#ifndef __POLYGON_H #define __POLYGON_H class SPolygon; class SContour; class SMesh; class SBsp3; class SEdge { public: int tag; int auxA, auxB; Vector a, b; static SEdge From(Vector a, Vector b); }; class SEdgeList { public: List l; void Clear(void); void AddEdge(Vector a, Vector b, int auxA=0, int auxB=0); bool AssemblePolygon(SPolygon *dest, SEdge *errorAt, bool keepDir=false); bool AssembleContour(Vector first, Vector last, SContour *dest, SEdge *errorAt, bool keepDir); int AnyEdgeCrossings(Vector a, Vector b, Vector *pi=NULL); void CullExtraneousEdges(void); void MergeCollinearSegments(Vector a, Vector b); }; class SPoint { public: int tag; static const int UNKNOWN = 0; static const int NOT_EAR = 1; static const int EAR = 2; int ear; Vector p; Vector auxv; }; class SPointList { public: List l; void Clear(void); bool ContainsPoint(Vector pt); void IncrementTagFor(Vector pt); void Add(Vector pt); }; class SContour { public: int tag; int timesEnclosed; Vector xminPt; List l; void AddPoint(Vector p); void MakeEdgesInto(SEdgeList *el); void Reverse(void); Vector ComputeNormal(void); bool IsClockwiseProjdToNormal(Vector n); bool ContainsPointProjdToNormal(Vector n, Vector p); bool AllPointsInPlane(Vector n, double d, Vector *notCoplanarAt); void OffsetInto(SContour *dest, double r); void CopyInto(SContour *dest); void FindPointWithMinX(void); Vector AnyEdgeMidpoint(void); bool IsEar(int bp); bool BridgeToContour(SContour *sc, SEdgeList *el, List *vl); void ClipEarInto(SMesh *m, int bp); void UvTriangulateInto(SMesh *m, SSurface *srf); }; typedef struct { DWORD face; int color; } STriMeta; class SPolygon { public: List l; Vector normal; Vector ComputeNormal(void); void AddEmptyContour(void); int WindingNumberForPoint(Vector p); bool ContainsPoint(Vector p); void MakeEdgesInto(SEdgeList *el); void FixContourDirections(void); void TriangulateInto(SMesh *m); void TriangulateInto(SMesh *m, STriMeta meta); void Clear(void); bool AllPointsInPlane(Vector *notCoplanarAt); bool SelfIntersecting(Vector *intersectsAt); bool IsEmpty(void); Vector AnyPoint(void); void OffsetInto(SPolygon *dest, double r); void UvTriangulateInto(SMesh *m, SSurface *srf); void UvGridTriangulateInto(SMesh *m, SSurface *srf); }; class STriangle { public: int tag; STriMeta meta; Vector a, b, c; Vector an, bn, cn; static STriangle From(STriMeta meta, Vector a, Vector b, Vector c); Vector Normal(void); void FlipNormal(void); double MinAltitude(void); int WindingNumberForPoint(Vector p); bool ContainsPoint(Vector p); bool ContainsPointProjd(Vector n, Vector p); }; class SBsp2 { public: Vector np; // normal to the plane Vector no; // outer normal to the edge double d; SEdge edge; SBsp2 *pos; SBsp2 *neg; SBsp2 *more; static const int POS = 100, NEG = 101, COPLANAR = 200; void InsertTriangleHow(int how, STriangle *tr, SMesh *m, SBsp3 *bsp3); void InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3); Vector IntersectionWith(Vector a, Vector b); SBsp2 *InsertEdge(SEdge *nedge, Vector nnp, Vector out); static SBsp2 *Alloc(void); void DebugDraw(Vector n, double d); }; class SBsp3 { public: Vector n; double d; STriangle tri; SBsp3 *pos; SBsp3 *neg; SBsp3 *more; SBsp2 *edges; static SBsp3 *Alloc(void); static SBsp3 *FromMesh(SMesh *m); Vector IntersectionWith(Vector a, Vector b); static const int POS = 100, NEG = 101, COPLANAR = 200; void InsertHow(int how, STriangle *str, SMesh *instead); SBsp3 *Insert(STriangle *str, SMesh *instead); void InsertConvexHow(int how, STriMeta meta, Vector *vertex, int n, SMesh *instead); SBsp3 *InsertConvex(STriMeta meta, Vector *vertex, int n, SMesh *instead); void InsertInPlane(bool pos2, STriangle *tr, SMesh *m); void GenerateInPaintOrder(SMesh *m); void DebugDraw(void); }; class SMesh { public: List l; bool flipNormal; bool keepCoplanar; bool atLeastOneDiscarded; void Clear(void); void AddTriangle(STriangle *st); void AddTriangle(STriMeta meta, Vector a, Vector b, Vector c); void AddTriangle(STriMeta meta, Vector n, Vector a, Vector b, Vector c); void DoBounding(Vector v, Vector *vmax, Vector *vmin); void GetBounding(Vector *vmax, Vector *vmin); void Simplify(int start); void AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3); void MakeFromUnionOf(SMesh *a, SMesh *b); void MakeFromDifferenceOf(SMesh *a, SMesh *b); void MakeFromCopyOf(SMesh *a); void MakeFromTransformationOf(SMesh *a, Vector trans, Quaternion q); void MakeFromAssemblyOf(SMesh *a, SMesh *b); void MakeEdgesInPlaneInto(SEdgeList *sel, Vector n, double d); void MakeEmphasizedEdgesInto(SEdgeList *sel); bool IsEmpty(void); void RemapFaces(Group *g, int remap); DWORD FirstIntersectionWith(Point2d mp); }; // A linked list of triangles class STriangleLl { public: int tag; STriangle *tri; STriangleLl *next; static STriangleLl *Alloc(void); }; class SKdNode { public: static const int BY_X = 0; static const int BY_Y = 1; static const int BY_Z = 2; int which; double c; SKdNode *gt; SKdNode *lt; STriangleLl *tris; static SKdNode *Alloc(void); static SKdNode *From(SMesh *m); static SKdNode *From(STriangleLl *tll, int which); void AddTriangle(STriangle *tr); void MakeMeshInto(SMesh *m); void ClearTags(void); void FindEdgeOn(Vector a, Vector b, int *n, int cnt, bool coplanarIsInter, bool *inter, bool *fwd, DWORD *face); static const int NAKED_OR_SELF_INTER_EDGES = 100; static const int SELF_INTER_EDGES = 200; static const int TURNING_EDGES = 300; static const int EMPHASIZED_EDGES = 400; void MakeCertainEdgesInto(SEdgeList *sel, int how, bool coplanarIsInter, bool *inter, bool *leaky); void OcclusionTestLine(SEdge orig, SEdgeList *sel, int cnt); void SplitLinesAgainstTriangle(SEdgeList *sel, STriangle *tr); void SnapToMesh(SMesh *m); void SnapToVertex(Vector v, SMesh *extras); }; #endif