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