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;
}