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Initial commit of Command & Conquer Renegade source code.
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182
Code/Tools/LightMap/Triangle.h
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182
Code/Tools/LightMap/Triangle.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : LightMap *
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* *
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* $Archive:: /Commando/Code/Tool $*
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* *
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* $Author:: Ian_l $*
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* *
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* $Modtime:: 8/10/00 4:10p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef _TRIANGLE_H
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#define _TRIANGLE_H
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// Includes.
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#include "vector3.h"
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#include "vector2.h"
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class TextureNameNode;
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class Triangle
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{
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public:
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enum VerticesCountEnum {
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VERTICES_COUNT = 3 // No. of vertices in a triangle. Fixed for this class.
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};
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struct TriangleVertices
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{
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Vector3 Point;
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Vector2 UV;
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bool operator == (const TriangleVertices &t) {
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return ((Point == t.Point) && (UV == t.UV));
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}
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};
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// Equality operator.
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bool operator == (const Triangle &t) {
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return ((Normal == t.Normal) &&
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(Vertices [0] == t.Vertices [0]) &&
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(Vertices [1] == t.Vertices [1]) &&
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(Vertices [2] == t.Vertices [2]));
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}
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// Inequality operator.
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bool operator != (const Triangle &t) {
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return (!(*this == t));
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}
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bool Is_Equivalent (const Triangle &triangle) const;
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bool Abuts (const Triangle &triangle) const;
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Vector3 Normal; // Face normal.
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TriangleVertices Vertices [VERTICES_COUNT]; // Location of triangle in object space and texture space.
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TextureNameNode *TextureNameNodePtr; // List of textures associated with this triangle.
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unsigned TextureID; // ID to uniquely identify the texture.
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};
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/***********************************************************************************************
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* Triangle::Is_Equivalent -- *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 06/13/00 IML : Created. *
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*=============================================================================================*/
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inline bool Triangle::Is_Equivalent (const Triangle &triangle) const
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{
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bool foundequivalent;
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bool hasequivalent [VERTICES_COUNT];
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// Rules for equivalence are:
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// (a) Normal vectors must match
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// (b) Points must match (but may not necessarily be in the same order).
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if (Normal != triangle.Normal) return (false);
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hasequivalent [0] = false;
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hasequivalent [1] = false;
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hasequivalent [2] = false;
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for (unsigned a = 0; a < VERTICES_COUNT; a++) {
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foundequivalent = false;
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for (unsigned b = 0; b < VERTICES_COUNT; b++) {
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if (!hasequivalent [b]) {
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if (Vertices [a].Point == triangle.Vertices [b].Point) {
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hasequivalent [b] = true;
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foundequivalent = true;
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break;
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}
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}
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}
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if (!foundequivalent) return (false);
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}
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// Triangles are equivalent.
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return (true);
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}
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/***********************************************************************************************
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* Triangle::Abuts -- *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 08/03/00 IML : Created. *
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*=============================================================================================*/
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inline bool Triangle::Abuts (const Triangle &triangle) const
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{
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bool iscoincident [VERTICES_COUNT];
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unsigned coincidentcount;
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// Rules for abutting are:
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// (1) Exactly two points must match.
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iscoincident [0] = false;
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iscoincident [1] = false;
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iscoincident [2] = false;
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coincidentcount = 0;
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for (unsigned a = 0; a < VERTICES_COUNT; a++) {
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for (unsigned b = 0; b < VERTICES_COUNT; b++) {
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if (!iscoincident [b]) {
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if (Vertices [a].Point == triangle.Vertices [b].Point) {
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iscoincident [b] = true;
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coincidentcount++;
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break;
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}
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}
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}
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}
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return (coincidentcount == 2);
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}
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class PackingTriangle : public Triangle
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{
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public:
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// Public data.
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Vector2 PackedUVs [Triangle::VERTICES_COUNT];
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unsigned PackedTextureID;
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};
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#endif // _TRIANGLE_H
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