Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
83 lines
2.2 KiB
C++
83 lines
2.2 KiB
C++
/**********************************************************************
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*<
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FILE: meshadj.h
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DESCRIPTION: Adjacency list for meshes.
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CREATED BY: Rolf Berteig
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HISTORY:
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*> Copyright (c) 1994, All Rights Reserved.
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**********************************************************************/
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#ifndef __MESHADJ__
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#define __MESHADJ__
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#include "export.h"
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#define UNDEFINED 0xffffffff
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class MEdge {
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public:
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DWORD f[2];
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DWORD v[2];
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};
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class AdjEdgeList {
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public:
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DWORDTab *list; // 1 DWORDTab per vertex. The Tab is a list of indices into the edge list, 1 for each edge adjacent to the vertex
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Tab<MEdge> edges; // Table of edges
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int nverts; // size of 'list'.
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DllExport AdjEdgeList(Mesh& amesh);
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DllExport ~AdjEdgeList();
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AdjEdgeList& operator=(AdjEdgeList& a) {assert(0);return *this;}
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DllExport void AddEdge( DWORD fi, DWORD v1, DWORD v2 );
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DWORDTab& operator[](int i) { return list[i]; }
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DllExport int FindEdge(DWORD v0, DWORD v1);
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DllExport int FindEdge(DWORDTab& vmap,DWORD v0, DWORD v1);
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DllExport void TransferEdges(DWORD from,DWORD to,DWORD except1,DWORD except2,DWORD del);
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DllExport void RemoveEdge(DWORD from,DWORD e);
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};
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class AdjFace {
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public:
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DWORD f[3];
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AdjFace() {f[0] = f[1] = f[2] = UNDEFINED;}
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};
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class AdjFaceList {
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public:
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Tab<AdjFace> list;
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AdjFace& operator[](int i) {return list[i];}
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DllExport AdjFaceList(Mesh& mesh,AdjEdgeList& el);
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};
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class FaceElementList {
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public:
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// For each face, which element is it in
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DWORDTab elem;
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DWORD count;
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DllExport FaceElementList(Mesh &mesh,AdjFaceList& af);
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DWORD operator[](int i) {return elem[i];}
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};
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class FaceClusterList {
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public:
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// Cluster #, one for each face - non-selected faces have UNDEFINED for their id.
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DWORDTab clust;
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DWORD count;
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// This version separates cluster also using a minimum angle and optionally the selection set
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DllExport FaceClusterList(Mesh *mesh, AdjFaceList& adj,float angle,BOOL useSel=TRUE);
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// Uses selection set
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DllExport FaceClusterList(BitArray& fsel, AdjFaceList& adj);
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DWORD operator[](int i) { return clust[i]; }
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};
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#endif //__MESHADJ__
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