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.
441 lines
18 KiB
C++
441 lines
18 KiB
C++
/**********************************************************************
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*<
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FILE: MNMesh.h
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DESCRIPTION: Special mesh structures useful for face and edge based mesh operations.
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CREATED BY: Steve Anderson, working for Kinetix!
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HISTORY: created March 1997 from old SDMesh and WMesh.
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*> Copyright (c) 1996 Autodesk, Inc., All Rights Reserved.
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**********************************************************************/
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// Necessary prior inclusions: max.h
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// Classes:
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// MNMesh
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// MNVert
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// MNEdge
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// MNFace
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// MNMeshBorder
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#ifndef __MN_MESH_H_
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#define __MN_MESH_H_
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// Boolean types: we use the same ones defined in mesh.h
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//#define MESHBOOL_UNION 1
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//#define MESHBOOL_INTERSECTION 2
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//#define MESHBOOL_DIFFERENCE 3
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// General flags for all components
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// For MNVerts, MNEdges, and MNFaces, bits 0-7 are used for general characteristics
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// of the object. Bits 8-15 are used internally to certain algorithms, for characteristics
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// that only matter for a little while. Bits 16-31 are reserved for MNMath.lib users.
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#define MN_SEL (1<<0)
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#define MN_DEAD (1<<1)
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#define MN_TARG (1<<2)
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#define MN_WHATEVER (1<<15) // Temporary flag used internally for whatever.
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#define MN_USER (1<<16) // Anything above this can be used by applications.
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// Vertex flags
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#define MN_VERT_SEL MN_SEL
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#define MN_VERT_DEAD MN_DEAD
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#define MN_VERT_TARG MN_TARG
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#define MN_VERT_DONE (1<<3)
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#define MN_VERT_WHATEVER MN_WHATEVER
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class MNMesh;
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class MNVert : public FlagUser {
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public:
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Point3 p;
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IntTab fac; // list of faces using this vert
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IntTab edg; // list of edges using this vert
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int orig; // Original point this vert comes from.
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MNVert () { orig = -1; }
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DllExport int FaceIndex (int ff, int ee=-1);
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DllExport int EdgeIndex (int ee);
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void DeleteEdge (int ee) { edg.Delete (EdgeIndex(ee), 1); }
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DllExport void DeleteFace (int ff);
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DllExport void ReplaceEdge (int oe, int ne);
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DllExport void ReplaceFace (int of, int nf);
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DllExport MNVert & operator= (MNVert & from); // Copies fac & edg too.
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DllExport void MNDebugPrint ();
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// DO NOT USE following: it does nothing and will go away in 3.0.
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DllExport void MNDebugPrint (FILE *fp, char *leading);
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};
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// Edge flags
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#define MN_EDGE_SEL MN_SEL
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#define MN_EDGE_DEAD MN_DEAD
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#define MN_EDGE_TARG MN_TARG
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#define MN_EDGE_INVIS (1<<3)
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#define MN_EDGE_HALFINVIS (1<<4)
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#define MN_EDGE_NOCROSS (1<<5)
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#define MN_EDGE_TV_SEAM (1<<6)
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#define MN_EDGE_WHATEVER MN_WHATEVER
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// Edge goes from v1 to v2
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// f1 is forward-indexing face (face on "left" if surface normal above, v2 in front)
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// f2 is backward-indexing face, or -1 if no such face exists. (Face on "right")
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class MNEdge : public FlagUser {
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public:
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int v1, v2;
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int f1, f2;
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int track; // Keep track of whatever.
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MNEdge() { f1=f2=-1; v1=v2=0; track=-1; }
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MNEdge (int vv1, int vv2, int fc) { f1=fc; f2=-1; v1=vv1; v2=vv2; track=-1; }
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int OtherFace (int ff) { return (ff==f1) ? f2 : f1; }
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int OtherVert (int vv) { return (vv==v1) ? v2 : v1; }
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void Invert () { int hold=v1; v1=v2; v2=hold; hold=f1; f1=f2; f2=hold; }
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DllExport void ReplaceFace (int of, int nf, int vv1=-1);
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void ReplaceVert (int ov, int nv) { if (v1 == ov) v1 = nv; else { assert (v2==ov); v2 = nv; } }
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DllExport bool Uncrossable ();
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DllExport MNEdge & operator= (const MNEdge & from);
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DllExport void MNDebugPrint ();
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// DO NOT USE following: it does nothing and will go away in 3.0.
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DllExport void MNDebugPrint (FILE *fp, char *leading);
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};
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// MNFace flags:
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#define MN_FACE_SEL MN_SEL
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#define MN_FACE_DEAD MN_DEAD
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#define MN_FACE_TARG MN_TARG
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#define MN_FACE_OPEN_REGION (1<<5) // Face is not part of closed submesh.
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#define MN_FACE_CHECKED (1<<7) // for recursive face-and-neighbor-checking
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#define MN_FACE_CHANGED (1<<8)
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#define MN_FACE_WHATEVER MN_WHATEVER
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class MNFace : public FlagUser {
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friend class MNMesh;
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int dalloc, halloc, talloc;
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public:
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int deg; // Degree: number of vtx's and edg's that are relevant.
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int *vtx; // Defining verts of this face.
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int *edg;
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int *tri; // Hidden triangulation
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int *tvrt, *cvrt;
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int hdeg;
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Point3 *hvtx; // Hidden verts
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int *htvrt, *hcvrt; // Hidden tverts & cverts
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DWORD smGroup;
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MtlID material;
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int track; // Keep track of whatever -- MNMesh internal use only.
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BitArray visedg, edgsel;
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MNFace() { Init(); }
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DllExport MNFace (int d, int h=0);
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DllExport MNFace (const MNFace *from);
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~MNFace () { Clear(); }
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DllExport void Init();
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DllExport void Clear();
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DllExport void SetAlloc (int d, int h=0);
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DllExport void MakePoly (int fdeg, int *vv, int *tt=NULL, int *cc=NULL, bool *vis=NULL, bool *sel=NULL);
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DllExport void Insert (int pos, int num=1);
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// In 3.0, there will be one bool Delete (int pos, int num=1, int edir=1, bool fixtri=TRUE);
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DllExport bool Delete (int pos, int num, int edir, bool fixtri);
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DllExport void Delete (int pos, int num=1, int edir=1);
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DllExport void HInsert (int pos, int num=1);
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DllExport void HDelete (int pos, int num=1);
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// in 3.0, there will be one RotateStart (int newstart, bool do_t=TRUE, bool do_c=TRUE);
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DllExport void RotateStart (int newstart);
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DllExport void RotateStart (int newstart, bool do_t, bool do_c);
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DllExport void Flip (bool do_t=TRUE, bool do_c=TRUE); // Reverses order of verts. 0 remains start.
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DllExport int VertIndex (int vv, int ee=-1);
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DllExport int EdgeIndex (int ee, int vv=-1);
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DllExport void ReplaceVert (int ov, int nv, int ee=-1);
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DllExport void ReplaceEdge (int oe, int ne, int vv=-1);
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DllExport MNFace & operator= (const MNFace & from);
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DllExport void MNDebugPrint (bool tvprint, bool cvprint, bool triprint=FALSE, bool hinfo=TRUE);
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// DO NOT USE following: it does nothing and will go away in 3.0.
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DllExport void MNDebugPrint (FILE *fp, char *leading, bool tvprint, bool cvprint,
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bool triprint, bool hinfo);
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};
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class MNFaceTriCache {
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friend class MNMesh;
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int fid;
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int deg;
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int *tri;
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int hdeg;
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int *htri;
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double *hbary;
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MNFaceTriCache () { tri=NULL; htri=NULL; hbary=NULL; hdeg=0; deg=0; fid=-1; }
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~MNFaceTriCache () { if (tri) delete [] tri; if (htri) delete [] htri; if (hbary) delete [] hbary; }
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DllExport void SetDeg (int degg);
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DllExport void SetHDeg (int hdegg);
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};
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#define MN_MESH_NONTRI (1<<0) // At least 2 triangles have been joined
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#define MN_MESH_FILLED_IN (1<<1) // All topological links complete
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#define MN_MESH_RATSNEST (1<<2) // Set if we've replicated points to avoid rats' nest meshes.
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#define MN_MESH_NO_BAD_VERTS (1<<3) // Set if we've established that each vert has exactly one connected component of faces & edges.
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#define MN_MESH_VERTS_ORDERED (1<<4) // Set if we've ordered the fac, edg tables in each vert.
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#define MN_MESH_MAPPING (1<<5) // Mesh has valid mapping coords.
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#define MN_MESH_CVERTS (1<<6) // Mesh has valid colored verts
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#define MN_MESH_HAS_VOLUME (1<<7) // Some subset of mesh describes closed surface of solid
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#define MN_MESH_CACHE_FLAGS (MN_MESH_FILLED_IN|MN_MESH_NO_BAD_VERTS|MN_MESH_VERTS_ORDERED)
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class MNMeshBorder;
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// Following will be used in 3.0:
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//typedef MNVert * MNVP;
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//typedef MNEdge * MNEP;
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//typedef MNFace * MNFP;
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class MNMesh : public FlagUser {
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private:
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Tab<MNVert *> v;
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Tab<MNEdge *> e;
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Tab<MNFace *> f;
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Tab<UVVert> tv;
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Tab<VertColor> cv;
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/* For 3.0: new data format. Above tables will not be used.
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// This change should be transparent to developers, and should enhance speed.
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MNVP *v;
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MNEP *e;
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MNFP *f;
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UVVert *tv;
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VertColor *cv;
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int numv, nume, numf, numt, numc;
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int nv_alloc, ne_alloc, nf_alloc, nt_alloc, nc_alloc;
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*/
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Tab<MNFaceTriCache *> tcache;
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// Array allocation: these functions (& Init) have sole control over nvalloc, etc.
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void VAlloc (int num, bool keep=TRUE);
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void EAlloc (int num, bool keep=TRUE);
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void FAlloc (int num, bool keep=TRUE);
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void TVAlloc (int num, bool keep=TRUE);
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void CVAlloc (int num, bool keep=TRUE);
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// Internal part of SabinDoo method:
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void SDVEdgeFace (int id, int vid, int *fv, int *ftv, int *fcv, DWORD selLevel);
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// Internal part of recursive smoothing-group search.
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DWORD FindReplacementSmGroup (int ff, DWORD os, int call);
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// Internal parts of Boolean.
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int BooleanZip (DWORD sortFlag, float weldThresh);
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bool BoolZipSeam (IntTab *lpi, IntTab *lpj, int & starth, int & startk, float weldThresh);
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void BoolPaintClassification (int ff, DWORD classification, int calldepth);
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public:
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// Basic class ops
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MNMesh () { DefaultFlags (); }
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MNMesh (const Mesh & from) { SetFromTri (from); FillInMesh (); }
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~MNMesh() { Clear(); }
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// Initialization:
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void DefaultFlags () { ClearAllFlags (); SetFlag (MN_MESH_MAPPING | MN_MESH_CVERTS); }
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//DllExport void Init (); // will be added in 3.0.
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// Access to components
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int VNum () const { return v.Count(); }
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MNVert *V(int i) const { return v[i]; }
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Point3 & P(int i) const { return v[i]->p; }
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int ENum () const { return e.Count(); }
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MNEdge *E(int i) const { return e[i]; }
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int FNum () const { return f.Count(); }
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MNFace *F(int i) const { return f[i]; }
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int TVNum () const { return GetFlag (MN_MESH_MAPPING) ? tv.Count() : 0; }
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UVVert & TV(int i) const { return tv[i]; }
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int CVNum () const { return GetFlag (MN_MESH_CVERTS) ? cv.Count() : 0; }
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VertColor & CV(int i) const { return cv[i]; }
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DllExport int TriNum () const;
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// Adding new components -- all allocation should go through here!
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DllExport int NewTri (int a, int b, int c, DWORD smG=0, MtlID mt=0);
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DllExport int NewTri (int *vv, int *tt, int *cc, DWORD smG=0, MtlID mt=0);
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DllExport int NewQuad (int a, int b, int c, int d, DWORD smG=0, MtlID mt=0);
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DllExport int NewQuad (int *vv, int *tt, int *cc, DWORD smG=0, MtlID mt=0);
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DllExport int NewFace (MNFace *ff, int degg=0, int *vv=NULL, int *tt=NULL, int *cc=NULL, bool *vis=NULL, bool *sel=NULL);
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DllExport int RegisterEdge (int v1, int v2, int f, int fpos);
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DllExport int SimpleNewEdge (int v1, int v2);
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DllExport int NewEdge (int v1, int v2, int f, int fpos);
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DllExport int NewVert (Point3 & p, MNVert *vv=NULL);
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DllExport int NewVert (MNVert *vv);
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DllExport int NewTVert (UVVert oldtv, int uoff=0, int voff=0);
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DllExport int NewCVert (VertColor color);
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// To delete, set MN_*_DEAD flag and use following routines, which are all o(n).
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DllExport void CollapseDeadVerts ();
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DllExport void CollapseDeadEdges ();
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DllExport void CollapseDeadFaces ();
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DllExport void CollapseDeadTVerts (); // Figures out which are dead.
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DllExport void CollapseDeadCVerts (); // Figures out which are dead.
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void CollapseDeadStructs() {
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CollapseDeadVerts(); CollapseDeadEdges(); CollapseDeadFaces();
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CollapseDeadTVerts(); CollapseDeadCVerts();
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}
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DllExport void Clear (); // Deletes everything.
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//DllExport void ClearAndFree (); // For 3.0 data: deletes everything, frees all memory
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// En Masse flag-clearing and setting:
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void ClearVFlags (DWORD fl) { for (int i=0; i<v.Count(); i++) v[i]->ClearFlag (fl); }
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void ClearEFlags (DWORD fl) { for (int i=0; i<e.Count(); i++) e[i]->ClearFlag (fl); }
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void ClearFFlags (DWORD fl) { for (int i=0; i<f.Count(); i++) f[i]->ClearFlag (fl); }
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DllExport void PaintFaceFlag (int ff, DWORD fl, DWORD fenceflags=0x0);
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// I/O with regular Meshes.
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void SetFromTri (const Mesh & from) { Clear (); AddTri (from); }
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DllExport void AddTri (const Mesh & from); // o(n) -- Add another mesh -- simple union
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DllExport void OutToTri (Mesh & tmesh); // o(n)
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// Internal computation: each of the following 3 requires the previous.
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DllExport void FillInMesh (); // o(n*5) or so
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DllExport void EliminateBadVerts (); // o(n*8) or so
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DllExport void OrderVerts (); // o(n*3) or so
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DllExport void Triangulate (); // o(n)
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DllExport void TriangulateFace (int ff); // o(triangles)
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void InvalidateTopoCache () { ClearFlag (MN_MESH_CACHE_FLAGS); }
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// Random useful stuff.
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DllExport void Transform (Matrix3 & xfm); // o(n) -- transforms verts
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bool IsClosed() { for (int i=0; i<e.Count(); i++) if (e[i]->f2<0) return FALSE; return TRUE; } // o(n)
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DllExport void FaceBBox (int ff, Box3 & bbox);
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DllExport void BBox (Box3 & bbox, bool targonly=FALSE);
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// Methods for handling MN_TARG flags.
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DllExport int TargetVertsBySelection (DWORD selLevel); // o(n)
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DllExport int TargetEdgesBySelection (DWORD selLevel); // o(n)
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DllExport int TargetFacesBySelection (DWORD selLevel); // o(n)
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DllExport void DetargetVertsBySharpness (float sharpval); // o(n*deg)
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// Face-center methods
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DllExport void ComputeCenters (Point3 *ctr, bool targonly=FALSE); // o(n)
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DllExport void ComputeCenter (int ff, Point3 & ctr);
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DllExport void ComputeSafeCenters (Point3 *ctr, bool targonly=FALSE, bool detarg=FALSE); // o(n)
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DllExport bool ComputeSafeCenter (int ff, Point3 & ctr); // o(deg^2)
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// Triangulation-of-polygon methods:
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DllExport void RetriangulateFace (int ff); // o(deg^2)
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DllExport void FindExternalTriangulation (int ff, int *tri);
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DllExport void BestConvexTriangulation (int ff, int *tri=NULL);
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// Normal methods
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DllExport int FindEdgeFromVertToVert (int vrt1, int vrt2); // o(deg)
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DllExport Point3 GetVertexNormal (int vrt); // o(deg)
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DllExport Point3 GetEdgeNormal (int ed); // o(deg)
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DllExport Point3 GetFaceNormal (int fc, bool nrmlz=FALSE); //o(deg)
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Point3 GetEdgeNormal (int vrt1, int vrt2) { return GetEdgeNormal (FindEdgeFromVertToVert(vrt1, vrt2)); }
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// Smoothing-group handling
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DllExport void Resmooth (bool smooth=TRUE, bool targonly=FALSE, DWORD targmask=~0x0); // o(n)
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DllExport DWORD CommonSmoothing (bool targonly=FALSE); // o(n)
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DllExport DWORD GetNewSmGroup (bool targonly=FALSE); // o(n)
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DllExport MtlID GetNewMtlID (bool targonly = FALSE); // o(n)
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DllExport DWORD GetOldSmGroup (bool targonly=FALSE); // up to o(n).
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DllExport DWORD GetAllSmGroups (bool targonly=FALSE); // up to o(n)
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DllExport DWORD FindReplacementSmGroup (int ff, DWORD os);
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DllExport void PaintNewSmGroup (int ff, DWORD os, DWORD ns);
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DllExport bool SeparateSmGroups (int v1, int v2);
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// Use following to unify triangles into polygons across invisible edges.
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DllExport void MakePolyMesh ();
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// NOTE: MakeConvexPolyMesh result not guaranteed for now. Still requires MakeConvex() afterwards to be sure.
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DllExport void MakeConvexPolyMesh ();
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DllExport void RemoveEdge (int edge);
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DllExport void MakeConvex ();
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DllExport void MakeFaceConvex (int ff);
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DllExport void EliminateCollinearVerts ();
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DllExport void EliminateCoincidentVerts (float thresh=MNEPS);
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// Following set NOCROSS flags, delete INVIS flags to make "fences" for Sabin-Doo
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DllExport void FenceMaterials ();
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DllExport void FenceSmGroups ();
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DllExport void FenceFaceSel ();
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DllExport void FenceOneSidedEdges();
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DllExport void FenceNonPlanarEdges (float thresh=.9999f);
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DllExport void SetTVSeamFlags ();
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DllExport int FindFacePointTri (int ff, Point3 & pt, double *bary=NULL, int *tri=NULL, int tnum=0);
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DllExport UVVert FindFacePointTV (int ff, Point3 & pt);
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DllExport VertColor FindFacePointCV (int ff, Point3 & pt);
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// Useful for tessellation algorithms
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DllExport void Relax (float relaxval, bool targonly=TRUE);
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// Returns tv's & cv's for both ends of each edge (from f1's perspective)
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// (Very useful for creating new faces at borders.) tv[j*2] corresponds to edge j's v1.
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DllExport void FindEdgeListTCVerts (const IntTab & lp, IntTab & tv, IntTab & cv);
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// Following functions can be used to find & fix holes in a mesh, if any.
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DllExport void GetBorder (MNMeshBorder & brd, DWORD selLevel=MESH_OBJECT);
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DllExport void FillInBorders (MNMeshBorder *b=NULL);
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DllExport void FindOpenRegions ();
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// To make hidden verts behave when moving real ones, use following:
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DllExport void PrepForGeomChange ();
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DllExport void CompleteGeomChange ();
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// operators and debug printing (MNFace.cpp)
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DllExport MNMesh & operator= (const MNMesh & from);
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DllExport MNMesh & operator+= (const MNMesh & from);
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DllExport void MNDebugPrint (bool triprint=FALSE);
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DllExport void MNDebugPrintVertexNeighborhood (int vv, bool triprint=FALSE);
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DllExport bool CheckAllData ();
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// Do not use these next three; they'll be eliminated in 3.0.
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DllExport void MNDebugPrintMsg (char *msg, bool append);
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DllExport void MNDebugPrint (bool append, bool triprint);
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DllExport void AssertDataOK ();
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// Split functions maintain topological info. (MNSplit.cpp)
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DllExport int SplitTriEdge (int ee, float prop=.5f, float thresh=MNEPS,
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bool neVis=TRUE, bool neSel=FALSE);
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DllExport int SplitTriFace (int ff, double *bary=NULL, float thresh=MNEPS,
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bool neVis=TRUE, bool neSel=FALSE);
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DllExport void SplitTri6 (int ff, double *bary=NULL, int *nv=NULL);
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// In 3.0, following two will be united to int SplitEdge (int ee, float prop=.5f);
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DllExport int SplitEdge (int ee);
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DllExport int SplitEdge (int ee, float prop);
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DllExport int SplitEdge (int ff, int ed, float prop, bool right, int *nf=NULL,
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int *ne=NULL, bool neVis=FALSE, bool neSel=FALSE, bool allconvex=FALSE);
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DllExport int IndentFace (int ff, int ei, int nv, int *ne=NULL, bool nevis=TRUE, bool nesel=FALSE);
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// In 3.0, following two will be united to SeperateFace (int ff, int a, int b, int & nf, int &ne, bool neVis=FALSE, bool neSel=FALSE);
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DllExport void SeparateFace (int ff, int a, int b, int & nf, int & ne, bool neVis, bool neSel);
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DllExport void SeparateFace (int ff, int a, int b, int & nf, int & ne);
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DllExport void Slice (Point3 & N, float off, float thresh, bool split, bool remove, DWORD selLevel);
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DllExport void DeleteFlaggedFaces (DWORD deathflags, DWORD nvCopyFlags=0x0);
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DllExport bool WeldVerts (int a, int b);
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DllExport bool WeldEdge (int ee);
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// Tessellation methods: (MNTess.cpp)
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DllExport void TessellateByEdges (float bulge);
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DllExport bool AndersonDo (float interp, DWORD selLevel, bool abortable);
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DllExport void TessellateByCenters ();
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// Sabin-Doo tessellation: (MNSabDoo.cpp)
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DllExport void SabinDoo (float interp, DWORD selLevel);
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DllExport void SabinDooVert (int vid, float interp, DWORD selLevel, Point3 *ctr);
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// Boolean functions: (MNBool.cpp)
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DllExport void PrepForBoolean ();
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DllExport bool MakeBoolean (MNMesh & m1, MNMesh & m2, int type, MeshOpProgress *mop=NULL);
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};
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class MNMeshBorder {
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friend class MNMesh;
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Tab<IntTab *> bdr;
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BitArray btarg;
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public:
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~MNMeshBorder () { Clear(); }
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void Clear () { for (int i=0; i<bdr.Count(); i++) if (bdr[i]) delete bdr[i]; bdr.ZeroCount(); }
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int Num () { return bdr.Count(); }
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IntTab *Loop (int i) { return bdr[i]; }
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bool LoopTarg (int i) { return ((i>=0) && (i<bdr.Count()) && (btarg[i])); }
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DllExport void MNDebugPrint (MNMesh *m);
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};
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#endif
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