (sqmag > 0.001f)
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{
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float mag = (float)sqrt( sqmag );
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Vector3 out;
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out.x = v.x / mag;
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out.y = v.y / mag;
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out.z = v.z / mag;
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return out;
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} else
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{
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return v;
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}
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}
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//***************************************************************************
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Vector3 crossProduct( Vector3 &v0, Vector3 &v1, Vector3 &v2 )
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{
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Vector3 dv1, dv2;
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Vector3 out;
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dv1.x = v1.x - v0.x;
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dv1.y = v1.y - v0.y;
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dv1.z = v1.z - v0.z;
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dv2.x = v2.x - v0.x;
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dv2.y = v2.y - v0.y;
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dv2.z = v2.z - v0.z;
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out.x = (dv1.z * dv2.y) - (dv1.y * dv2.z);
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out.y = (dv1.x * dv2.z) - (dv1.z * dv2.x);
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out.z = (dv1.y * dv2.x) - (dv1.x * dv2.y);
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out = normalise(out);
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return out;
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}
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//***************************************************************************
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inline float dotProduct( Vector3 &v0, Vector3 &v1 )
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{
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float dp = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
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return dp;
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}
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//***************************************************************************
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inline bool aprox( float x, float y )
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{
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if (fabs(x-y)<0.03)
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{
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return true;
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} else
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{
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return false;
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}
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}
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//***************************************************************************
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inline bool uvaprox( sUV &uv0, sUV &uv1 )
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{
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return (aprox(uv0.u, uv1.u) && aprox(uv0.v, uv1.v));
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}
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//***************************************************************************
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void CFaceStore::SetTPageFlag(CFace &F,int MatFlag)
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{
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switch (MatFlag>>3)
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{
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// case 0: F.TPageFlag=2; break; /* Subtractive */
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case 1: F.TPageFlag=1; break; /* Additive */
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default: F.TPageFlag=0; break;
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}
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}
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//***************************************************************************
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CFace &CFaceStore::AddFace(vector<Vector3> const &P, const sGinTri &T, const sUVTri &uv,GString const &Tex,int MatFlag,bool ProcessTexFlag )
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{
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CFace F;
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for (int i=0; i<3; i++)
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{
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F.pts[i] = T.p[i];
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F.vis[i] = T.vis[i];
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F.uvs[i] = uv.p[i];
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F.vtx[i] = P[T.p[i]];
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// Limit UV's
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if (F.uvs[i].u < 0.f) F.uvs[i].u=0.f;
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if (F.uvs[i].u > 1.f) F.uvs[i].u=1.f;
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if (F.uvs[i].v < 0.f) F.uvs[i].v=0.f;
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if (F.uvs[i].v > 1.f) F.uvs[i].v=1.f;
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}
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F.TPageFlag=0;
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F.TexName=Tex;
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F.Mat = -1;
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SetTPageFlag(F,MatFlag);
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CFace &NF=AddFace(F,ProcessTexFlag);
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return(NF);
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}
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//***************************************************************************
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CFace &CFaceStore::AddFace(CFace &F,bool ProcessTexFlag)
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{
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int ListSize=FaceList.size();
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FaceList.resize(ListSize+1);
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// Process Vtx's
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for (int i=0; i<3; i++)
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{
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F.pts[i]=AddVtx(F.vtx[i]);
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}
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if (ProcessTexFlag && F.Mat==-1)
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{
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F.Mat=AddTex(F.TexName);
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}
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F.Normal = crossProduct( F.vtx[0], F.vtx[1], F.vtx[2] );
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F.Avail = true;
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FaceList[ListSize]=F;
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return(F);
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}
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//***************************************************************************
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void CFaceStore::AddFaces(vector<CFace> &Faces,bool ProcessTexFlag)
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{
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int ListSize=Faces.size();
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for (int i=0 ;i<ListSize ;i++)
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{
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AddFace(Faces[i],ProcessTexFlag);
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}
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}
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//***************************************************************************
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void CFaceStore::AddFaces(CFaceStore &Faces,bool ProcessTexFlag)
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{
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int ListSize=Faces.GetFaceCount();
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for (int i=0 ;i<ListSize ;i++)
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{
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AddFace(Faces[i],ProcessTexFlag);
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}
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}
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//***************************************************************************
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/*
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CFace &CFaceStore::AddFace(sTriFace &Face,int ID)
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{
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int ListSize = FaceList.size();
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FaceList.resize(ListSize+1);
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CFace &F = FaceList[ListSize];
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for (int i=0; i<3; i++)
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{
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F.pts[i] = Face.pts[i];
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F.uvs[i] = Face.uvs[i];
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F.vtx[i] = Face.vtx[i];
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// Limit UV's
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if (F.uvs[i].u < 0.f) F.uvs[i].u=0.f;
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if (F.uvs[i].u > 1.f) F.uvs[i].u=1.f;
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if (F.uvs[i].v < 0.f) F.uvs[i].v=0.f;
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if (F.uvs[i].v > 1.f) F.uvs[i].v=1.f;
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}
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F.Mat = Face.Mat;
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F.Normal = crossProduct( F.vtx[0], F.vtx[1], F.vtx[2] );
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F.Avail = true;
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F.ID=ID;
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return(F);
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}
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*/
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//***************************************************************************
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//*** Texture Stuff *********************************************************
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//***************************************************************************
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int CFaceStore::AddTex(GString const &TexName)
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{
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static GString LastTex;
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static int LastIdx=-1;
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vector<FileInfo> const &TexList=TexGrab->GetTexInfoList();
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int ListSize=TexList.size();
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GString Filename=TexName;
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Filename.Lower();
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LastTex=Filename;
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for (LastIdx=0; LastIdx<ListSize; LastIdx++)
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{
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GString const &ListName=TexList[LastIdx].GetActualFileName();
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if (ListName==Filename) return(LastIdx);
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}
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// Does file exist
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if (!FindFile(TexName))
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GObject::Error(ERR_FATAL,"Texture not found %s!!\n",TexName);
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TexGrab->AddFile(Filename);
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LastIdx=ListSize;
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return(ListSize);
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}
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//***************************************************************************
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void CFaceStore::ProcessTextures()
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{
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// Set Texgrab Defaults
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TexGrab->ShrinkToFit(true);
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TexGrab->NoSort();
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TexGrab->AnimatedHeadersOnly(true);
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TexGrab->DontOutputBoxes(true);
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TexGrab->AllowRotate(true);
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TexGrab->Process();
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}
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//***************************************************************************
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void CFaceStore::Process()
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{
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Quad();
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BuildOutTriLists();
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}
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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void CFaceStore::Quad()
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{
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int FaceCount=FaceList.size();
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for (int i=0; i<FaceCount; i++)
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{
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TriFaceList.push_back(FaceList[i]);
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}
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}
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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/*
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void CFaceStore::SetupUV(CFace const &In, sTri &Out)
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{
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vector<sTexOutInfo> &TexInfo=TexGrab->GetTexInfo();
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sTexOutInfo &ThisTex=TexInfo[In.Mat];
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ASSERT(In.Mat<TexInfo.size());
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// Uses orig tex size to make sure mapping is corrent on 'shrunk' textures :o)
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int W = ThisTex.OrigW - 1;
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int H = ThisTex.OrigH - 1;
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int XOfs=0,YOfs=0;
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int uv0[2];
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int uv1[2];
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int uv2[2];
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if (ThisTex.Rotated)
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{
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// uv0[0] = (ThisTex.u + H) - round(In.uvs[0].v * H);
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// uv0[1] = (ThisTex.v + W) - round(In.uvs[0].u * W);
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// uv1[0] = (ThisTex.u + H) - round(In.uvs[1].v * H);
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// uv1[1] = (ThisTex.v + W) - round(In.uvs[1].u * W);
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// uv2[0] = (ThisTex.u + H) - round(In.uvs[2].v * H);
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// uv2[1] = (ThisTex.v + W) - round(In.uvs[2].u * W);
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uv0[0] = (ThisTex.u ) - round(In.uvs[0].v * H);
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uv0[1] = (ThisTex.v ) - round(In.uvs[0].u * W);
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uv1[0] = (ThisTex.u ) - round(In.uvs[1].v * H);
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uv1[1] = (ThisTex.v ) - round(In.uvs[1].u * W);
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uv2[0] = (ThisTex.u ) - round(In.uvs[2].v * H);
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uv2[1] = (ThisTex.v ) - round(In.uvs[2].u * W);
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XOfs=H-((ThisTex.OrigW-ThisTex.h));
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YOfs= +((ThisTex.OrigH-ThisTex.w)-W);
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ASSERT(!"");
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}
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else
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{
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W=ThisTex.w-1;
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H=ThisTex.h-1;
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// Out.uv0[0] = (ThisTex.u)+ round(In.uvs[0].u * W);
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// Out.uv0[1] = (ThisTex.v + H) - round(In.uvs[0].v * H);
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// Out.uv1[0] = (ThisTex.u)+ round(In.uvs[1].u * W);
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// Out.uv1[1] = (ThisTex.v + H) - round(In.uvs[1].v * H);
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// Out.uv2[0] = (ThisTex.u)+ round(In.uvs[2].u * W);
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// Out.uv2[1] = (ThisTex.v + H) - round(In.uvs[2].v * H);
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uv0[0] = (ThisTex.u) + round(In.uvs[0].u * W);
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uv0[1] = (ThisTex.v) - round(In.uvs[0].v * H);
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uv1[0] = (ThisTex.u) + round(In.uvs[1].u * W);
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uv1[1] = (ThisTex.v) - round(In.uvs[1].v * H);
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uv2[0] = (ThisTex.u) + round(In.uvs[2].u * W);
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uv2[1] = (ThisTex.v) - round(In.uvs[2].v * H);
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XOfs=(ThisTex.OrigW-ThisTex.w);
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YOfs=(ThisTex.OrigH-ThisTex.h)-H;
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XOfs=0;
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YOfs=0;
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}
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Out.uv0[0]=uv0[0]-XOfs; Out.uv0[1]=uv0[1]-YOfs;
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Out.uv1[0]=uv1[0]-XOfs; Out.uv1[1]=uv1[1]-YOfs;
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Out.uv2[0]=uv2[0]-XOfs; Out.uv2[1]=uv2[1]-YOfs;
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Out.TPage=ThisTex.Tpage;
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Out.Clut=ThisTex.Clut;
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}
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*/
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void CFaceStore::SetupUV(CFace const &In, sTri &Out)
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{
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vector<sTexOutInfo> &TexInfo=TexGrab->GetTexInfo();
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sTexOutInfo &ThisTex=TexInfo[In.Mat];
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ASSERT(In.Mat<TexInfo.size());
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int uv0[2],uv1[2],uv2[2];
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int XOfs=0,YOfs=0;
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int W = ThisTex.w - 1;
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int H = ThisTex.h - 1;
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if (ThisTex.Rotated)
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{
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Out.uv0[0] = (ThisTex.u + H) - round(In.uvs[0].v * H);
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Out.uv0[1] = (ThisTex.v + W) - round(In.uvs[0].u * W);
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Out.uv1[0] = (ThisTex.u + H) - round(In.uvs[1].v * H);
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Out.uv1[1] = (ThisTex.v + W) - round(In.uvs[1].u * W);
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Out.uv2[0] = (ThisTex.u + H) - round(In.uvs[2].v * H);
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Out.uv2[1] = (ThisTex.v + W) - round(In.uvs[2].u * W);
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ASSERT(0==1);
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}
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else
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{
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// W=ThisTex.OrigW-1;
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// H=ThisTex.OrigH-1;
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if (ThisTex.w!=ThisTex.OrigW) printf("WW");
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if (ThisTex.h!=ThisTex.OrigH) printf("HH");
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/*
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uv0[0] = (ThisTex.u)+ round(In.uvs[0].u * W);
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uv0[1] = (ThisTex.v + H) - round(In.uvs[0].v * H);
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uv1[0] = (ThisTex.u)+ round(In.uvs[1].u * W);
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uv1[1] = (ThisTex.v + H) - round(In.uvs[1].v * H);
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uv2[0] = (ThisTex.u)+ round(In.uvs[2].u * W);
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uv2[1] = (ThisTex.v + H) - round(In.uvs[2].v * H);
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*/
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int U=ThisTex.u;
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int V=ThisTex.v+H;
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uv0[0] = U + round(In.uvs[0].u * W);
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uv0[1] = V - round(In.uvs[0].v * H);
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uv1[0] = U + round(In.uvs[1].u * W);
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uv1[1] = V - round(In.uvs[1].v * H);
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uv2[0] = U + round(In.uvs[2].u * W);
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uv2[1] = V - round(In.uvs[2].v * H);
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// XOfs=(ThisTex.OrigW-ThisTex.w);
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// XOfs=ThisTex.XOfs;
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// YOfs=H-(ThisTex.OrigH-ThisTex.h);
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// YOfs=H;
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}
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Out.uv0[0]=(uv0[0]-XOfs); Out.uv0[1]=(uv0[1]-YOfs);
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Out.uv1[0]=(uv1[0]-XOfs); Out.uv1[1]=(uv1[1]-YOfs);
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Out.uv2[0]=(uv2[0]-XOfs); Out.uv2[1]=(uv2[1]-YOfs);
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Out.TPage=ThisTex.Tpage;
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Out.Clut=ThisTex.Clut;
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Out.PolyCode=GPU_PolyFT3Code;
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if (In.TPageFlag)
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{
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Out.PolyCode|=GPUCode_SemiTrans;
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if (In.TPageFlag!=1)
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{
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Out.TPage|=In.TPageFlag<<5;
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}
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}
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}
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//***************************************************************************
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void CFaceStore::SetupUV(CFace const &In, sQuad &Out)
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{
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vector<sTexOutInfo> &TexInfo=TexGrab->GetTexInfo();
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sTexOutInfo &ThisTex=TexInfo[In.Mat];
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int W = ThisTex.w - 1;
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int H = ThisTex.h - 1;
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if (ThisTex.Rotated)
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{
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Out.uv0[0] = (ThisTex.u + H) - round(In.uvs[0].v * H);
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Out.uv0[1] = (ThisTex.v + W) - round(In.uvs[0].u * W);
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Out.uv1[0] = (ThisTex.u + H) - round(In.uvs[1].v * H);
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Out.uv1[1] = (ThisTex.v + W) - round(In.uvs[1].u * W);
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Out.uv2[0] = (ThisTex.u + H) - round(In.uvs[2].v * H);
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Out.uv2[1] = (ThisTex.v + W) - round(In.uvs[2].u * W);
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Out.uv3[0] = (ThisTex.u + H) - round(In.uvs[3].v * H);
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Out.uv3[1] = (ThisTex.v + W) - round(In.uvs[3].u * W);
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}
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else
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{
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Out.uv0[0] = (ThisTex.u)+ round(In.uvs[0].u * W);
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Out.uv0[1] = (ThisTex.v + H) - round(In.uvs[0].v * H);
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Out.uv1[0] = (ThisTex.u)+ round(In.uvs[1].u * W);
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Out.uv1[1] = (ThisTex.v + H) - round(In.uvs[1].v * H);
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Out.uv2[0] = (ThisTex.u)+ round(In.uvs[2].u * W);
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Out.uv2[1] = (ThisTex.v + H) - round(In.uvs[2].v * H);
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Out.uv3[0] = (ThisTex.u)+ round(In.uvs[3].u * W);
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Out.uv3[1] = (ThisTex.v + H) - round(In.uvs[3].v * H);
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}
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Out.TPage=ThisTex.Tpage;
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Out.Clut=ThisTex.Clut;
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}
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//***************************************************************************
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int CFaceStore::AddVtx(Vector3 &InVtx)
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{
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int ListSize=OutVtxList.size();
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sVtx ThisVtx;
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ThisVtx.vx=round(InVtx.x*Scale);
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ThisVtx.vy=round(InVtx.y*Scale);
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ThisVtx.vz=round(InVtx.z*Scale);
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for (int i=0; i<ListSize; i++)
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{
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if (OutVtxList[i]==ThisVtx) return(i);
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}
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OutVtxList.push_back(ThisVtx);
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return(ListSize);
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}
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//***************************************************************************
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void CFaceStore::BuildOutTriLists()
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{
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int FaceCount=TriFaceList.size();
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OutTriList.resize(FaceCount);
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for (int i=0; i<FaceCount; i++)
|
|
{
|
|
CFace &InFace=TriFaceList[i];
|
|
sTri &OutFace=OutTriList[i];
|
|
|
|
OutFace.P0=InFace.pts[0];
|
|
OutFace.P1=InFace.pts[1];
|
|
OutFace.P2=InFace.pts[2];
|
|
// Materials and other shit
|
|
SetupUV(InFace,OutFace);
|
|
}
|
|
|
|
}
|
|
|
|
//***************************************************************************
|
|
void CFaceStore::BuildOutQuadList()
|
|
{
|
|
/*
|
|
int FaceCount=QuadFaceList.size();
|
|
OutQuadList.resize(FaceCount);
|
|
for (int i=0; i<FaceCount; i++)
|
|
{
|
|
CFace &InFace=QuadFaceList[i];
|
|
sQuad &OutFace=OutQuadList[i];
|
|
|
|
OutFace.P0=AddVtx(InFace.vtx[0]*Scale);
|
|
OutFace.P1=AddVtx(InFace.vtx[1]*Scale);
|
|
OutFace.P2=AddVtx(InFace.vtx[2]*Scale);
|
|
OutFace.P3=AddVtx(InFace.vtx[3]*Scale);
|
|
|
|
// Materials and other shit
|
|
SetupUV(InFace,OutFace);
|
|
}
|
|
*/
|
|
}
|
|
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
int CFaceStore::WriteTriList(FILE *File,vector<sTri> &List)
|
|
{
|
|
int ListSize=List.size();
|
|
int Pos=ftell(File);
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
sTri ThisTri=List[i];
|
|
fwrite(&ThisTri,1,sizeof(sTri),File);
|
|
}
|
|
return(Pos);
|
|
}
|
|
|
|
//***************************************************************************
|
|
int CFaceStore::WriteQuadList(FILE *File,vector<sQuad> &List)
|
|
{
|
|
int ListSize=List.size();
|
|
int Pos=ftell(File);
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
sQuad &ThisQuad=List[i];
|
|
fwrite(&ThisQuad,1,sizeof(sQuad),File);
|
|
}
|
|
return(Pos);
|
|
}
|
|
|
|
//***************************************************************************
|
|
int CFaceStore::WriteVtxList(FILE *File,vector<sVtx> &List)
|
|
{
|
|
int ListSize=List.size();
|
|
int Pos=ftell(File);
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
sVtx &ThisVtx=List[i];
|
|
fwrite(&ThisVtx,1,sizeof(sVtx),File);
|
|
}
|
|
return(Pos);
|
|
}
|
|
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
//***************************************************************************
|
|
#if 0 // quadding stuff
|
|
bool CFaceStore::CanConnect( int f0, int f1 )
|
|
{
|
|
CFace &F0 = FaceList[f0];
|
|
CFace &F1 = FaceList[f1];
|
|
|
|
// check ID's match (used for nodes, weights)
|
|
if (F0.ID!=F1.ID) return false;
|
|
|
|
// check materials match
|
|
if (F0.Mat != F1.Mat) return false;
|
|
|
|
// check normals
|
|
float dp = dotProduct( F0.Normal, F1.Normal );
|
|
if (dp < 0.98f)
|
|
return false;
|
|
|
|
// check pnt connections
|
|
bool found = false;
|
|
int chkp00 ;
|
|
int chkp01 ;
|
|
int chkp10 ;
|
|
int chkp11 ;
|
|
for (int i=0; i<3 && !found; i++)
|
|
{
|
|
int npi = (i + 1)%3;
|
|
for (int j=0; j<3 && !found; j++)
|
|
{
|
|
int npj = (j + 1)%3;
|
|
if (F0.pts[i] == F1.pts[npj] && F0.pts[npi] == F1.pts[j])
|
|
{
|
|
chkp00 = i;
|
|
chkp01 = npi;
|
|
chkp10 = j;
|
|
chkp11 = npj;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (found)
|
|
{
|
|
// check uv
|
|
return (uvaprox(F0.uvs[chkp00], F1.uvs[chkp11]) && uvaprox(F0.uvs[chkp01], F1.uvs[chkp10]));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//***************************************************************************
|
|
int CFaceStore::GetUnconnectedPoint(int f0, int f1, int &f0p0, int &f0p1 )
|
|
{
|
|
CFace &F0 = FaceList[f0];
|
|
CFace &F1 = FaceList[f1];
|
|
|
|
for (int i=0; i<3; i++)
|
|
{
|
|
int npi = (i + 1)%3;
|
|
for (int j=0; j<3; j++)
|
|
{
|
|
int npj = (j + 1)%3;
|
|
if (F0.pts[i] == F1.pts[npj] && F0.pts[npi] == F1.pts[j])
|
|
{
|
|
int cp = (j+2) % 3;
|
|
f0p0 = F0.pts[i];
|
|
f0p1 = F0.pts[npi];
|
|
return cp;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//***************************************************************************
|
|
int CFaceStore::CountFacesAttached ( int f )
|
|
{
|
|
int count = 0;
|
|
int c = FaceList.size();
|
|
|
|
for (int i=0; i<c; i++)
|
|
{
|
|
if (FaceList[i].avail && i!=f)
|
|
{
|
|
if (CanConnect(f, i))
|
|
{
|
|
count ++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
//***************************************************************************
|
|
void CFaceStore::FollowFace( int id, CFace &F )
|
|
{
|
|
int minF = -1;
|
|
int minC = 9999;
|
|
int c = FaceList.size();
|
|
for (int i=0; i<c; i++)
|
|
{
|
|
if (FaceList[i].avail && id != i && CanConnect(id, i))
|
|
{
|
|
int fec = CountFacesAttached( i );
|
|
if (fec < minC)
|
|
{
|
|
minF = i;
|
|
minC = fec;
|
|
}
|
|
}
|
|
}
|
|
|
|
CFace &nf = FaceList[minF];
|
|
|
|
int ptc = F.pts.size();
|
|
int v0, v1;
|
|
int unc = GetUnconnectedPoint( id, minF, v0, v1);
|
|
|
|
for (int j=0; j<ptc; j++) if (F.pts[j] == v1) break;
|
|
|
|
|
|
if (j != (ptc-1))
|
|
{
|
|
int idx = (j+1)%ptc;
|
|
vector<int>::iterator pb, pe, pm;
|
|
vector<sUV>::iterator ub, ue, um;
|
|
vector<Vector3>::iterator vb, ve, vm;
|
|
pb = F.pts.begin(); pe = F.pts.end();
|
|
ub = F.uvs.begin(); ue = F.uvs.end();
|
|
vb = F.vtx.begin(); ve = F.vtx.end();
|
|
|
|
pm = pb + idx;
|
|
um = ub + idx;
|
|
vm = vb + idx;
|
|
|
|
rotate(pb, pm, pe);
|
|
rotate(ub, um, ue);
|
|
rotate(vb, vm, ve);
|
|
}
|
|
|
|
for (j=0; j<ptc; j++) if (F.pts[j] == v0) break;
|
|
|
|
if (j != (ptc-2))
|
|
{
|
|
int idx = (j+1)%ptc;
|
|
vector<int>::iterator pb, pe, pm;
|
|
vector<sUV>::iterator ub, ue, um;
|
|
vector<Vector3>::iterator vb, ve, vm;
|
|
pb = F.pts.begin(); pe = F.pts.end()-1;
|
|
ub = F.uvs.begin(); ue = F.uvs.end()-1;
|
|
vb = F.vtx.begin(); ve = F.vtx.end()-1;
|
|
|
|
pm = pb + idx;
|
|
um = ub + idx;
|
|
vm = vb + idx;
|
|
|
|
rotate(pb, pm, pe);
|
|
rotate(ub, um, ue);
|
|
rotate(vb, vm, ve);
|
|
}
|
|
|
|
F.pts.resize(ptc+1);
|
|
F.vtx.resize(ptc+1);
|
|
F.uvs.resize(ptc+1);
|
|
|
|
F.pts[ptc] = nf.pts[unc];
|
|
F.vtx[ptc] = nf.vtx[unc];
|
|
F.uvs[ptc] = nf.uvs[unc];
|
|
nf.avail = false;
|
|
|
|
if (minC && MaxStrip>F.pts.size()) FollowFace( minF, F );
|
|
}
|
|
|
|
//***************************************************************************
|
|
bool CFaceStore::GetFace( CFace &F )
|
|
{
|
|
int minF = -1;
|
|
int minC = 9999;
|
|
int c = FaceList.size();
|
|
|
|
for (int i=0; i<c; i++)
|
|
{
|
|
if (FaceList[i].avail)
|
|
{
|
|
int fec = CountFacesAttached( i );
|
|
if (fec < minC)
|
|
{
|
|
minF = i;
|
|
minC = fec;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (minF == -1)
|
|
return false;
|
|
|
|
F.Mat = FaceList[minF].Mat;
|
|
F.pts = FaceList[minF].pts;
|
|
F.uvs = FaceList[minF].uvs;
|
|
F.vtx = FaceList[minF].vtx;
|
|
FaceList[minF].avail = false;
|
|
F.Normal= FaceList[minF].Normal;
|
|
F.ID= FaceList[minF].ID;
|
|
|
|
if (minC && MaxStrip>F.pts.size()) FollowFace( minF, F );
|
|
|
|
return true;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
void CFaceStore::QuadGetPnts(CFace &F,int *Join0,int *Join1,int *Pnt)
|
|
{
|
|
if (!F.vis[0])
|
|
{
|
|
*Join0= F.pts[0];
|
|
*Join1= F.pts[1];
|
|
*Pnt= 2;
|
|
}
|
|
else
|
|
if (!F.vis[1])
|
|
{
|
|
*Join0= F.pts[1];
|
|
*Join1= F.pts[2];
|
|
*Pnt= 0;
|
|
}
|
|
else
|
|
{
|
|
*Join0= F.pts[2];
|
|
*Join1= F.pts[0];
|
|
*Pnt= 1;
|
|
}
|
|
}
|
|
|
|
//***************************************************************************
|
|
int CFaceStore::QuadGetAttached(int FaceNo)
|
|
{
|
|
CFace ThisFace=FaceList[FaceNo];
|
|
int Vis=ThisFace.vis[0]+ThisFace.vis[1]+ThisFace.vis[2];
|
|
if (Vis==7) return(0); // Pure Tri
|
|
int FaceCount=FaceList.size();
|
|
int J00,J01,P0;
|
|
int J10,J11,P1;
|
|
|
|
QuadGetPnts(ThisFace,&J00,&J01,&P0);
|
|
|
|
for (int Loop=FaceNo+1;Loop<FaceCount;Loop++)
|
|
{
|
|
CFace &cFace=FaceList[Loop];
|
|
if (cFace.avail)
|
|
{
|
|
if (ThisFace.Normal.x==cFace.Normal.x &&
|
|
ThisFace.Normal.y==cFace.Normal.y &&
|
|
ThisFace.Normal.z==cFace.Normal.z)
|
|
{
|
|
if (ThisFace.Mat==cFace.Mat && ThisFace.ID==cFace.ID)
|
|
{
|
|
QuadGetPnts(cFace,&J10,&J11,&P1);
|
|
if ((J00==J10 && J01==J11) || (J00==J11 && J01==J10)) return(Loop);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return(0);
|
|
}
|
|
|
|
//***************************************************************************
|
|
void CFaceStore::OrderPnts( CFace &F ,int unc)
|
|
{
|
|
int idx;
|
|
if (!F.vis[0]) idx=2;
|
|
if (!F.vis[1]) idx=0;
|
|
if (!F.vis[2]) idx=1;
|
|
|
|
{
|
|
vector<int>::iterator pb, pe, pm;
|
|
vector<sUV>::iterator ub, ue, um;
|
|
vector<Vector3>::iterator vb, ve, vm;
|
|
pb = F.pts.begin(); pe = F.pts.end();
|
|
ub = F.uvs.begin(); ue = F.uvs.end();
|
|
vb = F.vtx.begin(); ve = F.vtx.end();
|
|
|
|
pm = pb + idx;
|
|
um = ub + idx;
|
|
vm = vb + idx;
|
|
|
|
rotate(pb, pm, pe);
|
|
rotate(ub, um, ue);
|
|
rotate(vb, vm, ve);
|
|
}
|
|
|
|
}
|
|
|
|
//***************************************************************************
|
|
void CFaceStore::Quad(vector<CFace> &TriList,vector<CFace> &QuadList)
|
|
{
|
|
int FaceCount=FaceList.size();
|
|
|
|
if (MaxStrip==4)
|
|
{
|
|
//vector<CFace> ThisTriList;
|
|
for (int Loop=0;Loop<FaceCount;Loop++)
|
|
{
|
|
if (FaceList[Loop].avail)
|
|
{
|
|
int Att=QuadGetAttached(Loop);
|
|
if (Att)
|
|
{
|
|
CFace &F=FaceList[Loop];
|
|
CFace &NF=FaceList[Att];
|
|
int J0,J1,P;
|
|
QuadGetPnts(NF,&J0,&J1,&P);
|
|
FaceList[Loop].avail=FaceList[Att].avail=false;
|
|
OrderPnts(F,P);
|
|
F.pts.push_back(NF.pts[P]);
|
|
F.vtx.push_back(NF.vtx[P]);
|
|
F.uvs.push_back(NF.uvs[P]);
|
|
QuadList.push_back(F);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Strip remaining tris
|
|
// for (Loop=0;Loop<FaceCount;Loop++)
|
|
// {
|
|
// if (FaceList[Loop].avail) ThisTriList.push_back(FaceList[Loop]);
|
|
// }
|
|
|
|
bool strips = true;
|
|
while (strips)
|
|
{
|
|
CFace f;
|
|
strips = GetFace( f );
|
|
if (strips)
|
|
{
|
|
if (f.pts.size() == 3)
|
|
TriList.push_back(f);
|
|
else
|
|
QuadList.push_back(f);
|
|
}
|
|
}
|
|
// printf("Quaded %i extra\n",ThisTriList.size()-TriList.size());
|
|
}
|
|
else
|
|
{ // No quadding, copy direct
|
|
for (int Loop=0;Loop<FaceCount;Loop++) TriList.push_back(FaceList[Loop]);
|
|
}
|
|
}
|
|
#endif
|