Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SUBDIV_H
#define SUBDIV_H
#pragma once
class CMapDisp;
class CSubdivEdge;
class CSubdivQuad;
//=============================================================================
//
// Class Subdivision Point
//
class CSubdivPoint
{
public:
enum { POINT_ORDINARY = 0,
POINT_CORNER = 1,
POINT_CREASE = 2 };
enum { NUM_SUBDIV_EDGES = 8 };
Vector m_Point;
Vector m_Normal;
Vector m_NewPoint;
Vector m_NewNormal;
int m_Type;
int m_Valence;
CSubdivEdge *m_pEdges[NUM_SUBDIV_EDGES];
void Clear( void );
void Copy( const CSubdivPoint *pFrom );
void CalcNewVertexPoint( void );
void CalcNewVertexNormal( void );
friend bool CompareSubdivPoints( const CSubdivPoint *pPoint1, const CSubdivPoint *pPoint2, float tolerance );
friend bool CompareSubdivPointToPoint( const CSubdivPoint *pSubdivPoint, const Vector& point, float tolerance );
};
//=============================================================================
//
// Class Subdivision Edge
//
class CSubdivEdge
{
public:
short m_ndxPoint[2];
CSubdivQuad *m_pQuads[2];
short m_ndxQuadEdge[2];
float m_Sharpness;
Vector m_NewEdgePoint;
Vector m_NewEdgeNormal;
bool m_Active;
void Clear( void );
void Copy( const CSubdivEdge *pFrom );
void CalcNewEdgePoint( void );
void CalcNewEdgeNormal( void );
friend bool CompareSubdivEdges( const CSubdivEdge *pEdge1, const CSubdivEdge *pEdge2 );
};
//=============================================================================
//
// Class Subdivision Quad
//
class CSubdivQuad
{
public:
short m_ndxQuad[4]; // quad indices -- see CSubdivManager
short m_ndxVert[4]; // vert indices -- see CSubdivManager
short m_ndxEdge[4]; // edge indices -- see CSubdivManager
Vector m_Centroid; // center of quad
Vector m_Normal; // quad normal
void GetCentroid( Vector& centroid );
void CalcCentroid( void );
void GetNormal( Vector& normal );
void CalcNormal( void );
};
//=============================================================================
//
// Class Subdivision Mesh
//
class CSubdivMesh
{
public:
//=========================================================================
//
// Creation/Destruction
//
CSubdivMesh();
~CSubdivMesh();
//=========================================================================
//
//
//
inline void Clear( void );
void DoSubdivide( void );
//=========================================================================
//
//
//
inline int GetPointCount( void );
int AddPoint( const Vector& point, const Vector& normal );
void RemovePoint( Vector& point );
inline void GetPoint( int index, Vector& point );
inline void GetNormal( int index, Vector& normal );
inline int GetEdgeCount( void );
int AddEdge( CSubdivEdge *edge );
void RemoveEdge( CSubdivEdge *edge );
inline void GetEdge( int index, CSubdivEdge *edge );
private:
// enum { MAX_SUBDIV_POINTS = 32000 };
// enum { MAX_TREES = 64 };
int m_PointCount;
int m_MaxPointCount;
CSubdivPoint *m_pPoints;
// CSubdivPoint m_Points[MAX_SUBDIV_POINTS]; // mesh list of subdivision verts
int m_EdgeCount;
int m_MaxEdgeCount;
CSubdivEdge *m_pEdges;
// CSubdivEdge m_Edges[MAX_SUBDIV_POINTS]; // mesh list of subdivision edges
int m_TreeCount;
int m_MaxTreeCount;
CSubdivQuad **m_ppTrees;
// CSubdivQuad *m_pTrees[MAX_TREES];
void CatmullClarkSubdivide( void );
int AddTree( CSubdivQuad *pTree );
int GetStartIndexFromLevel( int levelIndex );
int GetEndIndexFromLevel( int levelIndex );
void AddQuadToMesh( CSubdivQuad *pQuad );
inline void ClearEdges( void );
void CreateChildQuads( CSubdivQuad *pRoot, int quadIndex );
void SetEdgeData( CSubdivQuad *pRoot, int index, int parentIndex, int subdivIndex );
void CreateChildQuad1( CSubdivQuad *pRoot, int index, int parentIndex );
void CreateChildQuad2( CSubdivQuad *pRoot, int index, int parentIndex );
void CreateChildQuad3( CSubdivQuad *pRoot, int index, int parentIndex );
void CreateChildQuad4( CSubdivQuad *pRoot, int index, int parentIndex );
bool PreSubdivide( void );
void Subdivide( void );
void PostSubdivide( void );
bool AllocCache( int dispCount );
void FreeCache( void );
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CSubdivMesh::Clear( void )
{
m_PointCount = 0;
m_EdgeCount = 0;
m_TreeCount = 0;
m_MaxPointCount = 0;
m_MaxEdgeCount = 0;
m_MaxTreeCount = 0;
m_pPoints = NULL;
m_pEdges = NULL;
m_ppTrees = NULL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int CSubdivMesh::GetPointCount( void )
{
return m_PointCount;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CSubdivMesh::GetPoint( int index, Vector& point )
{
assert( index >= 0 );
assert( index < m_PointCount );
point = m_pPoints[index].m_Point;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CSubdivMesh::GetNormal( int index, Vector& normal )
{
assert( index >= 0 );
assert( index < m_PointCount );
normal = m_pPoints[index].m_Normal;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int CSubdivMesh::GetEdgeCount( void )
{
return m_EdgeCount;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline void CSubdivMesh::GetEdge( int index, CSubdivEdge *edge )
{
assert( index >= 0 );
assert( index < m_EdgeCount );
edge->Copy( &m_pEdges[index] );
}
#endif // SUBDIV_H