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CnC_Renegade/Code/Tools/LightMap/Triangle.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : LightMap *
* *
* $Archive:: /Commando/Code/Tool $*
* *
* $Author:: Ian_l $*
* *
* $Modtime:: 8/10/00 4:10p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef _TRIANGLE_H
#define _TRIANGLE_H
// Includes.
#include "vector3.h"
#include "vector2.h"
class TextureNameNode;
class Triangle
{
public:
enum VerticesCountEnum {
VERTICES_COUNT = 3 // No. of vertices in a triangle. Fixed for this class.
};
struct TriangleVertices
{
Vector3 Point;
Vector2 UV;
bool operator == (const TriangleVertices &t) {
return ((Point == t.Point) && (UV == t.UV));
}
};
// Equality operator.
bool operator == (const Triangle &t) {
return ((Normal == t.Normal) &&
(Vertices [0] == t.Vertices [0]) &&
(Vertices [1] == t.Vertices [1]) &&
(Vertices [2] == t.Vertices [2]));
}
// Inequality operator.
bool operator != (const Triangle &t) {
return (!(*this == t));
}
bool Is_Equivalent (const Triangle &triangle) const;
bool Abuts (const Triangle &triangle) const;
Vector3 Normal; // Face normal.
TriangleVertices Vertices [VERTICES_COUNT]; // Location of triangle in object space and texture space.
TextureNameNode *TextureNameNodePtr; // List of textures associated with this triangle.
unsigned TextureID; // ID to uniquely identify the texture.
};
/***********************************************************************************************
* Triangle::Is_Equivalent -- *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 06/13/00 IML : Created. *
*=============================================================================================*/
inline bool Triangle::Is_Equivalent (const Triangle &triangle) const
{
bool foundequivalent;
bool hasequivalent [VERTICES_COUNT];
// Rules for equivalence are:
// (a) Normal vectors must match
// (b) Points must match (but may not necessarily be in the same order).
if (Normal != triangle.Normal) return (false);
hasequivalent [0] = false;
hasequivalent [1] = false;
hasequivalent [2] = false;
for (unsigned a = 0; a < VERTICES_COUNT; a++) {
foundequivalent = false;
for (unsigned b = 0; b < VERTICES_COUNT; b++) {
if (!hasequivalent [b]) {
if (Vertices [a].Point == triangle.Vertices [b].Point) {
hasequivalent [b] = true;
foundequivalent = true;
break;
}
}
}
if (!foundequivalent) return (false);
}
// Triangles are equivalent.
return (true);
}
/***********************************************************************************************
* Triangle::Abuts -- *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/03/00 IML : Created. *
*=============================================================================================*/
inline bool Triangle::Abuts (const Triangle &triangle) const
{
bool iscoincident [VERTICES_COUNT];
unsigned coincidentcount;
// Rules for abutting are:
// (1) Exactly two points must match.
iscoincident [0] = false;
iscoincident [1] = false;
iscoincident [2] = false;
coincidentcount = 0;
for (unsigned a = 0; a < VERTICES_COUNT; a++) {
for (unsigned b = 0; b < VERTICES_COUNT; b++) {
if (!iscoincident [b]) {
if (Vertices [a].Point == triangle.Vertices [b].Point) {
iscoincident [b] = true;
coincidentcount++;
break;
}
}
}
}
return (coincidentcount == 2);
}
class PackingTriangle : public Triangle
{
public:
// Public data.
Vector2 PackedUVs [Triangle::VERTICES_COUNT];
unsigned PackedTextureID;
};
#endif // _TRIANGLE_H