//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "movieobjects/dmefaceset.h" #include "movieobjects/dmematerial.h" #include "tier0/dbg.h" #include "UtlBuffer.h" #include "datamodel/dmelementfactoryhelper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Expose this class to the scene database //----------------------------------------------------------------------------- IMPLEMENT_ELEMENT_FACTORY( DmeFaceSet, CDmeFaceSet ); //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- void CDmeFaceSet::OnConstruction() { m_indices.Init( this, "faces" ); m_material.Init( this, "material" ); } void CDmeFaceSet::OnDestruction() { } //----------------------------------------------------------------------------- // accessors //----------------------------------------------------------------------------- CDmeMaterial *CDmeFaceSet::GetMaterial() { return m_material.GetElement(); } void CDmeFaceSet::SetMaterial( CDmeMaterial *pMaterial ) { m_material = pMaterial; } int CDmeFaceSet::AddIndices( int nCount ) { int nCurrentCount = m_indices.Count(); m_indices.EnsureCount( nCount + nCurrentCount ); return nCurrentCount; } void CDmeFaceSet::SetIndices( int nFirstIndex, int nCount, int *pIndices ) { m_indices.SetMultiple( nFirstIndex, nCount, pIndices ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CDmeFaceSet::SetIndex( int i, int nValue ) { m_indices.Set( i, nValue ); } //----------------------------------------------------------------------------- // Returns the number of triangulated indices //----------------------------------------------------------------------------- int CDmeFaceSet::GetNextPolygonVertexCount( int nFirstIndex ) const { int nCurrIndex = nFirstIndex; int nTotalCount = m_indices.Count(); while( nCurrIndex < nTotalCount ) { if ( m_indices[nCurrIndex] == -1 ) break; ++nCurrIndex; } return nCurrIndex - nFirstIndex; } //----------------------------------------------------------------------------- // Returns the number of triangulated indices total //----------------------------------------------------------------------------- int CDmeFaceSet::GetTriangulatedIndexCount() const { int nIndexCount = 0; int nVertexCount = 0; int nTotalCount = m_indices.Count(); for ( int nCurrIndex = 0; nCurrIndex < nTotalCount; ++nCurrIndex ) { if ( m_indices[nCurrIndex] == -1 ) { if ( nVertexCount >= 3 ) { nIndexCount += ( nVertexCount - 2 ) * 3; } nVertexCount = 0; continue; } ++nVertexCount; } if ( nVertexCount >= 3 ) { nIndexCount += ( nVertexCount - 2 ) * 3; } return nIndexCount; } //----------------------------------------------------------------------------- // Returns the number of indices total //----------------------------------------------------------------------------- int CDmeFaceSet::GetIndexCount() const { int nIndexCount = 0; int nVertexCount = 0; int nTotalCount = m_indices.Count(); for ( int nCurrIndex = 0; nCurrIndex < nTotalCount; ++nCurrIndex ) { if ( m_indices[nCurrIndex] == -1 ) { nIndexCount += nVertexCount; nVertexCount = 0; continue; } ++nVertexCount; } nIndexCount += nVertexCount; return nIndexCount; } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CDmeFaceSet::RemoveMultiple( int elem, int num ) { m_indices.RemoveMultiple( elem, num ); } //----------------------------------------------------------------------------- // Returns the number of faces in the face set //----------------------------------------------------------------------------- int CDmeFaceSet::GetFaceCount() const { int nFaceCount = 0; int nVertexCount = 0; const int nIndexCount = NumIndices(); for ( int i = 0; i < nIndexCount; ++i ) { if ( GetIndex( i ) < 0 ) { if ( nVertexCount > 0 ) { ++nFaceCount; } nVertexCount = 0; continue; } ++nVertexCount; } if ( nVertexCount > 0 ) { ++nFaceCount; } return nFaceCount; }