mirror of
https://github.com/nillerusr/source-engine.git
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1129 lines
35 KiB
C++
1129 lines
35 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include <stdafx.h>
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#include "DispSubdiv.h"
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#include "MapDisp.h"
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#include "UtlLinkedList.h"
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#include "utlvector.h"
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#include "GlobalFunctions.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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//=============================================================================
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//
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// Editable Displacement Subdivision Mesh Implementation
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//
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class CEditDispSubdivMesh : public IEditDispSubdivMesh
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{
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public: // functions
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void Init( void );
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void Shutdown( void );
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void AddDispTo( CMapDisp *pDisp );
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void GetDispFrom( CMapDisp *pDisp );
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void DoCatmullClarkSubdivision( void );
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public: // typedefs, enums, structs
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enum { EDITDISP_QUADSIZE = 4 }; // should be in mapdisp (general define)
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private: // typedefs, enums, structs
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typedef int SubdivPointHandle_t;
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typedef int SubdivEdgeHandle_t;
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typedef int SubdivQuadHandle_t;
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enum { NUM_SUBDIV_LEVELS = 4 }; // number of subdivision levels
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enum
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{
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SUBDIV_DISPPOINTS = 512,
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SUBDIV_DISPEDGES = 1024,
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SUBDIV_DISPQUADS = 512
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};
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enum
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{
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SUBDIV_POINTORDINARY = 0,
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SUBDIV_POINTCORNER = 1,
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SUBDIV_POINTCREASE = 2
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};
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struct SubdivPoint_t
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{
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Vector m_vPoint;
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Vector m_vNormal;
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Vector m_vNewPoint;
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Vector m_vNewNormal;
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unsigned short m_uType;
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unsigned short m_uValence;
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SubdivEdgeHandle_t m_EdgeHandles[EDITDISP_QUADSIZE*4];
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};
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struct SubdivEdge_t
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{
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Vector m_vNewEdgePoint;
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Vector m_vNewEdgeNormal;
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SubdivPointHandle_t m_PointHandles[2];
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SubdivQuadHandle_t m_QuadHandles[2];
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float m_flSharpness;
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bool m_bActive;
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};
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struct SubdivQuad_t
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{
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// generated
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Vector m_vCentroid; // quad center
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Vector m_vNormal; // quad normal
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// linkage
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SubdivQuadHandle_t m_ndxParent; // parent quad index
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SubdivQuadHandle_t m_ndxChild[EDITDISP_QUADSIZE]; // chilren (4 of them) indices
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// quad data
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SubdivPointHandle_t m_PointHandles[EDITDISP_QUADSIZE]; // point indices - unique list
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SubdivEdgeHandle_t m_EdgeHandles[EDITDISP_QUADSIZE]; // edge indices - unique list
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// disp/quad mapping
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EditDispHandle_t m_EditDispHandle;
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short m_Level; // level of quad in the hierarchy (tree)
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short m_QuadIndices[EDITDISP_QUADSIZE]; // quad indices (in the X x X displacement surface)
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};
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private: // functions
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SubdivPoint_t *GetPoint( SubdivPointHandle_t ptHandle );
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SubdivEdge_t *GetEdge( SubdivEdgeHandle_t edgeHandle );
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SubdivQuad_t *GetQuad( SubdivQuadHandle_t quadHandle );
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void Point_Init( SubdivPointHandle_t ptHandle );
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void Point_CalcNewPoint( SubdivPointHandle_t ptHandle );
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void Point_PointOrdinary( SubdivPoint_t *pPoint );
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void Point_PointCorner( SubdivPoint_t *pPoint );
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void Point_PointCrease( SubdivPoint_t *pPoint );
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void Edge_Init( SubdivEdgeHandle_t edgeHandle );
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void Edge_CalcNewPoint( SubdivEdgeHandle_t edgeHandle );
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void Quad_Init( SubdivQuadHandle_t quadHandle );
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void Quad_CalcCentroid( SubdivQuadHandle_t quadHandle );
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void Quad_CalcNormal( SubdivQuadHandle_t quadHandle );
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bool CompareSubdivPoints( Vector const &pt1, Vector const &pt2, float flTolerance );
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bool CompareSubdivEdges( SubdivPointHandle_t ptEdge0Handle0, SubdivPointHandle_t ptEdge0Handle1,
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SubdivPointHandle_t ptEdge1Handle0, SubdivPointHandle_t ptEdge1Handle1 );
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SubdivPointHandle_t BuildSubdivPoint( Vector const &vPoint, Vector const &vNormal );
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SubdivEdgeHandle_t BuildSubdivEdge( int ndxEdge, SubdivQuadHandle_t quadHandle,
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SubdivQuadHandle_t parentHandle, int ndxChild );
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SubdivQuadHandle_t BuildSubdivQuad( int ndxChild, SubdivQuadHandle_t parentHandle );
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void CatmullClarkSubdivision( void );
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void UpdateSubdivisionHierarchy( int ndxLevel );
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private: // variables
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CUtlLinkedList<SubdivPoint_t, SubdivPointHandle_t> m_Points;
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CUtlLinkedList<SubdivEdge_t, SubdivEdgeHandle_t> m_Edges;
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CUtlLinkedList<SubdivQuad_t, SubdivQuadHandle_t> m_Quads;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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IEditDispSubdivMesh *CreateEditDispSubdivMesh( void )
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{
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return new CEditDispSubdivMesh;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DestroyEditDispSubdivMesh( IEditDispSubdivMesh **pSubdivMesh )
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{
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if ( *pSubdivMesh )
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{
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delete *pSubdivMesh;
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*pSubdivMesh = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEditDispSubdivMesh::SubdivPoint_t *CEditDispSubdivMesh::GetPoint( SubdivPointHandle_t ptHandle )
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{
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if ( !m_Points.IsValidIndex( ptHandle ) )
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return NULL;
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return &m_Points.Element( ptHandle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEditDispSubdivMesh::SubdivEdge_t *CEditDispSubdivMesh::GetEdge( SubdivEdgeHandle_t edgeHandle )
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{
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if ( !m_Edges.IsValidIndex( edgeHandle ) )
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return NULL;
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return &m_Edges.Element( edgeHandle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEditDispSubdivMesh::SubdivQuad_t *CEditDispSubdivMesh::GetQuad( SubdivQuadHandle_t quadHandle )
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{
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if ( !m_Quads.IsValidIndex( quadHandle ) )
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return NULL;
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return &m_Quads.Element( quadHandle );
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}
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//=============================================================================
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//
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// Subdivision Edit Displacement Point Functions
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Point_Init( SubdivPointHandle_t ptHandle )
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{
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SubdivPoint_t *pPoint = GetPoint( ptHandle );
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if ( pPoint )
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{
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VectorClear( pPoint->m_vPoint );
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VectorClear( pPoint->m_vNormal );
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VectorClear( pPoint->m_vNewPoint );
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VectorClear( pPoint->m_vNewNormal );
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pPoint->m_uType = (unsigned short)-1;
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pPoint->m_uValence = 0;
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for ( int ndxEdge = 0; ndxEdge < ( EDITDISP_QUADSIZE*2 ); ndxEdge++ )
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{
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pPoint->m_EdgeHandles[ndxEdge] = m_Edges.InvalidIndex();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Point_CalcNewPoint( SubdivPointHandle_t ptHandle )
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{
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// get the point to act on
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SubdivPoint_t *pPoint = GetPoint( ptHandle );
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if ( !pPoint )
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return;
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switch ( pPoint->m_uType )
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{
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case SUBDIV_POINTORDINARY: { Point_PointOrdinary( pPoint ); break; }
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case SUBDIV_POINTCORNER: { Point_PointCorner( pPoint ); break; }
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case SUBDIV_POINTCREASE: { Point_PointCrease( pPoint ); break; }
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Point_PointOrdinary( SubdivPoint_t *pPoint )
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{
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//
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// accumulate the edge data and multiply by the valence (coincident edge)
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// ratio (squared)
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//
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Vector edgeAccumPoint( 0.0f, 0.0f, 0.0f );
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Vector edgeAccumNormal( 0.0f, 0.0f, 0.0f );
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for ( int ndxEdge = 0; ndxEdge < pPoint->m_uValence; ndxEdge++ )
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{
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SubdivEdge_t *pEdge = GetEdge( pPoint->m_EdgeHandles[ndxEdge] );
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if ( pEdge )
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{
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VectorAdd( edgeAccumPoint, pEdge->m_vNewEdgePoint, edgeAccumPoint );
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VectorAdd( edgeAccumNormal, pEdge->m_vNewEdgeNormal, edgeAccumNormal );
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}
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}
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float ratio = 1.0f / ( float )( pPoint->m_uValence * pPoint->m_uValence );
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VectorScale( edgeAccumPoint, ratio, edgeAccumPoint );
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VectorScale( edgeAccumNormal, ratio, edgeAccumNormal );
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//
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// accumlate the centroid data from all neighboring quads and multiply by
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// the valence (coincident edge) ratio (squared)
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//
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int quadListCount = 0;
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SubdivQuadHandle_t quadList[32];
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for ( int ndxEdge = 0; ndxEdge < pPoint->m_uValence; ndxEdge++ )
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{
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SubdivEdge_t *pEdge = GetEdge( pPoint->m_EdgeHandles[ndxEdge] );
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if ( pEdge )
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{
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for ( int ndxQuad = 0; ndxQuad < 2; ndxQuad++ )
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{
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if ( pEdge->m_QuadHandles[ndxQuad] != m_Quads.InvalidIndex() )
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{
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int ndxList;
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for ( ndxList = 0; ndxList < quadListCount; ndxList++ )
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{
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if( pEdge->m_QuadHandles[ndxQuad] == quadList[ndxList] )
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break;
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}
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if( ndxList == quadListCount )
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{
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quadList[quadListCount] = pEdge->m_QuadHandles[ndxQuad];
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quadListCount++;
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}
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}
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}
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}
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}
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Vector centroidAccum( 0.0f, 0.0f, 0.0f );
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for ( int ndxQuad = 0; ndxQuad < quadListCount; ndxQuad++ )
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{
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SubdivQuadHandle_t quadHandle = quadList[ndxQuad];
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Quad_CalcCentroid( quadHandle );
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SubdivQuad_t *pQuad = GetQuad( quadHandle );
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VectorAdd( centroidAccum, pQuad->m_vCentroid, centroidAccum );
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}
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VectorScale( centroidAccum, ratio, centroidAccum );
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//
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//
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//
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ratio = ( ( float )pPoint->m_uValence - 2.0f ) / ( float )pPoint->m_uValence;
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VectorScale( pPoint->m_vPoint, ratio, pPoint->m_vNewPoint );
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VectorAdd( pPoint->m_vNewPoint, edgeAccumPoint, pPoint->m_vNewPoint );
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VectorAdd( pPoint->m_vNewPoint, centroidAccum, pPoint->m_vNewPoint );
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VectorScale( pPoint->m_vNormal, ratio, pPoint->m_vNewNormal );
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VectorAdd( pPoint->m_vNewNormal, edgeAccumNormal, pPoint->m_vNewNormal );
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VectorAdd( pPoint->m_vNewNormal, centroidAccum, pPoint->m_vNewNormal );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Point_PointCorner( SubdivPoint_t *pPoint )
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{
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VectorCopy( pPoint->m_vPoint, pPoint->m_vNewPoint );
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VectorCopy( pPoint->m_vNormal, pPoint->m_vNewNormal );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Point_PointCrease( SubdivPoint_t *pPoint )
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{
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//
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// accumulate the edge data and multiply by the valence (coincident edge)
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// ratio (squared)
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//
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Vector edgeAccumPoint( 0.0f, 0.0f, 0.0f );
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Vector edgeAccumNormal( 0.0f, 0.0f, 0.0f );
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for ( int ndxEdge = 0; ndxEdge < pPoint->m_uValence; ndxEdge++ )
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{
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SubdivEdge_t *pEdge = GetEdge( pPoint->m_EdgeHandles[ndxEdge] );
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if ( pEdge && ( pEdge->m_flSharpness > 0.0f ) )
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{
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VectorAdd( edgeAccumPoint, pEdge->m_vNewEdgePoint, edgeAccumPoint );
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VectorAdd( edgeAccumNormal, pEdge->m_vNewEdgeNormal, edgeAccumNormal );
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}
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}
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//
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//
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//
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VectorScale( pPoint->m_vPoint, 6.0f, pPoint->m_vNewPoint );
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VectorAdd( pPoint->m_vNewPoint, edgeAccumPoint, pPoint->m_vNewPoint );
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VectorScale( pPoint->m_vNewPoint, 0.125f, pPoint->m_vNewPoint );
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VectorScale( pPoint->m_vNormal, 6.0f, pPoint->m_vNewNormal );
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VectorAdd( pPoint->m_vNewNormal, edgeAccumNormal, pPoint->m_vNewNormal );
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VectorScale( pPoint->m_vNewNormal, 0.125f, pPoint->m_vNewNormal );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Edge_Init( SubdivEdgeHandle_t edgeHandle )
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{
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SubdivEdge_t *pEdge = GetEdge( edgeHandle );
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if ( pEdge )
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{
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VectorClear( pEdge->m_vNewEdgePoint );
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VectorClear( pEdge->m_vNewEdgeNormal );
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pEdge->m_flSharpness = 1.0f;
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pEdge->m_bActive = false;
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for ( int ndx = 0; ndx < 2; ndx++ )
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{
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pEdge->m_PointHandles[ndx] = m_Points.InvalidIndex();
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pEdge->m_QuadHandles[ndx] = m_Quads.InvalidIndex();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditDispSubdivMesh::Edge_CalcNewPoint( SubdivEdgeHandle_t edgeHandle )
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{
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SubdivEdge_t *pEdge = GetEdge( edgeHandle );
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if ( !pEdge )
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return;
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if ( !pEdge->m_bActive )
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return;
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//
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// get edge points
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//
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SubdivPoint_t *pPoint0 = GetPoint( pEdge->m_PointHandles[0] );
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SubdivPoint_t *pPoint1 = GetPoint( pEdge->m_PointHandles[1] );
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if ( !pPoint0 || !pPoint1 )
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return;
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//
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// calculate the "sharp" new edge point
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//
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Vector vSharpPoint( 0.0f, 0.0f, 0.0f );
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VectorAdd( pPoint0->m_vPoint, pPoint1->m_vPoint, vSharpPoint );
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VectorScale( vSharpPoint, 0.5f, vSharpPoint );
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Vector vSharpNormal( 0.0f, 0.0f, 0.0f );
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VectorAdd( pPoint0->m_vNormal, pPoint1->m_vNormal, vSharpNormal );
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VectorNormalize( vSharpNormal );
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||
|
//
|
||
|
// calculate the "smooth" new edge point (if necessary)
|
||
|
//
|
||
|
Vector vSmoothPoint( 0.0f, 0.0f, 0.0f );
|
||
|
Vector vSmoothNormal( 0.0f, 0.0f, 0.0f );
|
||
|
if ( ( pEdge->m_QuadHandles[1] != m_Edges.InvalidIndex() ) && ( pEdge->m_flSharpness != 1.0f ) )
|
||
|
{
|
||
|
Quad_CalcCentroid( pEdge->m_QuadHandles[0] );
|
||
|
Quad_CalcCentroid( pEdge->m_QuadHandles[1] );
|
||
|
Quad_CalcNormal( pEdge->m_QuadHandles[0] );
|
||
|
Quad_CalcNormal( pEdge->m_QuadHandles[1] );
|
||
|
SubdivQuad_t *pQuad0 = GetQuad( pEdge->m_QuadHandles[0] );
|
||
|
SubdivQuad_t *pQuad1 = GetQuad( pEdge->m_QuadHandles[1] );
|
||
|
|
||
|
VectorAdd( pPoint0->m_vPoint, pPoint1->m_vPoint, vSmoothPoint );
|
||
|
VectorAdd( vSmoothPoint, pQuad0->m_vCentroid, vSmoothPoint );
|
||
|
VectorAdd( vSmoothPoint, pQuad1->m_vCentroid, vSmoothPoint );
|
||
|
VectorScale( vSmoothPoint, 0.25f, vSmoothPoint );
|
||
|
|
||
|
VectorAdd( pPoint0->m_vNormal, pPoint1->m_vNormal, vSmoothNormal );
|
||
|
VectorAdd( vSmoothNormal, pQuad0->m_vNormal, vSmoothNormal );
|
||
|
VectorAdd( vSmoothNormal, pQuad1->m_vNormal, vSmoothNormal );
|
||
|
VectorNormalize( vSmoothNormal );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEdge->m_flSharpness = 1.0f;
|
||
|
Quad_CalcCentroid( pEdge->m_QuadHandles[0] );
|
||
|
Quad_CalcNormal( pEdge->m_QuadHandles[0] );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// calculate the new edge point
|
||
|
//
|
||
|
// ( 1 - edge(sharpness) ) * vSmooth + edge(sharpness) * vSharp
|
||
|
//
|
||
|
VectorScale( vSmoothPoint, ( 1.0f - pEdge->m_flSharpness ), vSmoothPoint );
|
||
|
VectorScale( vSharpPoint, pEdge->m_flSharpness, vSharpPoint );
|
||
|
VectorAdd( vSmoothPoint, vSharpPoint, pEdge->m_vNewEdgePoint );
|
||
|
|
||
|
VectorScale( vSmoothNormal, ( 1.0f - pEdge->m_flSharpness ), vSmoothNormal );
|
||
|
VectorScale( vSharpNormal, pEdge->m_flSharpness, vSharpNormal );
|
||
|
VectorAdd( vSmoothNormal, vSharpNormal, pEdge->m_vNewEdgeNormal );
|
||
|
VectorNormalize( pEdge->m_vNewEdgeNormal );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::Quad_Init( SubdivQuadHandle_t quadHandle )
|
||
|
{
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
if ( pQuad )
|
||
|
{
|
||
|
VectorClear( pQuad->m_vCentroid );
|
||
|
VectorClear( pQuad->m_vNormal );
|
||
|
|
||
|
pQuad->m_ndxParent = m_Quads.InvalidIndex();
|
||
|
pQuad->m_EditDispHandle = EDITDISPHANDLE_INVALID;
|
||
|
pQuad->m_Level = -1;
|
||
|
|
||
|
for ( int ndx = 0; ndx < EDITDISP_QUADSIZE; ndx++ )
|
||
|
{
|
||
|
pQuad->m_ndxChild[ndx] = m_Quads.InvalidIndex();
|
||
|
|
||
|
pQuad->m_PointHandles[ndx] = m_Points.InvalidIndex();
|
||
|
pQuad->m_EdgeHandles[ndx] = m_Edges.InvalidIndex();
|
||
|
pQuad->m_QuadIndices[ndx] = -1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::Quad_CalcCentroid( SubdivQuadHandle_t quadHandle )
|
||
|
{
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
if ( pQuad )
|
||
|
{
|
||
|
VectorClear( pQuad->m_vCentroid );
|
||
|
for ( int ndxPt = 0; ndxPt < EDITDISP_QUADSIZE; ndxPt++ )
|
||
|
{
|
||
|
SubdivPoint_t *pPoint = GetPoint( pQuad->m_PointHandles[ndxPt] );
|
||
|
VectorAdd( pQuad->m_vCentroid, pPoint->m_vPoint, pQuad->m_vCentroid );
|
||
|
}
|
||
|
|
||
|
VectorScale( pQuad->m_vCentroid, 0.25f, pQuad->m_vCentroid );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::Quad_CalcNormal( SubdivQuadHandle_t quadHandle )
|
||
|
{
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
if ( pQuad )
|
||
|
{
|
||
|
SubdivPoint_t *pPoints[3];
|
||
|
Vector edges[2];
|
||
|
|
||
|
pPoints[0] = GetPoint( pQuad->m_PointHandles[0] );
|
||
|
pPoints[1] = GetPoint( pQuad->m_PointHandles[1] );
|
||
|
pPoints[2] = GetPoint( pQuad->m_PointHandles[2] );
|
||
|
|
||
|
VectorSubtract( pPoints[1]->m_vPoint, pPoints[0]->m_vPoint, edges[0] );
|
||
|
VectorSubtract( pPoints[2]->m_vPoint, pPoints[0]->m_vPoint, edges[1] );
|
||
|
|
||
|
CrossProduct( edges[1], edges[0], pQuad->m_vNormal );
|
||
|
VectorNormalize( pQuad->m_vNormal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CEditDispSubdivMesh::CompareSubdivPoints( Vector const &pt1, Vector const &pt2,
|
||
|
float flTolerance )
|
||
|
{
|
||
|
for ( int axis = 0 ; axis < 3 ; axis++ )
|
||
|
{
|
||
|
if ( fabs( pt1[axis] - pt2[axis] ) > flTolerance )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CEditDispSubdivMesh::CompareSubdivEdges( SubdivPointHandle_t ptEdge0Handle0,
|
||
|
SubdivPointHandle_t ptEdge0Handle1,
|
||
|
SubdivPointHandle_t ptEdge1Handle0,
|
||
|
SubdivPointHandle_t ptEdge1Handle1 )
|
||
|
{
|
||
|
if ( ( ( ptEdge0Handle0 == ptEdge1Handle0 ) && ( ptEdge0Handle1 == ptEdge1Handle1 ) ) ||
|
||
|
( ( ptEdge0Handle0 == ptEdge1Handle1 ) && ( ptEdge0Handle1 == ptEdge1Handle0 ) ) )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CEditDispSubdivMesh::SubdivPointHandle_t CEditDispSubdivMesh::BuildSubdivPoint( Vector const &vPoint,
|
||
|
Vector const &vPointNormal )
|
||
|
{
|
||
|
//
|
||
|
// build a "unique" point
|
||
|
//
|
||
|
SubdivPointHandle_t ptHandle;
|
||
|
for ( ptHandle = m_Points.Head(); ptHandle != m_Points.InvalidIndex();
|
||
|
ptHandle = m_Points.Next( ptHandle ) )
|
||
|
{
|
||
|
SubdivPoint_t *pPoint = GetPoint( ptHandle );
|
||
|
if ( pPoint )
|
||
|
{
|
||
|
// compare (positions)
|
||
|
if ( CompareSubdivPoints( vPoint, pPoint->m_vPoint, 0.1f ) )
|
||
|
return ptHandle;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ptHandle = m_Points.AddToTail();
|
||
|
Point_Init( ptHandle );
|
||
|
SubdivPoint_t *pPoint = GetPoint( ptHandle );
|
||
|
VectorCopy( vPoint, pPoint->m_vPoint );
|
||
|
VectorCopy( vPointNormal, pPoint->m_vNormal );
|
||
|
|
||
|
return ptHandle;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CEditDispSubdivMesh::SubdivEdgeHandle_t CEditDispSubdivMesh::BuildSubdivEdge( int ndxEdge, SubdivQuadHandle_t quadHandle,
|
||
|
SubdivQuadHandle_t parentHandle, int ndxChild )
|
||
|
{
|
||
|
// get the quad
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
if ( !pQuad )
|
||
|
return m_Edges.InvalidIndex();
|
||
|
|
||
|
//
|
||
|
// define a unique edge (m_PointHandlesX2, m_QuadHandle)
|
||
|
//
|
||
|
SubdivEdgeHandle_t edgeHandle;
|
||
|
for ( edgeHandle = m_Edges.Head(); edgeHandle != m_Edges.InvalidIndex();
|
||
|
edgeHandle = m_Edges.Next( edgeHandle ) )
|
||
|
{
|
||
|
SubdivEdge_t *pEdge = GetEdge( edgeHandle );
|
||
|
if ( pEdge )
|
||
|
{
|
||
|
// compare (point handles)
|
||
|
if ( CompareSubdivEdges( pQuad->m_PointHandles[ndxEdge], pQuad->m_PointHandles[(ndxEdge+1)%4],
|
||
|
pEdge->m_PointHandles[0], pEdge->m_PointHandles[1] ) )
|
||
|
{
|
||
|
// check to see if the quad is quad 0 or 1 (or if it needs to be quad 1)
|
||
|
if ( ( pEdge->m_QuadHandles[0] != quadHandle ) &&
|
||
|
( pEdge->m_QuadHandles[1] == m_Quads.InvalidIndex() ) )
|
||
|
{
|
||
|
pEdge->m_QuadHandles[1] = quadHandle;
|
||
|
pEdge->m_flSharpness = 0.0f; // smooth edge (between two subdiv quads)
|
||
|
}
|
||
|
|
||
|
return edgeHandle;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
edgeHandle = m_Edges.AddToTail();
|
||
|
Edge_Init( edgeHandle );
|
||
|
SubdivEdge_t *pEdge = GetEdge( edgeHandle );
|
||
|
|
||
|
pEdge->m_PointHandles[0] = pQuad->m_PointHandles[ndxEdge];
|
||
|
pEdge->m_PointHandles[1] = pQuad->m_PointHandles[(ndxEdge+1)%4];
|
||
|
pEdge->m_QuadHandles[0] = quadHandle;
|
||
|
pEdge->m_bActive = true;
|
||
|
|
||
|
// extra data for children (get edge sharpness from parent or
|
||
|
// it may be an internal edge and its sharpness will be 0)
|
||
|
if( ndxChild != -1 )
|
||
|
{
|
||
|
if ( ( ndxEdge == ndxChild ) || ( ndxEdge == ( (ndxChild+3)%4 ) ) )
|
||
|
{
|
||
|
SubdivQuad_t *pParentQuad = GetQuad( parentHandle );
|
||
|
if ( pParentQuad )
|
||
|
{
|
||
|
SubdivEdge_t *pParentEdge = GetEdge( pParentQuad->m_EdgeHandles[ndxEdge] );
|
||
|
pEdge->m_flSharpness = pParentEdge->m_flSharpness;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEdge->m_flSharpness = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return edgeHandle;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CEditDispSubdivMesh::SubdivQuadHandle_t CEditDispSubdivMesh::BuildSubdivQuad( int ndxChild,
|
||
|
SubdivQuadHandle_t parentHandle )
|
||
|
{
|
||
|
// get parent quad
|
||
|
SubdivQuad_t *pParentQuad = GetQuad( parentHandle );
|
||
|
if( !pParentQuad )
|
||
|
return m_Quads.InvalidIndex();
|
||
|
|
||
|
// allocate a new quad
|
||
|
SubdivQuadHandle_t quadHandle = m_Quads.AddToTail();
|
||
|
Quad_Init( quadHandle );
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
pQuad->m_ndxParent = parentHandle;
|
||
|
pQuad->m_EditDispHandle = pParentQuad->m_EditDispHandle;
|
||
|
pQuad->m_Level = pParentQuad->m_Level + 1;
|
||
|
|
||
|
switch ( ndxChild )
|
||
|
{
|
||
|
case 0:
|
||
|
{
|
||
|
// displacement quad indices
|
||
|
pQuad->m_QuadIndices[0] = pParentQuad->m_QuadIndices[0];
|
||
|
pQuad->m_QuadIndices[1] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[1] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[2] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[2] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[3] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[3] ) * 0.5f;
|
||
|
|
||
|
// new verts
|
||
|
SubdivEdge_t *pEdge0 = GetEdge( pParentQuad->m_EdgeHandles[0] );
|
||
|
SubdivEdge_t *pEdge3 = GetEdge( pParentQuad->m_EdgeHandles[3] );
|
||
|
if ( pEdge0 && pEdge3 )
|
||
|
{
|
||
|
pQuad->m_PointHandles[0] = pParentQuad->m_PointHandles[0];
|
||
|
pQuad->m_PointHandles[1] = BuildSubdivPoint( pEdge0->m_vNewEdgePoint, pEdge0->m_vNewEdgeNormal );
|
||
|
pQuad->m_PointHandles[2] = BuildSubdivPoint( pParentQuad->m_vCentroid, pParentQuad->m_vNormal );
|
||
|
pQuad->m_PointHandles[3] = BuildSubdivPoint( pEdge3->m_vNewEdgePoint, pEdge3->m_vNewEdgeNormal );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
case 1:
|
||
|
{
|
||
|
// displacement quad indices
|
||
|
pQuad->m_QuadIndices[0] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[1] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[1] = pParentQuad->m_QuadIndices[1];
|
||
|
pQuad->m_QuadIndices[2] = ( pParentQuad->m_QuadIndices[1] + pParentQuad->m_QuadIndices[2] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[3] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[2] ) * 0.5f;
|
||
|
|
||
|
// new verts
|
||
|
SubdivEdge_t *pEdge0 = GetEdge( pParentQuad->m_EdgeHandles[0] );
|
||
|
SubdivEdge_t *pEdge1 = GetEdge( pParentQuad->m_EdgeHandles[1] );
|
||
|
if ( pEdge0 && pEdge1 )
|
||
|
{
|
||
|
pQuad->m_PointHandles[0] = BuildSubdivPoint( pEdge0->m_vNewEdgePoint, pEdge0->m_vNewEdgeNormal );
|
||
|
pQuad->m_PointHandles[1] = pParentQuad->m_PointHandles[1];
|
||
|
pQuad->m_PointHandles[2] = BuildSubdivPoint( pEdge1->m_vNewEdgePoint, pEdge1->m_vNewEdgeNormal );
|
||
|
pQuad->m_PointHandles[3] = BuildSubdivPoint( pParentQuad->m_vCentroid, pParentQuad->m_vNormal );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
case 2:
|
||
|
{
|
||
|
// displacement quad indices
|
||
|
pQuad->m_QuadIndices[0] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[2] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[1] = ( pParentQuad->m_QuadIndices[1] + pParentQuad->m_QuadIndices[2] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[2] = pParentQuad->m_QuadIndices[2];
|
||
|
pQuad->m_QuadIndices[3] = ( pParentQuad->m_QuadIndices[2] + pParentQuad->m_QuadIndices[3] ) * 0.5f;
|
||
|
|
||
|
// new verts
|
||
|
SubdivEdge_t *pEdge1 = GetEdge( pParentQuad->m_EdgeHandles[1] );
|
||
|
SubdivEdge_t *pEdge2 = GetEdge( pParentQuad->m_EdgeHandles[2] );
|
||
|
if ( pEdge1 && pEdge2 )
|
||
|
{
|
||
|
pQuad->m_PointHandles[0] = BuildSubdivPoint( pParentQuad->m_vCentroid, pParentQuad->m_vNormal );
|
||
|
pQuad->m_PointHandles[1] = BuildSubdivPoint( pEdge1->m_vNewEdgePoint, pEdge1->m_vNewEdgeNormal );
|
||
|
pQuad->m_PointHandles[2] = pParentQuad->m_PointHandles[2];
|
||
|
pQuad->m_PointHandles[3] = BuildSubdivPoint( pEdge2->m_vNewEdgePoint, pEdge2->m_vNewEdgeNormal );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
case 3:
|
||
|
{
|
||
|
// displacement quad indices
|
||
|
pQuad->m_QuadIndices[0] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[3] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[1] = ( pParentQuad->m_QuadIndices[0] + pParentQuad->m_QuadIndices[2] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[2] = ( pParentQuad->m_QuadIndices[2] + pParentQuad->m_QuadIndices[3] ) * 0.5f;
|
||
|
pQuad->m_QuadIndices[3] = pParentQuad->m_QuadIndices[3];
|
||
|
|
||
|
// new verts
|
||
|
SubdivEdge_t *pEdge2 = GetEdge( pParentQuad->m_EdgeHandles[2] );
|
||
|
SubdivEdge_t *pEdge3 = GetEdge( pParentQuad->m_EdgeHandles[3] );
|
||
|
if ( pEdge2 && pEdge3 )
|
||
|
{
|
||
|
pQuad->m_PointHandles[0] = BuildSubdivPoint( pEdge3->m_vNewEdgePoint, pEdge3->m_vNewEdgeNormal );
|
||
|
pQuad->m_PointHandles[1] = BuildSubdivPoint( pParentQuad->m_vCentroid, pParentQuad->m_vNormal );
|
||
|
pQuad->m_PointHandles[2] = BuildSubdivPoint( pEdge2->m_vNewEdgePoint, pEdge2->m_vNewEdgeNormal );
|
||
|
pQuad->m_PointHandles[3] = pParentQuad->m_PointHandles[3];
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// buidl new quad edges
|
||
|
//
|
||
|
for ( int ndxEdge = 0; ndxEdge < 4; ndxEdge++ )
|
||
|
{
|
||
|
pQuad->m_EdgeHandles[ndxEdge] = BuildSubdivEdge( ndxEdge, quadHandle, parentHandle, ndxChild );
|
||
|
}
|
||
|
|
||
|
return quadHandle;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::Init( void )
|
||
|
{
|
||
|
// ensure capacity on all lists
|
||
|
IWorldEditDispMgr *pDispMgr = GetActiveWorldEditDispManager();
|
||
|
if( !pDispMgr )
|
||
|
return;
|
||
|
|
||
|
int selectCount = pDispMgr->SelectCount();
|
||
|
m_Points.EnsureCapacity( SUBDIV_DISPPOINTS * selectCount );
|
||
|
m_Edges.EnsureCapacity( SUBDIV_DISPEDGES * selectCount );
|
||
|
m_Quads.EnsureCapacity( SUBDIV_DISPQUADS * selectCount );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::Shutdown( void )
|
||
|
{
|
||
|
// clear all lists
|
||
|
m_Points.Purge();
|
||
|
m_Edges.Purge();
|
||
|
m_Quads.Purge();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::AddDispTo( CMapDisp *pDisp )
|
||
|
{
|
||
|
// add a quad to the subdivision mesh
|
||
|
SubdivQuadHandle_t quadHandle = m_Quads.AddToTail();
|
||
|
Quad_Init( quadHandle );
|
||
|
SubdivQuad_t *pQuad = &m_Quads.Element( quadHandle );
|
||
|
|
||
|
// this is the parent!
|
||
|
pQuad->m_ndxParent = m_Quads.InvalidIndex();
|
||
|
pQuad->m_EditDispHandle = pDisp->GetEditHandle();
|
||
|
pQuad->m_Level = 0;
|
||
|
|
||
|
//
|
||
|
// get displacement data
|
||
|
//
|
||
|
int dispWidth = pDisp->GetWidth();
|
||
|
int dispHeight = pDisp->GetHeight();
|
||
|
|
||
|
//
|
||
|
// setup mapping between the displacement size and initial quad indices
|
||
|
//
|
||
|
pQuad->m_QuadIndices[0] = 0;
|
||
|
pQuad->m_QuadIndices[1] = dispWidth * ( dispHeight - 1 );
|
||
|
pQuad->m_QuadIndices[2] = ( dispWidth * dispHeight ) - 1;
|
||
|
pQuad->m_QuadIndices[3] = ( dispWidth - 1 );
|
||
|
|
||
|
//
|
||
|
// find point normals and neighbors -- "smooth"
|
||
|
// NOTE: this is slow -- should write a faster version (is offline process, do later)
|
||
|
//
|
||
|
IWorldEditDispMgr *pDispMgr = GetActiveWorldEditDispManager();
|
||
|
if( !pDispMgr )
|
||
|
return;
|
||
|
|
||
|
Vector vPoints[4];
|
||
|
Vector vPointNormals[4];
|
||
|
for( int ndxPt = 0; ndxPt < EDITDISP_QUADSIZE; ndxPt++ )
|
||
|
{
|
||
|
// get the base face normal of all surfaces touching this point!
|
||
|
pDisp->GetSurfNormal( vPointNormals[ndxPt] );
|
||
|
|
||
|
// get the point to compare to neighbors
|
||
|
pDisp->GetSurfPoint( ndxPt, vPoints[ndxPt] );
|
||
|
|
||
|
int count = pDispMgr->SelectCount();
|
||
|
for( int ndxSelect = 0; ndxSelect < count; ndxSelect++ )
|
||
|
{
|
||
|
CMapDisp *pSelectDisp = pDispMgr->GetFromSelect( ndxSelect );
|
||
|
if( !pSelectDisp || ( pSelectDisp == pDisp ) )
|
||
|
continue;
|
||
|
|
||
|
for( int ndxPt2 = 0; ndxPt2 < EDITDISP_QUADSIZE; ndxPt2++ )
|
||
|
{
|
||
|
Vector vPoint;
|
||
|
pSelectDisp->GetSurfPoint( ndxPt2, vPoint );
|
||
|
|
||
|
if( CompareSubdivPoints( vPoints[ndxPt], vPoint, 0.01f ) )
|
||
|
{
|
||
|
Vector vNormal;
|
||
|
pSelectDisp->GetSurfNormal( vNormal );
|
||
|
VectorAdd( vPointNormals[ndxPt], vNormal, vPointNormals[ndxPt] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VectorNormalize( vPointNormals[ndxPt] );
|
||
|
}
|
||
|
|
||
|
// build subdivision points
|
||
|
for( int ndxPt = 0; ndxPt < EDITDISP_QUADSIZE; ndxPt++ )
|
||
|
{
|
||
|
pQuad->m_PointHandles[ndxPt] = BuildSubdivPoint( vPoints[ndxPt], vPointNormals[ndxPt] );
|
||
|
}
|
||
|
|
||
|
// build subdivision edges
|
||
|
for( int ndxEdge = 0; ndxEdge < EDITDISP_QUADSIZE; ndxEdge++ )
|
||
|
{
|
||
|
pQuad->m_EdgeHandles[ndxEdge] = BuildSubdivEdge( ndxEdge, quadHandle, m_Quads.InvalidIndex(), -1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::GetDispFrom( CMapDisp *pDisp )
|
||
|
{
|
||
|
//
|
||
|
// find the parent quad with the id of the displacement
|
||
|
//
|
||
|
for ( SubdivQuadHandle_t quadHandle = m_Quads.Head(); quadHandle != m_Quads.InvalidIndex();
|
||
|
quadHandle = m_Quads.Next( quadHandle ) )
|
||
|
{
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
if ( pQuad )
|
||
|
{
|
||
|
// find children quads that "belong" to this displacement
|
||
|
if( pQuad->m_EditDispHandle != pDisp->GetEditHandle() )
|
||
|
continue;
|
||
|
|
||
|
// get the data at the appropriate level -- (based on the size of the displacement)
|
||
|
if ( pQuad->m_Level != pDisp->GetPower() )
|
||
|
continue;
|
||
|
|
||
|
//
|
||
|
// fill in subdivision positions and normals
|
||
|
//
|
||
|
for ( int ndxPt = 0; ndxPt < 4; ndxPt++ )
|
||
|
{
|
||
|
SubdivPoint_t *pPoint = GetPoint( pQuad->m_PointHandles[ndxPt] );
|
||
|
if ( pPoint )
|
||
|
{
|
||
|
Vector vFlatVert, vSubVert;
|
||
|
pDisp->GetFlatVert( pQuad->m_QuadIndices[ndxPt], vFlatVert );
|
||
|
VectorSubtract( pPoint->m_vPoint, vFlatVert, vSubVert );
|
||
|
pDisp->UpdateVertPositionForSubdiv( pQuad->m_QuadIndices[ndxPt], vSubVert );
|
||
|
pDisp->SetSubdivNormal( pQuad->m_QuadIndices[ndxPt], pPoint->m_vNormal );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// tell the dispalcemet to update itself
|
||
|
pDisp->UpdateData();
|
||
|
|
||
|
// reset subdivision/subdivided flags
|
||
|
pDisp->SetReSubdivision( false );
|
||
|
pDisp->SetSubdivided( true );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::DoCatmullClarkSubdivision( void )
|
||
|
{
|
||
|
for ( int ndxLevel = 0; ndxLevel < NUM_SUBDIV_LEVELS; ndxLevel++ )
|
||
|
{
|
||
|
// subdivide
|
||
|
CatmullClarkSubdivision();
|
||
|
|
||
|
// update the subdivision hierarchy (tree)
|
||
|
UpdateSubdivisionHierarchy( ndxLevel );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::CatmullClarkSubdivision( void )
|
||
|
{
|
||
|
//
|
||
|
// step 1: calculate the "new edge points" for all edges
|
||
|
//
|
||
|
for ( SubdivEdgeHandle_t edgeHandle = m_Edges.Head(); edgeHandle != m_Edges.InvalidIndex();
|
||
|
edgeHandle = m_Edges.Next( edgeHandle ) )
|
||
|
{
|
||
|
Edge_CalcNewPoint( edgeHandle );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// step 2: calculate the valence and edge list
|
||
|
//
|
||
|
for ( SubdivPointHandle_t ptHandle = m_Points.Head(); ptHandle != m_Points.InvalidIndex();
|
||
|
ptHandle = m_Points.Next( ptHandle ) )
|
||
|
{
|
||
|
for ( SubdivEdgeHandle_t edgeHandle = m_Edges.Head(); edgeHandle != m_Edges.InvalidIndex();
|
||
|
edgeHandle = m_Edges.Next( edgeHandle ) )
|
||
|
{
|
||
|
SubdivEdge_t *pEdge = GetEdge( edgeHandle );
|
||
|
if ( !pEdge->m_bActive )
|
||
|
continue;
|
||
|
|
||
|
if ( ( ptHandle == pEdge->m_PointHandles[0] ) || ( ptHandle == pEdge->m_PointHandles[1] ) )
|
||
|
{
|
||
|
SubdivPoint_t *pPoint = GetPoint( ptHandle );
|
||
|
|
||
|
if ( pPoint->m_uValence < ( EDITDISP_QUADSIZE*4 ) )
|
||
|
{
|
||
|
pPoint->m_EdgeHandles[pPoint->m_uValence] = edgeHandle;
|
||
|
pPoint->m_uValence++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// step 3: determine the point's Type (Oridinary, Corner, Crease)
|
||
|
//
|
||
|
for ( SubdivPointHandle_t ptHandle = m_Points.Head(); ptHandle != m_Points.InvalidIndex(); ptHandle = m_Points.Next( ptHandle ) )
|
||
|
{
|
||
|
SubdivPoint_t *pPoint = GetPoint( ptHandle );
|
||
|
if ( pPoint )
|
||
|
{
|
||
|
int sharpCount = 0;
|
||
|
int sharpThreshold = pPoint->m_uValence - 1;
|
||
|
bool bHasNeighbors = false;
|
||
|
|
||
|
// initialize as oridinary -- determine otherwise
|
||
|
pPoint->m_uType = SUBDIV_POINTORDINARY;
|
||
|
|
||
|
for ( int ndxEdge = 0; ndxEdge < pPoint->m_uValence; ndxEdge++ )
|
||
|
{
|
||
|
SubdivEdge_t *pEdge = GetEdge( pPoint->m_EdgeHandles[ndxEdge] );
|
||
|
if ( pEdge )
|
||
|
{
|
||
|
if ( pEdge->m_flSharpness > 0.0f )
|
||
|
{
|
||
|
sharpCount++;
|
||
|
}
|
||
|
|
||
|
if ( pEdge->m_QuadHandles[1] != m_Quads.InvalidIndex() )
|
||
|
{
|
||
|
bHasNeighbors = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !bHasNeighbors || ( sharpCount >= sharpThreshold ) )
|
||
|
{
|
||
|
pPoint->m_uType = SUBDIV_POINTCORNER;
|
||
|
}
|
||
|
else if( sharpCount > 1 )
|
||
|
{
|
||
|
pPoint->m_uType = SUBDIV_POINTCREASE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// step 4: calculate the "new points" for all points
|
||
|
//
|
||
|
for ( SubdivPointHandle_t ptHandle = m_Points.Head(); ptHandle != m_Points.InvalidIndex(); ptHandle = m_Points.Next( ptHandle ) )
|
||
|
{
|
||
|
Point_CalcNewPoint( ptHandle );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// step 5: copy all "new point" data to point data
|
||
|
//
|
||
|
for ( SubdivPointHandle_t ptHandle = m_Points.Head(); ptHandle != m_Points.InvalidIndex(); ptHandle = m_Points.Next( ptHandle ) )
|
||
|
{
|
||
|
SubdivPoint_t *pPoint = GetPoint( ptHandle );
|
||
|
VectorCopy( pPoint->m_vNewPoint, pPoint->m_vPoint );
|
||
|
VectorCopy( pPoint->m_vNewNormal, pPoint->m_vNewNormal );
|
||
|
VectorClear( pPoint->m_vNewPoint );
|
||
|
VectorClear( pPoint->m_vNewNormal );
|
||
|
|
||
|
// reset valence
|
||
|
pPoint->m_uValence = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEditDispSubdivMesh::UpdateSubdivisionHierarchy( int ndxLevel )
|
||
|
{
|
||
|
int quadCount = m_Quads.Count();
|
||
|
SubdivQuadHandle_t quadHandle = m_Quads.Head();
|
||
|
int ndxQuad = 0;
|
||
|
|
||
|
while ( ( quadHandle != m_Quads.InvalidIndex() ) && ( ndxQuad < quadCount ) )
|
||
|
{
|
||
|
SubdivQuad_t *pQuad = GetQuad( quadHandle );
|
||
|
if ( pQuad )
|
||
|
{
|
||
|
// skip parent quads
|
||
|
if ( pQuad->m_ndxChild[0] != m_Quads.InvalidIndex() )
|
||
|
{
|
||
|
ndxQuad++;
|
||
|
quadHandle = m_Quads.Next( quadHandle );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for( int ndxChild = 0; ndxChild < 4; ndxChild++ )
|
||
|
{
|
||
|
pQuad->m_ndxChild[ndxChild] = BuildSubdivQuad( ndxChild, quadHandle );
|
||
|
}
|
||
|
|
||
|
// de-activate all edges (children's edges are active now!)
|
||
|
for ( int ndxEdge = 0; ndxEdge < 4; ndxEdge++ )
|
||
|
{
|
||
|
SubdivEdge_t *pEdge = GetEdge( pQuad->m_EdgeHandles[ndxEdge] );
|
||
|
if ( pEdge )
|
||
|
{
|
||
|
pEdge->m_bActive = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ndxQuad++;
|
||
|
quadHandle = m_Quads.Next( quadHandle );
|
||
|
}
|
||
|
}
|