Team Fortress 2 Source Code as on 22/4/2020
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//============ Copyright (c) Valve Corporation, All rights reserved. ==========
//
//=============================================================================
#pragma once
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CCheckUVCmd
{
public:
int m_nOptGutterTexWidth; // Width of texture for gutter check
int m_nOptGutterTexHeight; // Height of texture for gutter check
int m_nOptGutterMin; // Minimum number of pixels between polygon islands in UV space
enum CheckMask_t
{
CHECK_UV_FLAG_NORMALIZED = ( 1 << 0 ),
CHECK_UV_FLAG_OVERLAP = ( 1 << 1 ),
CHECK_UV_FLAG_INVERSE = ( 1 << 2 ),
CHECK_UV_FLAG_GUTTER = ( 1 << 3 ),
CHECK_UV_ALL_FLAGS = ( CHECK_UV_FLAG_NORMALIZED | CHECK_UV_FLAG_OVERLAP | CHECK_UV_FLAG_INVERSE | CHECK_UV_FLAG_GUTTER )
};
int m_nOptChecks;
CCheckUVCmd();
void Clear();
bool DoCheck( CheckMask_t eCheckMask ) const { return ( m_nOptChecks & eCheckMask ) == eCheckMask; }
bool DoAnyCheck() const { return ( m_nOptChecks & CHECK_UV_ALL_FLAGS ) != 0; }
void SetCheck( CheckMask_t eCheckMask ) { m_nOptChecks |= ( CHECK_UV_ALL_FLAGS & eCheckMask ); }
void ClearCheck( CheckMask_t eCheckMask ) { m_nOptChecks &= ( CHECK_UV_ALL_FLAGS & ~eCheckMask ); }
bool CheckUVs( const struct s_source_t *const *pSourceList, int nSourceCount ) const;
// Check that all UVs are in the [0, 1] range
bool CheckNormalized( const struct s_source_t *pSource ) const;
// Check that all polygons in UV do not overlap
bool CheckOverlap( const struct s_source_t *pSource ) const;
// Check that all polygons in UV have the correct winding, i.e. the cross
// product of edge AB x BC points the right direction
bool CheckInverse( const struct s_source_t *pSource ) const;
// Check that the distance between edges in UV islands is a minimum number of pixels for a given texture size
bool CheckGutter( const struct s_source_t *pSource ) const;
// Returns barycentric coordinates Vector( u, v, w ) for point vP with respect to triangle ( vA, vB, vC )
static Vector Barycentric( const Vector2D &vP, const Vector2D &vA, const Vector2D &vB, const Vector2D &vC );
static Vector Barycentric( const Vector &vP, const Vector &vA, const Vector &vB, const Vector &vC );
static int FindMeshIndex( const struct s_source_t *pSource, int nFaceIndex );
static void PrintVertex( const struct s_vertexinfo_t &v, const char *pszPrefix = " " );
static void PrintVertex( const struct s_vertexinfo_t &v, const struct s_texture_t &t, const char *pszPrefix = " " );
static void PrintFace( const s_source_t *pSource, const int nMesh, const int nFace, const char *pszPrefix = " " );
};