//============ Copyright (c) Valve Corporation, All rights reserved. ========== // //============================================================================= #pragma once //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- class CCheckUVCmd { public: int m_nOptGutterTexWidth; // Width of texture for gutter check int m_nOptGutterTexHeight; // Height of texture for gutter check int m_nOptGutterMin; // Minimum number of pixels between polygon islands in UV space enum CheckMask_t { CHECK_UV_FLAG_NORMALIZED = ( 1 << 0 ), CHECK_UV_FLAG_OVERLAP = ( 1 << 1 ), CHECK_UV_FLAG_INVERSE = ( 1 << 2 ), CHECK_UV_FLAG_GUTTER = ( 1 << 3 ), CHECK_UV_ALL_FLAGS = ( CHECK_UV_FLAG_NORMALIZED | CHECK_UV_FLAG_OVERLAP | CHECK_UV_FLAG_INVERSE | CHECK_UV_FLAG_GUTTER ) }; int m_nOptChecks; CCheckUVCmd(); void Clear(); bool DoCheck( CheckMask_t eCheckMask ) const { return ( m_nOptChecks & eCheckMask ) == eCheckMask; } bool DoAnyCheck() const { return ( m_nOptChecks & CHECK_UV_ALL_FLAGS ) != 0; } void SetCheck( CheckMask_t eCheckMask ) { m_nOptChecks |= ( CHECK_UV_ALL_FLAGS & eCheckMask ); } void ClearCheck( CheckMask_t eCheckMask ) { m_nOptChecks &= ( CHECK_UV_ALL_FLAGS & ~eCheckMask ); } bool CheckUVs( const struct s_source_t *const *pSourceList, int nSourceCount ) const; // Check that all UVs are in the [0, 1] range bool CheckNormalized( const struct s_source_t *pSource ) const; // Check that all polygons in UV do not overlap bool CheckOverlap( const struct s_source_t *pSource ) const; // Check that all polygons in UV have the correct winding, i.e. the cross // product of edge AB x BC points the right direction bool CheckInverse( const struct s_source_t *pSource ) const; // Check that the distance between edges in UV islands is a minimum number of pixels for a given texture size bool CheckGutter( const struct s_source_t *pSource ) const; // Returns barycentric coordinates Vector( u, v, w ) for point vP with respect to triangle ( vA, vB, vC ) static Vector Barycentric( const Vector2D &vP, const Vector2D &vA, const Vector2D &vB, const Vector2D &vC ); static Vector Barycentric( const Vector &vP, const Vector &vA, const Vector &vB, const Vector &vC ); static int FindMeshIndex( const struct s_source_t *pSource, int nFaceIndex ); static void PrintVertex( const struct s_vertexinfo_t &v, const char *pszPrefix = " " ); static void PrintVertex( const struct s_vertexinfo_t &v, const struct s_texture_t &t, const char *pszPrefix = " " ); static void PrintFace( const s_source_t *pSource, const int nMesh, const int nFace, const char *pszPrefix = " " ); };