361 lines
8.5 KiB
C++
361 lines
8.5 KiB
C++
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/**
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** File : glmesh.cxx
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** Description: Implementations of CGlMesh class
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**/
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#include "precomp.h"
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#pragma hdrstop
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#include "glmesh.h"
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#include "pmerrors.h"
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/**************************************************************************/
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/*
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* CGlMesh: Constructor
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*/
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CGlMesh::CGlMesh()
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{
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//Dynamically allocated arrays
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m_matArray = NULL;
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m_varray = NULL;
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m_narray = NULL;
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m_tarray = NULL;
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m_wedgelist = NULL;
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m_fnei = NULL;
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m_facemap = NULL;
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m_numFaces =
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m_numWedges =
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m_numVerts =
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m_numMaterials =
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m_numTextures = 0;
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}
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/*
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* CGlMesh: Destructor
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*/
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CGlMesh::~CGlMesh()
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{
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delete [] m_matArray;
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delete [] m_varray;
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delete [] m_narray;
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delete [] m_tarray;
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delete [] m_wedgelist;
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delete [] m_fnei;
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delete [] m_facemap;
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}
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/*
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* CGlMesh: Print
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*/
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STDMETHODIMP CGlMesh::Print(ostream& os)
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{
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os << "\n\nMaterials:";
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for (int i=0; i<m_numMaterials; ++i)
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{
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LPGLmaterial lpglm = &m_matArray[i];
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os << "\n\nMaterial [" << i << "] :";
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os << "\nShininess : " << lpglm->shininess;
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os << "\nDiffuse : (" << lpglm->diffuse.r << ", "
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<< lpglm->diffuse.g << ", "
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<< lpglm->diffuse.b << ", "
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<< lpglm->diffuse.a << ")";
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os << "\nSpecular : (" << lpglm->specular.r << ", "
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<< lpglm->specular.g << ", "
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<< lpglm->specular.b << ", "
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<< lpglm->specular.a << ")";
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os << "\nEmissive : (" << lpglm->emissive.r << ", "
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<< lpglm->emissive.g << ", "
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<< lpglm->emissive.b << ", "
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<< lpglm->emissive.a << ")";
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os << "\nNumber of faces: " << m_matcnt[i];
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for (int j=0; j< m_matcnt[i]; j++)
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{
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#ifdef __MATPOS_IS_A_PTR
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os << "\n(" << m_matpos[i][j].w[0] << ","
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<< (m_matpos[i][j]).w[1] << ","
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<< (m_matpos[i][j]).w[2] << ")";
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#else
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os << "\n(" << (m_farray[m_matpos[i] + j]).w[0] << ","
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<< (m_farray[m_matpos[i] + j]).w[0] << ","
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<< (m_farray[m_matpos[i] + j]).w[0] << ")";
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#endif
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}
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}
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os << "\n\nWedge connectivity:";
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for (i=0; i<m_numWedges; ++i)
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{
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os << "\n" << m_wedgelist[i];
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}
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os << "\n\nWedge data:";
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for (i=0; i<m_numWedges; ++i)
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{
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os << "\n(" << m_varray[i].x << ", "
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<< m_varray[i].y << ", "
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<< m_varray[i].z << ") "
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<< " (" << m_narray[i].x << ", "
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<< m_narray[i].y << ", "
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<< m_narray[i].z << ") "
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<< " (" << m_tarray[i].s << ", "
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<< m_tarray[i].t << ") ";
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}
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return S_OK;
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}
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/*
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* CGlMesh: Render
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*/
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STDMETHODIMP CGlMesh::Render(RenderType rt)
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{
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if (rt == GLPM_SOLID)
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{
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glVertexPointer(3, GL_FLOAT, 0, (void *)&(m_varray[0].x));
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glNormalPointer (GL_FLOAT, 0, (void *)&(m_narray[0].x));
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glTexCoordPointer (2, GL_FLOAT, 0, (void *)&(m_tarray[0].s));
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glEnableClientState (GL_VERTEX_ARRAY);
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glEnableClientState (GL_NORMAL_ARRAY);
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for (int i=0; i<m_numMaterials; i++)
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{
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LPGLmaterial lpglm = &(m_matArray[i]);
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if (m_matcnt[i] == (WORD) 0) continue;
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lpglm->shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
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(GLfloat *) &(lpglm->specular));
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
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(GLfloat *) &(lpglm->diffuse));
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,
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(GLfloat *) &(lpglm->emissive));
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glDrawElements (GL_TRIANGLES, (GLuint) m_matcnt[i]*3,
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GL_UNSIGNED_SHORT,
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#ifdef __MATPOS_IS_A_PTR
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(void *) m_matpos[i]);
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#else
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(void *) &(m_farray[m_matpos[i]]));
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#endif
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}
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return S_OK;
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}
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else
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{
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return E_NOTIMPL;
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}
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}
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PHASHENTRY* hashtable;
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PHASHENTRY hashentries;
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int freeptr, maxptr;
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void CGlMesh::HashAdd(WORD va, WORD vb, WORD f)
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{
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#ifdef _DEBUG
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if (va > m_numWedges || va < 0)
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throw CHashOvrflw();
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#endif
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for (PHASHENTRY* t = &(hashtable[va]); *t; t = &((*t)->next));
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PHASHENTRY p = &(hashentries[freeptr++]);
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p->f = f;
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p->v2 = vb;
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p->next = NULL;
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*t=p;
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}
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WORD CGlMesh::HashFind(WORD va, WORD vb)
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{
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#ifdef _DEBUG
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if (va > m_baseWedges || va < 0)
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throw CHashOvrflw();
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#endif
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for (PHASHENTRY* t = &(hashtable[va]); *t; t = &((*t)->next))
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{
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if ((*t)->v2 == vb)
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{
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return (*t)->f;
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}
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}
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return USHRT_MAX;
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}
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void CGlMesh::ComputeAdjacency(void)
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{
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freeptr = 0;
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maxptr = m_numFaces*3;
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hashtable = new PHASHENTRY[m_numWedges];
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// An entry for each 3 edges of each face in base mesh
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hashentries = new hashentry[maxptr];
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if (!hashtable)
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throw CExNewFailed();
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memset(hashtable, 0, sizeof(PHASHENTRY)*m_numWedges);
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/*
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* For each group of faces
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*/
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for(int i=0; i<m_numMaterials; ++i)
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{
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/*
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* For each face in the group
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*/
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#ifdef __MATPOS_IS_A_PTR
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for (int k=0; k<m_matcnt[i]; ++k)
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{
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int v1 = FindVertexIndex((m_matpos[i][k]).w[0]);
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int v2 = FindVertexIndex((m_matpos[i][k]).w[1]);
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int v3 = FindVertexIndex((m_matpos[i][k]).w[2]);
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int fi = GetFaceIndex(i,k);
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HashAdd(v1,v2,fi);
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HashAdd(v2,v3,fi);
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HashAdd(v3,v1,fi);
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}
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#else
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for (int k=m_matpos[i]; k<(m_matpos[i]+m_matcnt[i]); ++k)
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{
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int v1 = FindVertexIndex((m_farray[k]).w[0]);
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int v2 = FindVertexIndex((m_farray[k]).w[1]);
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int v3 = FindVertexIndex((m_farray[k]).w[2]);
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HashAdd(v1,v2,k);
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HashAdd(v2,v3,k);
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HashAdd(v3,v1,k);
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}
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#endif
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}
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#ifdef _DEBUG
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if (freeptr > maxptr)
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throw CHashOvrflw();
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#endif
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/*
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* For each group of faces
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*/
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for(i=0; i<m_numMaterials; ++i)
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{
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/*
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* For each face in the group
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*/
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#ifdef __MATPOS_IS_A_PTR
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for (int k=0; k<m_matcnt[i]; ++k)
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{
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int v1 = FindVertexIndex((m_matpos[i][k]).w[0]);
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int v2 = FindVertexIndex((m_matpos[i][k]).w[1]);
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int v3 = FindVertexIndex((m_matpos[i][k]).w[2]);
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int fi = GetFaceIndex(i,k);
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m_fnei[fi][0] = HashFind(v3,v2);
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m_fnei[fi][1] = HashFind(v1,v3);
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m_fnei[fi][2] = HashFind(v2,v1);
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}
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#else
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for (int k=m_matpos[i]; k<(m_matpos[i]+m_matcnt[i]); ++k)
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{
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int v1 = FindVertexIndex((m_farray[k]).w[0]);
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int v2 = FindVertexIndex((m_farray[k]).w[1]);
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int v3 = FindVertexIndex((m_farray[k]).w[2]);
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m_fnei[k][0] = HashFind(v3,v2);
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m_fnei[k][1] = HashFind(v1,v3);
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m_fnei[k][2] = HashFind(v2,v1);
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}
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#endif
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}
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delete [] hashtable;
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delete [] hashentries;
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}
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#if 0
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STDMETHODIMP AddWedge (WORD vertex_id, GLnormal& n,
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GLtexCoord& t, DWORD* const wedge_id)
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{
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WORD w;
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w = m_numWedges++;
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m_wedgelist[w] = m_wedgelist[vertex_id];
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m_wedgelist[vertex_id] = w;
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m_varray[w] = m_varray[vertex_id];
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m_narray[w] = n;
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m_tarray[w] = t;
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*wedge_id = w;
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return S_OK;
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}
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STDMETHODIMP AddWedge (Glvertex &v, GLnormal& n, GLtexCoord& t,
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DWORD* const wedge_id)
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{
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WORD w;
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w = m_numWedges++;
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m_wedgelist[w] = w;
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m_varray[w] = v;
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m_narray[w] = n;
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m_tarray[w] = t;
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*wedge_id = w;
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return S_OK;
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}
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STDMETHODIMP AddWedge (Glvertex &v)
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{
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WORD w;
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w = m_numWedges++;
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m_wedgelist[w] = w;
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m_varray[w] = v;
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//m_narray[w] = n;
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//m_tarray[w] = t;
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*wedge_id = w;
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return S_OK;
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}
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STDMETHODIMP AddWedge (WORD vertex_id, WORD old_wedge_id,
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DWORD* const wedge_id)
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{
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WORD w;
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w = m_numWedges++;
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/*
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* Add wnl to the list of wedges sharing vertex_id
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*/
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m_wedgelist[w] = m_wedgelist[vertex_id];
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m_wedgelist[vertex_id] = w;
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/*
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* Copy wedge attributes
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*/
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m_varray[w] = m_varray[vertex_id];
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m_narray[w] = m_narray[old_wedge_id];
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m_tarray[w] = m_tarray[old_wedge_id];
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*wedge_id = w;
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return S_OK;
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}
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STDMETHODIMP AddFace (WORD matid, GLface& f)
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{
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return S_OK;
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}
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#endif
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