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59 lines
2.7 KiB
59 lines
2.7 KiB
//============ Copyright (c) Valve Corporation, All rights reserved. ==========
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//
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//=============================================================================
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#pragma once
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CCheckUVCmd
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{
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public:
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int m_nOptGutterTexWidth; // Width of texture for gutter check
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int m_nOptGutterTexHeight; // Height of texture for gutter check
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int m_nOptGutterMin; // Minimum number of pixels between polygon islands in UV space
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enum CheckMask_t
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{
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CHECK_UV_FLAG_NORMALIZED = ( 1 << 0 ),
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CHECK_UV_FLAG_OVERLAP = ( 1 << 1 ),
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CHECK_UV_FLAG_INVERSE = ( 1 << 2 ),
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CHECK_UV_FLAG_GUTTER = ( 1 << 3 ),
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CHECK_UV_ALL_FLAGS = ( CHECK_UV_FLAG_NORMALIZED | CHECK_UV_FLAG_OVERLAP | CHECK_UV_FLAG_INVERSE | CHECK_UV_FLAG_GUTTER )
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};
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int m_nOptChecks;
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CCheckUVCmd();
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void Clear();
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bool DoCheck( CheckMask_t eCheckMask ) const { return ( m_nOptChecks & eCheckMask ) == eCheckMask; }
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bool DoAnyCheck() const { return ( m_nOptChecks & CHECK_UV_ALL_FLAGS ) != 0; }
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void SetCheck( CheckMask_t eCheckMask ) { m_nOptChecks |= ( CHECK_UV_ALL_FLAGS & eCheckMask ); }
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void ClearCheck( CheckMask_t eCheckMask ) { m_nOptChecks &= ( CHECK_UV_ALL_FLAGS & ~eCheckMask ); }
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bool CheckUVs( const struct s_source_t *const *pSourceList, int nSourceCount ) const;
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// Check that all UVs are in the [0, 1] range
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bool CheckNormalized( const struct s_source_t *pSource ) const;
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// Check that all polygons in UV do not overlap
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bool CheckOverlap( const struct s_source_t *pSource ) const;
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// Check that all polygons in UV have the correct winding, i.e. the cross
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// product of edge AB x BC points the right direction
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bool CheckInverse( const struct s_source_t *pSource ) const;
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// Check that the distance between edges in UV islands is a minimum number of pixels for a given texture size
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bool CheckGutter( const struct s_source_t *pSource ) const;
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// Returns barycentric coordinates Vector( u, v, w ) for point vP with respect to triangle ( vA, vB, vC )
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static Vector Barycentric( const Vector2D &vP, const Vector2D &vA, const Vector2D &vB, const Vector2D &vC );
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static Vector Barycentric( const Vector &vP, const Vector &vA, const Vector &vB, const Vector &vC );
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static int FindMeshIndex( const struct s_source_t *pSource, int nFaceIndex );
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static void PrintVertex( const struct s_vertexinfo_t &v, const char *pszPrefix = " " );
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static void PrintVertex( const struct s_vertexinfo_t &v, const struct s_texture_t &t, const char *pszPrefix = " " );
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static void PrintFace( const s_source_t *pSource, const int nMesh, const int nFace, const char *pszPrefix = " " );
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};
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