SBSPSS/Utils/Libs/DaveLib/facestore.cpp
2001-05-05 21:18:12 +00:00

902 lines
21 KiB
C++

/****************************************/
/*** Generic Face Compilation Storage ***/
/****************************************/
// Contains tri data with texture data
// Will quad later
#include <ginio.h>
#include <gintex.h>
#include <math.h>
#include "FaceStore.h"
#include "TexGrab.h"
#include "DaveLib.h"
#include "PsxTypes.h"
#include <algorithm>
//***************************************************************************
Vector3 normalise(Vector3 &v)
{
float sqmag = v.x * v.x + v.y * v.y + v.z * v.z;
if (sqmag > 0.001f)
{
float mag = (float)sqrt( sqmag );
Vector3 out;
out.x = v.x / mag;
out.y = v.y / mag;
out.z = v.z / mag;
return out;
} else
{
return v;
}
}
//***************************************************************************
Vector3 crossProduct( Vector3 &v0, Vector3 &v1, Vector3 &v2 )
{
Vector3 dv1, dv2;
Vector3 out;
dv1.x = v1.x - v0.x;
dv1.y = v1.y - v0.y;
dv1.z = v1.z - v0.z;
dv2.x = v2.x - v0.x;
dv2.y = v2.y - v0.y;
dv2.z = v2.z - v0.z;
out.x = (dv1.z * dv2.y) - (dv1.y * dv2.z);
out.y = (dv1.x * dv2.z) - (dv1.z * dv2.x);
out.z = (dv1.y * dv2.x) - (dv1.x * dv2.y);
out = normalise(out);
return out;
}
//***************************************************************************
inline float dotProduct( Vector3 &v0, Vector3 &v1 )
{
float dp = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
return dp;
}
//***************************************************************************
inline bool aprox( float x, float y )
{
if (fabs(x-y)<0.03)
{
return true;
} else
{
return false;
}
}
//***************************************************************************
inline bool uvaprox( sUV &uv0, sUV &uv1 )
{
return (aprox(uv0.u, uv1.u) && aprox(uv0.v, uv1.v));
}
//***************************************************************************
void CFaceStore::SetTPageFlag(CFace &F,int MatFlag)
{
switch (MatFlag>>3)
{
// case 0: F.TPageFlag=2; break; /* Subtractive */
case 1: F.TPageFlag=1; break; /* Additive */
default: F.TPageFlag=0; break;
}
}
//***************************************************************************
CFace &CFaceStore::AddFace(vector<Vector3> const &P, const sGinTri &T, const sUVTri &uv,GString const &Tex,int MatFlag,bool ProcessTexFlag )
{
CFace F;
for (int i=0; i<3; i++)
{
F.pts[i] = T.p[i];
F.vis[i] = T.vis[i];
F.uvs[i] = uv.p[i];
F.vtx[i] = P[T.p[i]];
// Limit UV's
if (F.uvs[i].u < 0.f) F.uvs[i].u=0.f;
if (F.uvs[i].u > 1.f) F.uvs[i].u=1.f;
if (F.uvs[i].v < 0.f) F.uvs[i].v=0.f;
if (F.uvs[i].v > 1.f) F.uvs[i].v=1.f;
}
F.TPageFlag=0;
F.TexName=Tex;
F.Mat = -1;
SetTPageFlag(F,MatFlag);
CFace &NF=AddFace(F,ProcessTexFlag);
return(NF);
}
//***************************************************************************
CFace &CFaceStore::AddFace(CFace &F,bool ProcessTexFlag)
{
int ListSize=FaceList.size();
FaceList.resize(ListSize+1);
// Process Vtx's
for (int i=0; i<3; i++)
{
F.pts[i]=AddVtx(F.vtx[i]);
}
if (ProcessTexFlag && F.Mat==-1)
{
F.Mat=AddTex(F.TexName);
}
F.Normal = crossProduct( F.vtx[0], F.vtx[1], F.vtx[2] );
F.Avail = true;
FaceList[ListSize]=F;
return(F);
}
//***************************************************************************
void CFaceStore::AddFaces(vector<CFace> &Faces,bool ProcessTexFlag)
{
int ListSize=Faces.size();
for (int i=0 ;i<ListSize ;i++)
{
AddFace(Faces[i],ProcessTexFlag);
}
}
//***************************************************************************
void CFaceStore::AddFaces(CFaceStore &Faces,bool ProcessTexFlag)
{
int ListSize=Faces.GetFaceCount();
for (int i=0 ;i<ListSize ;i++)
{
AddFace(Faces[i],ProcessTexFlag);
}
}
//***************************************************************************
/*
CFace &CFaceStore::AddFace(sTriFace &Face,int ID)
{
int ListSize = FaceList.size();
FaceList.resize(ListSize+1);
CFace &F = FaceList[ListSize];
for (int i=0; i<3; i++)
{
F.pts[i] = Face.pts[i];
F.uvs[i] = Face.uvs[i];
F.vtx[i] = Face.vtx[i];
// Limit UV's
if (F.uvs[i].u < 0.f) F.uvs[i].u=0.f;
if (F.uvs[i].u > 1.f) F.uvs[i].u=1.f;
if (F.uvs[i].v < 0.f) F.uvs[i].v=0.f;
if (F.uvs[i].v > 1.f) F.uvs[i].v=1.f;
}
F.Mat = Face.Mat;
F.Normal = crossProduct( F.vtx[0], F.vtx[1], F.vtx[2] );
F.Avail = true;
F.ID=ID;
return(F);
}
*/
//***************************************************************************
//*** Texture Stuff *********************************************************
//***************************************************************************
int CFaceStore::AddTex(GString const &TexName)
{
static GString LastTex;
static int LastIdx=-1;
vector<FileInfo> const &TexList=TexGrab->GetTexInfoList();
int ListSize=TexList.size();
GString Filename=TexName;
Filename.Lower();
LastTex=Filename;
for (LastIdx=0; LastIdx<ListSize; LastIdx++)
{
GString const &ListName=TexList[LastIdx].GetActualFileName();
if (ListName==Filename) return(LastIdx);
}
// Does file exist
if (!FindFile(TexName))
GObject::Error(ERR_FATAL,"Texture not found %s!!\n",TexName);
TexGrab->AddFile(Filename);
LastIdx=ListSize;
return(ListSize);
}
//***************************************************************************
void CFaceStore::ProcessTextures()
{
// Set Texgrab Defaults
TexGrab->ShrinkToFit(true);
TexGrab->NoSort();
TexGrab->AnimatedHeadersOnly(true);
TexGrab->DontOutputBoxes(true);
TexGrab->AllowRotate(true);
TexGrab->Process();
}
//***************************************************************************
void CFaceStore::Process()
{
Quad();
BuildOutTriLists();
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
void CFaceStore::Quad()
{
int FaceCount=FaceList.size();
for (int i=0; i<FaceCount; i++)
{
TriFaceList.push_back(FaceList[i]);
}
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
/*
void CFaceStore::SetupUV(CFace const &In, sTri &Out)
{
vector<sTexOutInfo> &TexInfo=TexGrab->GetTexInfo();
sTexOutInfo &ThisTex=TexInfo[In.Mat];
ASSERT(In.Mat<TexInfo.size());
// Uses orig tex size to make sure mapping is corrent on 'shrunk' textures :o)
int W = ThisTex.OrigW - 1;
int H = ThisTex.OrigH - 1;
int XOfs=0,YOfs=0;
int uv0[2];
int uv1[2];
int uv2[2];
if (ThisTex.Rotated)
{
// uv0[0] = (ThisTex.u + H) - round(In.uvs[0].v * H);
// uv0[1] = (ThisTex.v + W) - round(In.uvs[0].u * W);
// uv1[0] = (ThisTex.u + H) - round(In.uvs[1].v * H);
// uv1[1] = (ThisTex.v + W) - round(In.uvs[1].u * W);
// uv2[0] = (ThisTex.u + H) - round(In.uvs[2].v * H);
// uv2[1] = (ThisTex.v + W) - round(In.uvs[2].u * W);
uv0[0] = (ThisTex.u ) - round(In.uvs[0].v * H);
uv0[1] = (ThisTex.v ) - round(In.uvs[0].u * W);
uv1[0] = (ThisTex.u ) - round(In.uvs[1].v * H);
uv1[1] = (ThisTex.v ) - round(In.uvs[1].u * W);
uv2[0] = (ThisTex.u ) - round(In.uvs[2].v * H);
uv2[1] = (ThisTex.v ) - round(In.uvs[2].u * W);
XOfs=H-((ThisTex.OrigW-ThisTex.h));
YOfs= +((ThisTex.OrigH-ThisTex.w)-W);
ASSERT(!"");
}
else
{
W=ThisTex.w-1;
H=ThisTex.h-1;
// Out.uv0[0] = (ThisTex.u)+ round(In.uvs[0].u * W);
// Out.uv0[1] = (ThisTex.v + H) - round(In.uvs[0].v * H);
// Out.uv1[0] = (ThisTex.u)+ round(In.uvs[1].u * W);
// Out.uv1[1] = (ThisTex.v + H) - round(In.uvs[1].v * H);
// Out.uv2[0] = (ThisTex.u)+ round(In.uvs[2].u * W);
// Out.uv2[1] = (ThisTex.v + H) - round(In.uvs[2].v * H);
uv0[0] = (ThisTex.u) + round(In.uvs[0].u * W);
uv0[1] = (ThisTex.v) - round(In.uvs[0].v * H);
uv1[0] = (ThisTex.u) + round(In.uvs[1].u * W);
uv1[1] = (ThisTex.v) - round(In.uvs[1].v * H);
uv2[0] = (ThisTex.u) + round(In.uvs[2].u * W);
uv2[1] = (ThisTex.v) - round(In.uvs[2].v * H);
XOfs=(ThisTex.OrigW-ThisTex.w);
YOfs=(ThisTex.OrigH-ThisTex.h)-H;
XOfs=0;
YOfs=0;
}
Out.uv0[0]=uv0[0]-XOfs; Out.uv0[1]=uv0[1]-YOfs;
Out.uv1[0]=uv1[0]-XOfs; Out.uv1[1]=uv1[1]-YOfs;
Out.uv2[0]=uv2[0]-XOfs; Out.uv2[1]=uv2[1]-YOfs;
Out.TPage=ThisTex.Tpage;
Out.Clut=ThisTex.Clut;
}
*/
void CFaceStore::SetupUV(CFace const &In, sTri &Out)
{
vector<sTexOutInfo> &TexInfo=TexGrab->GetTexInfo();
sTexOutInfo &ThisTex=TexInfo[In.Mat];
ASSERT(In.Mat<TexInfo.size());
int uv0[2],uv1[2],uv2[2];
int XOfs=0,YOfs=0;
int W = ThisTex.w - 1;
int H = ThisTex.h - 1;
if (ThisTex.Rotated)
{
Out.uv0[0] = (ThisTex.u + H) - round(In.uvs[0].v * H);
Out.uv0[1] = (ThisTex.v + W) - round(In.uvs[0].u * W);
Out.uv1[0] = (ThisTex.u + H) - round(In.uvs[1].v * H);
Out.uv1[1] = (ThisTex.v + W) - round(In.uvs[1].u * W);
Out.uv2[0] = (ThisTex.u + H) - round(In.uvs[2].v * H);
Out.uv2[1] = (ThisTex.v + W) - round(In.uvs[2].u * W);
ASSERT(0==1);
}
else
{
// W=ThisTex.OrigW-1;
// H=ThisTex.OrigH-1;
if (ThisTex.w!=ThisTex.OrigW) printf("WW");
if (ThisTex.h!=ThisTex.OrigH) printf("HH");
/*
uv0[0] = (ThisTex.u)+ round(In.uvs[0].u * W);
uv0[1] = (ThisTex.v + H) - round(In.uvs[0].v * H);
uv1[0] = (ThisTex.u)+ round(In.uvs[1].u * W);
uv1[1] = (ThisTex.v + H) - round(In.uvs[1].v * H);
uv2[0] = (ThisTex.u)+ round(In.uvs[2].u * W);
uv2[1] = (ThisTex.v + H) - round(In.uvs[2].v * H);
*/
int U=ThisTex.u;
int V=ThisTex.v+H;
uv0[0] = U + round(In.uvs[0].u * W);
uv0[1] = V - round(In.uvs[0].v * H);
uv1[0] = U + round(In.uvs[1].u * W);
uv1[1] = V - round(In.uvs[1].v * H);
uv2[0] = U + round(In.uvs[2].u * W);
uv2[1] = V - round(In.uvs[2].v * H);
// XOfs=(ThisTex.OrigW-ThisTex.w);
// XOfs=ThisTex.XOfs;
// YOfs=H-(ThisTex.OrigH-ThisTex.h);
// YOfs=H;
}
Out.uv0[0]=(uv0[0]-XOfs); Out.uv0[1]=(uv0[1]-YOfs);
Out.uv1[0]=(uv1[0]-XOfs); Out.uv1[1]=(uv1[1]-YOfs);
Out.uv2[0]=(uv2[0]-XOfs); Out.uv2[1]=(uv2[1]-YOfs);
Out.TPage=ThisTex.Tpage;
Out.Clut=ThisTex.Clut;
Out.PolyCode=GPU_PolyFT3Code;
if (In.TPageFlag)
{
Out.PolyCode|=GPUCode_SemiTrans;
if (In.TPageFlag!=1)
{
Out.TPage|=In.TPageFlag<<5;
}
}
}
//***************************************************************************
void CFaceStore::SetupUV(CFace const &In, sQuad &Out)
{
vector<sTexOutInfo> &TexInfo=TexGrab->GetTexInfo();
sTexOutInfo &ThisTex=TexInfo[In.Mat];
int W = ThisTex.w - 1;
int H = ThisTex.h - 1;
if (ThisTex.Rotated)
{
Out.uv0[0] = (ThisTex.u + H) - round(In.uvs[0].v * H);
Out.uv0[1] = (ThisTex.v + W) - round(In.uvs[0].u * W);
Out.uv1[0] = (ThisTex.u + H) - round(In.uvs[1].v * H);
Out.uv1[1] = (ThisTex.v + W) - round(In.uvs[1].u * W);
Out.uv2[0] = (ThisTex.u + H) - round(In.uvs[2].v * H);
Out.uv2[1] = (ThisTex.v + W) - round(In.uvs[2].u * W);
Out.uv3[0] = (ThisTex.u + H) - round(In.uvs[3].v * H);
Out.uv3[1] = (ThisTex.v + W) - round(In.uvs[3].u * W);
}
else
{
Out.uv0[0] = (ThisTex.u)+ round(In.uvs[0].u * W);
Out.uv0[1] = (ThisTex.v + H) - round(In.uvs[0].v * H);
Out.uv1[0] = (ThisTex.u)+ round(In.uvs[1].u * W);
Out.uv1[1] = (ThisTex.v + H) - round(In.uvs[1].v * H);
Out.uv2[0] = (ThisTex.u)+ round(In.uvs[2].u * W);
Out.uv2[1] = (ThisTex.v + H) - round(In.uvs[2].v * H);
Out.uv3[0] = (ThisTex.u)+ round(In.uvs[3].u * W);
Out.uv3[1] = (ThisTex.v + H) - round(In.uvs[3].v * H);
}
Out.TPage=ThisTex.Tpage;
Out.Clut=ThisTex.Clut;
}
//***************************************************************************
int CFaceStore::AddVtx(Vector3 &InVtx)
{
int ListSize=OutVtxList.size();
sVtx ThisVtx;
ThisVtx.vx=round(InVtx.x*Scale);
ThisVtx.vy=round(InVtx.y*Scale);
ThisVtx.vz=round(InVtx.z*Scale);
for (int i=0; i<ListSize; i++)
{
if (OutVtxList[i]==ThisVtx) return(i);
}
OutVtxList.push_back(ThisVtx);
return(ListSize);
}
//***************************************************************************
void CFaceStore::BuildOutTriLists()
{
int FaceCount=TriFaceList.size();
OutTriList.resize(FaceCount);
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