Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmefaceset.h"
#include "movieobjects/dmematerial.h"
#include "tier0/dbg.h"
#include "UtlBuffer.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeFaceSet, CDmeFaceSet );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeFaceSet::OnConstruction() { m_indices.Init( this, "faces" ); m_material.Init( this, "material" ); }
void CDmeFaceSet::OnDestruction() { }
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
CDmeMaterial *CDmeFaceSet::GetMaterial() { return m_material.GetElement(); }
void CDmeFaceSet::SetMaterial( CDmeMaterial *pMaterial ) { m_material = pMaterial; }
int CDmeFaceSet::AddIndices( int nCount ) { int nCurrentCount = m_indices.Count(); m_indices.EnsureCount( nCount + nCurrentCount ); return nCurrentCount; }
void CDmeFaceSet::SetIndices( int nFirstIndex, int nCount, int *pIndices ) { m_indices.SetMultiple( nFirstIndex, nCount, pIndices ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeFaceSet::SetIndex( int i, int nValue ) { m_indices.Set( i, nValue ); }
//-----------------------------------------------------------------------------
// Returns the number of triangulated indices
//-----------------------------------------------------------------------------
int CDmeFaceSet::GetNextPolygonVertexCount( int nFirstIndex ) const { int nCurrIndex = nFirstIndex; int nTotalCount = m_indices.Count(); while( nCurrIndex < nTotalCount ) { if ( m_indices[nCurrIndex] == -1 ) break; ++nCurrIndex; }
return nCurrIndex - nFirstIndex; }
//-----------------------------------------------------------------------------
// Returns the number of triangulated indices total
//-----------------------------------------------------------------------------
int CDmeFaceSet::GetTriangulatedIndexCount() const { int nIndexCount = 0; int nVertexCount = 0; int nTotalCount = m_indices.Count(); for ( int nCurrIndex = 0; nCurrIndex < nTotalCount; ++nCurrIndex ) { if ( m_indices[nCurrIndex] == -1 ) { if ( nVertexCount >= 3 ) { nIndexCount += ( nVertexCount - 2 ) * 3; } nVertexCount = 0; continue; }
++nVertexCount; }
if ( nVertexCount >= 3 ) { nIndexCount += ( nVertexCount - 2 ) * 3; }
return nIndexCount; }
//-----------------------------------------------------------------------------
// Returns the number of indices total
//-----------------------------------------------------------------------------
int CDmeFaceSet::GetIndexCount() const { int nIndexCount = 0; int nVertexCount = 0; int nTotalCount = m_indices.Count();
for ( int nCurrIndex = 0; nCurrIndex < nTotalCount; ++nCurrIndex ) { if ( m_indices[nCurrIndex] == -1 ) { nIndexCount += nVertexCount; nVertexCount = 0; continue; }
++nVertexCount; }
nIndexCount += nVertexCount;
return nIndexCount; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeFaceSet::RemoveMultiple( int elem, int num ) { m_indices.RemoveMultiple( elem, num ); }
//-----------------------------------------------------------------------------
// Returns the number of faces in the face set
//-----------------------------------------------------------------------------
int CDmeFaceSet::GetFaceCount() const { int nFaceCount = 0; int nVertexCount = 0;
const int nIndexCount = NumIndices(); for ( int i = 0; i < nIndexCount; ++i ) { if ( GetIndex( i ) < 0 ) { if ( nVertexCount > 0 ) { ++nFaceCount; } nVertexCount = 0; continue; }
++nVertexCount; }
if ( nVertexCount > 0 ) { ++nFaceCount; }
return nFaceCount; }
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