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/**********************************************************************
*<
FILE: patch.h
DESCRIPTION: Main include file for bezier patches
CREATED BY: Tom Hudson
HISTORY: Created June 21, 1995
June 17, 1997 TH -- Added second texture mapping channel
*> Copyright (c) 1995, All Rights Reserved.
**********************************************************************/
#ifndef _PATCH_H_
#define _PATCH_H_
#include "mesh.h"
#include <hitdata.h>
#include "maxtess.h"
// Handy-dandy integer table class
typedef Tab<int> IntTab;
// Value for undefined patches and vertices
#define PATCH_UNDEFINED -1
// Number of texture mapping channels
#define PATCH_TEXTURE_CHANNELS 2
#define MULTI_PROCESSING TRUE // TRUE turns on mp vertex transformation
class ISave;
class ILoad;
class PatchMesh;
#define NEWPATCH
// PRVertex flags: contain clip flags, number of normals at the vertex
// and the number of normals that have already been rendered.
// fine PLANE_MASK 0x00003f00UL -- now in gfx.h
#define NORCT_MASK 0x000000ffUL
#define SPECIFIED_NORMAL 0x00004000UL
#define OUT_LEFT 0x00010000UL
#define OUT_RIGHT 0x00020000UL
#define OUT_TOP 0x00040000UL
#define OUT_BOTTOM 0x00080000UL
#define RECT_MASK 0x000f0000UL
#define RND_MASK 0xfff00000UL
#define RND_NOR0 0x00100000UL
#define RND_NOR(n) (RND_NOR0 << (n))
class PRVertex {
public:
PRVertex() { rFlags = 0; /*ern = NULL;*/ }
DllExport ~PRVertex();
DWORD rFlags;
int pos[3];
};
// Patch vector flags
#define PVEC_INTERIOR (1<<0)
// Patch vectors
class PatchVec {
public:
Point3 p; // Location
int vert; // Vertex which owns this vector
int patches[2]; // Patches using this vector
DWORD flags;
PatchVec() { p = Point3(0,0,0); vert = -1; patches[0] = patches[1] = -1; flags = 0; }
DllExport PatchVec(PatchVec &from);
void ResetData() { vert = patches[0] = patches[1] = PATCH_UNDEFINED; }
DllExport BOOL AddPatch(int index);
DllExport PatchVec& operator=(PatchVec& from);
void Transform(Matrix3 &tm) { p = p * tm; }
DllExport IOResult Save(ISave* isave);
DllExport IOResult Load(ILoad* iload);
};
// Patch vertex flags
#define PVERT_COPLANAR (1<<0)
// Patch vertex
class PatchVert {
public:
Point3 p; // Location
IntTab vectors; // List of vectors attached to this vertex
IntTab patches; // List of patches using this vertex
DWORD flags;
int aux2; // Used to track topo changes during editing
DllExport PatchVert();
DllExport PatchVert(PatchVert &from);
~PatchVert() { ResetData(); }
DllExport PatchVert& operator=(PatchVert& from);
void ResetData() { vectors.Delete(0,vectors.Count()); patches.Delete(0,patches.Count()); }
DllExport int FindVector(int index);
DllExport void AddVector(int index);
DllExport void DeleteVector(int index);
DllExport int FindPatch(int index);
DllExport void AddPatch(int index);
DllExport void DeletePatch(int index);
void Transform(Matrix3 &tm) { p = p * tm; }
DllExport IOResult Save(ISave* isave);
DllExport IOResult Load(ILoad* iload);
};
class PatchEdge {
public:
int v1; // Index of first vertex
int vec12; // Vector from v1 to v2
int vec21; // Vector from v2 to v1
int v2; // Index of second vertex
int patch1; // Index of first patch
int patch2; // Index of second patch
int aux2; // Used to track topo changes during editing
DllExport PatchEdge();
DllExport PatchEdge(PatchEdge &from);
DllExport PatchEdge(int v1, int vec12, int vec21, int v2, int p1, int p2, int aux2=-1);
// Dump the patch edge structure via DebugPrints
DllExport void Dump();
};
// Patch types
#define PATCH_UNDEF 0 // Undefined (watch out!)
#define PATCH_TRI 3 // Triangular patch
#define PATCH_QUAD 4 // Quadrilateral patch
// Patch Flags:
#define PATCH_AUTO (1<<0) // Interior verts computed automatically if set
// The mat ID is stored in the HIWORD of the patch flags
#define PATCH_MATID_SHIFT 16
#define PATCH_MATID_MASK 0xFFFF
class Patch {
public:
int type; // See types, above
int v[4]; // Can have three or four vertices
int vec[8]; // Can have six or eight vector points
int interior[4]; // Can have one or four interior vertices
Point3 aux[9]; // Used for triangular patches only -- Degree 4 control points
int adjacent[4]; // Adjacent patches -- Can have three or four
int edge[4]; // Pointers into edge list -- Can have three or four
DWORD smGroup; // Defaults to 1 -- All patches smoothed in a PatchMesh
DWORD flags; // See flags, above
int aux2; // Used to track topo changes during editing
DllExport Patch(); // WARNING: This does not allocate arrays -- Use SetType(type) or Patch(type)
DllExport Patch(int type);
DllExport Patch(Patch& fromPatch);
DllExport ~Patch();
DllExport void Init();
void setVerts(int *vrt) { memcpy(v, vrt, type * sizeof(int)); }
void setVerts(int a, int b, int c) { assert(type == PATCH_TRI); v[0]=a; v[1]=b; v[2]=c; }
void setVerts(int a, int b, int c, int d) { assert(type == PATCH_QUAD); v[0]=a; v[1]=b; v[2]=c; v[3]=d; }
void setVecs(int ab, int ba, int bc, int cb, int ca, int ac) {
assert(type == PATCH_TRI);
vec[0]=ab; vec[1]=ba; vec[2]=bc; vec[3]=cb; vec[4]=ca; vec[5]=ac;
}
void setVecs(int ab, int ba, int bc, int cb, int cd, int dc, int da, int ad) {
assert(type == PATCH_QUAD);
vec[0]=ab; vec[1]=ba; vec[2]=bc; vec[3]=cb; vec[4]=cd; vec[5]=dc; vec[6]=da, vec[7]=ad;
}
void setInteriors(int a, int b, int c) {
assert(type == PATCH_TRI);
interior[0]=a; interior[1]=b; interior[2]=c;
}
void setInteriors(int a, int b, int c, int d) {
assert(type == PATCH_QUAD);
interior[0]=a; interior[1]=b; interior[2]=c; interior[3]=d;
}
int getVert(int index) { return v[index]; }
int * getAllVerts(void) { return v; }
MtlID getMatID() {return (int)((flags>>FACE_MATID_SHIFT)&FACE_MATID_MASK);}
void setMatID(MtlID id) {flags &= 0xFFFF; flags |= (DWORD)(id<<FACE_MATID_SHIFT);}
DllExport Point3 interp(PatchMesh *pMesh, float u, float v); // Quadrilateral
DllExport Point3 interp(PatchMesh *pMesh, float u, float v, float w); // Triangle
DllExport void ComputeAux(PatchMesh *pMesh, int index);
DllExport void computeInteriors(PatchMesh* pMesh);
DllExport void SetType(int type, BOOL init = FALSE);
DllExport Patch& operator=(Patch& from);
DllExport void SetAuto(BOOL sw = TRUE);
BOOL IsAuto() { return (flags & PATCH_AUTO) ? TRUE : FALSE; }
// Dump the patch mesh structure via DebugPrints
DllExport void Dump();
DllExport IOResult Save(ISave* isave);
DllExport IOResult Load(ILoad* iload);
};
// Separate class for patch texture verts
class TVPatch {
public:
int tv[4]; // Texture verts (always 4 here, even for tri patches)
DllExport TVPatch();
DllExport TVPatch(TVPatch& fromPatch);
DllExport void Init();
DllExport void setTVerts(int *vrt, int count);
DllExport void setTVerts(int a, int b, int c, int d = 0);
int getTVert(int index) { return tv[index]; }
int * getAllTVerts(void) { return tv; }
DllExport TVPatch& operator=(TVPatch& from);
DllExport IOResult Save(ISave* isave);
DllExport IOResult Load(ILoad* iload);
};
// Flag definitions
#define COMP_TRANSFORM 0x0001 // forces recalc of model->screen transform; else will attempt to use cache
#define COMP_IGN_RECT 0x0002 // forces all polys to be rendered; else only those intersecting the box will be
#define COMP_LIGHTING 0x0004 // forces re-lighting of all verts (as when a light moves); else only relight moved verts
#define COMP_ALL 0x00ff
// If this bit is set then the node being displayed by this mesh is selected.
// Certain display flags only activate when this bit is set.
#define COMP_OBJSELECTED (1<<8)
#define COMP_OBJFROZEN (1<<9)
typedef int (*INTRFUNC)();
DllExport void setPatchIntrFunc(INTRFUNC fn);
// Special types for patch vertex hits -- Allows us to distinguish what they hit on a pick
#define PATCH_HIT_PATCH 0
#define PATCH_HIT_EDGE 1
#define PATCH_HIT_VERTEX 2
#define PATCH_HIT_VECTOR 3
#define PATCH_HIT_INTERIOR 4
class PatchSubHitRec {
private:
PatchSubHitRec *next;
public:
DWORD dist;
PatchMesh *patch;
int index;
int type;
PatchSubHitRec( DWORD dist, PatchMesh *patch, int index, int type, PatchSubHitRec *next )
{ this->dist = dist; this->patch = patch; this->index = index; this->type = type; this->next = next; }
PatchSubHitRec *Next() { return next; }
};
class SubPatchHitList {
private:
PatchSubHitRec *first;
public:
SubPatchHitList() { first = NULL; }
~SubPatchHitList() {
PatchSubHitRec *ptr = first, *fptr;
while ( ptr ) {
fptr = ptr;
ptr = ptr->Next();
delete fptr;
}
first = NULL;
}
PatchSubHitRec *First() { return first; }
void AddHit( DWORD dist, PatchMesh *patch, int index, int type ) {
first = new PatchSubHitRec(dist,patch,index,type,first);
}
};
// Special storage class for hit records so we can know which object was hit
class PatchHitData : public HitData {
public:
PatchMesh *patch;
int index;
int type;
PatchHitData(PatchMesh *patch, int index, int type)
{ this->patch = patch; this->index = index; this->type = type; }
~PatchHitData() {}
};
// Flags for sub object hit test
// NOTE: these are the same bits used for object level.
#define SUBHIT_PATCH_SELONLY (1<<0)
#define SUBHIT_PATCH_UNSELONLY (1<<2)
#define SUBHIT_PATCH_ABORTONHIT (1<<3)
#define SUBHIT_PATCH_SELSOLID (1<<4)
#define SUBHIT_PATCH_VERTS (1<<24)
#define SUBHIT_PATCH_VECS (1<<25)
#define SUBHIT_PATCH_PATCHES (1<<26)
#define SUBHIT_PATCH_EDGES (1<<27)
#define SUBHIT_PATCH_TYPEMASK (SUBHIT_PATCH_VERTS|SUBHIT_PATCH_VECS|SUBHIT_PATCH_EDGES|SUBHIT_PATCH_PATCHES)
// Display flags
#define DISP_VERTTICKS (1<<0)
#define DISP_SELVERTS (1<<10)
#define DISP_SELPATCHES (1<<11)
#define DISP_SELEDGES (1<<12)
#define DISP_SELPOLYS (1<<13)
#define DISP_LATTICE (1<<16)
#define DISP_VERTS (1<<17)
// Selection level bits.
#define PATCH_OBJECT (1<<0)
#define PATCH_VERTEX (1<<1)
#define PATCH_PATCH (1<<2)
#define PATCH_EDGE (1<<3)
// PatchMesh flags
class PatchMesh {
friend class Patch;
private:
#if MULTI_PROCESSING
static int refCount;
static HANDLE xfmThread;
static HANDLE xfmMutex;
static HANDLE xfmStartEvent;
static HANDLE xfmEndEvent;
friend DWORD WINAPI xfmFunc(LPVOID ptr);
#endif
// derived data-- can be regenerated
PRVertex *rVerts; // <<< instance specific.
GraphicsWindow *cacheGW; // identifies rVerts cache
Box3 bdgBox; // object space--depends on geom+topo
// The number of interpolations this patch will use for mesh conversion
int meshSteps;
BOOL adaptive;
// GAP tessellation
TessApprox viewTess; // tessellation control for the interactive renderer
TessApprox prodTess; // tessellation control for the production renderer
// Vertex and patch work arrays -- for snap code
int snapVCt;
int snapPCt;
char *snapV;
char *snapP;
// -------------------------------------
//
DWORD flags; // work flags-
int renderPatch( GraphicsWindow *gw, int index);
int renderEdge( GraphicsWindow *gw, int index);
void checkRVertsAlloc(void);
void setCacheGW(GraphicsWindow *gw) { cacheGW = gw; }
GraphicsWindow *getCacheGW(void) { return cacheGW; }
void freeVerts();
void freeTVerts(int channel=0);
void freeVecs();
void freePatches();
void freeTVPatches(int channel=0);
void freeEdges();
void freeRVerts();
void freeSnapData();
int buildSnapData(GraphicsWindow *gw,int verts,int edges);
public:
// Topology
int numVerts;
int numVecs;
int numPatches;
int numEdges;
Patch * patches;
PatchVec * vecs;
PatchEdge * edges;
// Geometry
PatchVert * verts;
// Texture Coord assignment
int numTVerts[PATCH_TEXTURE_CHANNELS];
UVVert * tVerts[PATCH_TEXTURE_CHANNELS];
TVPatch * tvPatches[PATCH_TEXTURE_CHANNELS];
// Material assignment
MtlID mtlIndex; // object material
// Selection
BitArray vertSel; // selected vertices
BitArray edgeSel; // selected edges
BitArray patchSel; // selected patches
// If hit bezier vector, this is its info:
int bezVecVert;
// Display attribute flags
DWORD dispFlags;
// Selection level
DWORD selLevel;
DllExport PatchMesh();
DllExport PatchMesh(PatchMesh& fromPatch);
DllExport void Init();
DllExport ~PatchMesh();
DllExport PatchMesh& operator=(PatchMesh& fromPatchMesh);
DllExport PatchMesh& operator=(Mesh& fromMesh);
DllExport BOOL setNumVerts(int ct, BOOL keep = FALSE);
int getNumVerts(void) { return numVerts; }
DllExport BOOL setNumTVertsChannel(int channel, int ct, BOOL keep=FALSE);
BOOL setNumTVerts(int ct, BOOL keep=FALSE) { return setNumTVertsChannel(0, ct, keep); }
int getNumTVertsChannel(int channel) const { return numTVerts[channel]; }
int getNumTVerts() const { return numTVerts[0]; }
// These are parallel to patches
// These are called from setNumPatches() to maintain the same count.
//
// If they are NULL and keep = TRUE they stay NULL.
// If they are NULL and keep = FALSE they are allocated (3D verts also init themselves from the main vert array)
// If they are non-NULL and ct = 0 they are set to NULL (and freed)
DllExport BOOL setNumTVPatchesChannel(int channel, int ct, BOOL keep=FALSE, int oldCt=0);
BOOL setNumTVPatches(int ct, BOOL keep=FALSE, int oldCt=0) { return setNumTVPatchesChannel(0, ct, keep, oldCt); }
DllExport BOOL setNumVecs(int ct, BOOL keep = FALSE);
int getNumVecs(void) { return numVecs; }
DllExport BOOL setNumPatches(int ct, BOOL keep = FALSE);
int getNumPatches(void) { return numPatches; }
DllExport BOOL setNumEdges(int ct, BOOL keep = FALSE);
int getNumEdges(void) { return numEdges; }
void setVert(int i, const Point3 &xyz) { verts[i].p = xyz; }
void setVert(int i, float x, float y, float z) { verts[i].p.x=x; verts[i].p.y=y; verts[i].p.z=z; }
void setTVertChannel(int channel, int i, const UVVert &xyz) { tVerts[channel][i] = xyz; }
void setTVert(int i, const UVVert &xyz) { tVerts[0][i] = xyz; }
void setTVertChannel(int channel, int i, float x, float y, float z) { tVerts[channel][i].x=x; tVerts[channel][i].y=y; tVerts[channel][i].z=z; }
void setTVert(int i, float x, float y, float z) { tVerts[0][i].x=x; tVerts[0][i].y=y; tVerts[0][i].z=z; }
void setTVPatchChannel(int channel, int i, TVPatch &tvp) { tvPatches[channel][i] = tvp; }
void setTVPatch(int i, TVPatch &tvp) { tvPatches[0][i] = tvp; }
void setVec(int i, const Point3 &xyz) { vecs[i].p = xyz; }
void setVec(int i, float x, float y, float z) { vecs[i].p.x=x; vecs[i].p.y=y; vecs[i].p.z=z; }
PatchVert & getVert(int i) { return verts[i]; }
PatchVert * getVertPtr(int i) { return verts+i; }
UVVert & getTVertChannel(int channel, int i) { return tVerts[channel][i]; }
UVVert & getTVert(int i) { return tVerts[0][i]; }
UVVert * getTVertPtrChannel(int channel, int i) { return tVerts[channel]+i; }
UVVert * getTVertPtr(int i) { return tVerts[0]+i; }
TVPatch & getTVPatchChannel(int channel, int i) { return tvPatches[channel][i]; }
TVPatch & getTVPatch(int i) { return tvPatches[0][i]; }
PatchVec & getVec(int i) { return vecs[i]; }
PatchVec * getVecPtr(int i) { return vecs+i; }
PRVertex & getRVert(int i) { return rVerts[i]; }
PRVertex * getRVertPtr(int i) { return rVerts+i; }
void setMtlIndex(MtlID i) { mtlIndex = i; }
MtlID getMtlIndex(void) { return mtlIndex; }
DllExport MtlID getPatchMtlIndex(int i);
DllExport void setPatchMtlIndex(int i, MtlID id);
// Automatically update all the adjacency info, etc.
// Returns TRUE if patch mesh is valid, FALSE if it's not!
DllExport BOOL buildLinkages();
// Compute the interior bezier points for each patch in the mesh
DllExport void computeInteriors();
DllExport void render(GraphicsWindow *gw, Material *ma, RECT *rp, int compFlags, int numMat=1);
DllExport BOOL select(GraphicsWindow *gw, Material *ma, HitRegion *hr, int abortOnHit=FALSE, int numMat=1);
DllExport void snap(GraphicsWindow *gw, SnapInfo *snap, IPoint2 *p, Matrix3 &tm);
DllExport BOOL SubObjectHitTest(GraphicsWindow *gw, Material *ma, HitRegion *hr,
DWORD flags, SubPatchHitList& hitList, int numMat=1 );
DllExport void buildBoundingBox(void);
DllExport Box3 getBoundingBox(Matrix3 *tm=NULL); // RB: optional TM allows the box to be calculated in any space.
// NOTE: this will be slower becuase all the points must be transformed.
DllExport void InvalidateGeomCache();
DllExport void FreeAll(); //DS
// functions for use in data flow evaluation
DllExport void ShallowCopy(PatchMesh *amesh, unsigned long channels);
DllExport void DeepCopy(PatchMesh *amesh, unsigned long channels);
DllExport void NewAndCopyChannels(unsigned long channels);
DllExport void FreeChannels( unsigned long channels, int zeroOthers=1);
// Display flags
void SetDispFlag(DWORD f) { dispFlags |= f; }
DWORD GetDispFlag(DWORD f) { return dispFlags & f; }
void ClearDispFlag(DWORD f) { dispFlags &= ~f; }
// Selection access
BitArray& VertSel() { return vertSel; }
BitArray& PatchSel() { return patchSel; }
BitArray& EdgeSel() { return edgeSel; }
// Constructs a vertex selection list based on the current selection level.
DllExport BitArray VertexTempSel();
// Apply the coplanar constraints to the patch mesh
// (Optionally only apply it to selected vertices)
DllExport void ApplyConstraints(BOOL selOnly = FALSE);
// Create triangular or quadrilateral patch
DllExport BOOL MakeQuadPatch(int index, int va, int vab, int vba, int vb, int vbc, int vcb, int vc, int vcd, int vdc, int vd, int vda, int vad, int i1, int i2, int i3, int i4, DWORD sm);
DllExport BOOL MakeTriPatch(int index, int va, int vab, int vba, int vb, int vbc, int vcb, int vc, int vca, int vac, int i1, int i2, int i3, DWORD sm);
// Get/Set mesh steps, adaptive switch
DllExport void SetMeshSteps(int steps);
DllExport int GetMeshSteps();
DllExport void SetAdaptive(BOOL sw);
DllExport BOOL GetAdaptive();
DllExport void SetViewTess(TessApprox tess);
DllExport TessApprox GetViewTess();
DllExport void SetProdTess(TessApprox tess);
DllExport TessApprox GetProdTess();
// Find the edge index for a given vertex-vector-vector-vertex sequence
int GetEdge(int v1, int v12, int v21, int v2, int p);
// Apply mapping to the patch mesh
DllExport void ApplyUVWMap(int type,
float utile, float vtile, float wtile,
int uflip, int vflip, int wflip, int cap,
const Matrix3 &tm,int channel=0);
// Tag the points in the patch components to record our topology (This stores
// identifying values in the various aux2 fields in the Patch)
// This info can be used after topology-changing operations to remap information
// tied to vertices, edges and patches.
// Returns TRUE if tagged successfully
DllExport BOOL RecordTopologyTags();
DllExport void Transform(Matrix3 &tm);
// Dump the patch mesh structure via DebugPrints
DllExport void Dump();
DllExport IOResult Save(ISave* isave);
DllExport IOResult Load(ILoad* iload);
};
#endif // _PATCH_H_