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maxVertsPerCont = dtMax(maxVertsPerCont, lcset.conts[i].nverts);
}
// TODO: warn about too many vertices?
mesh.nvp = MAX_VERTS_PER_POLY;
dtFixedArray<unsigned char> vflags(alloc, maxVertices);
if (!vflags)
return DT_FAILURE | DT_OUT_OF_MEMORY;
memset(vflags, 0, maxVertices);
mesh.verts = (unsigned short*)alloc->alloc(sizeof(unsigned short)*maxVertices*3);
if (!mesh.verts)
return DT_FAILURE | DT_OUT_OF_MEMORY;
mesh.polys = (unsigned short*)alloc->alloc(sizeof(unsigned short)*maxTris*MAX_VERTS_PER_POLY*2);
if (!mesh.polys)
return DT_FAILURE | DT_OUT_OF_MEMORY;
mesh.areas = (unsigned char*)alloc->alloc(sizeof(unsigned char)*maxTris);
if (!mesh.areas)
return DT_FAILURE | DT_OUT_OF_MEMORY;
mesh.flags = (unsigned short*)alloc->alloc(sizeof(unsigned short)*maxTris);
if (!mesh.flags)
return DT_FAILURE | DT_OUT_OF_MEMORY;
// Just allocate and clean the mesh flags array. The user is resposible for filling it.
memset(mesh.flags, 0, sizeof(unsigned short) * maxTris);
mesh.nverts = 0;
mesh.npolys = 0;
memset(mesh.verts, 0, sizeof(unsigned short)*maxVertices*3);
memset(mesh.polys, 0xff, sizeof(unsigned short)*maxTris*MAX_VERTS_PER_POLY*2);
memset(mesh.areas, 0, sizeof(unsigned char)*maxTris);
unsigned short firstVert[VERTEX_BUCKET_COUNT2];
for (int i = 0; i < VERTEX_BUCKET_COUNT2; ++i)
firstVert[i] = DT_TILECACHE_NULL_IDX;
dtFixedArray<unsigned short> nextVert(alloc, maxVertices);
if (!nextVert)
return DT_FAILURE | DT_OUT_OF_MEMORY;
memset(nextVert, 0, sizeof(unsigned short)*maxVertices);
dtFixedArray<unsigned short> indices(alloc, maxVertsPerCont);
if (!indices)
return DT_FAILURE | DT_OUT_OF_MEMORY;
dtFixedArray<unsigned short> tris(alloc, maxVertsPerCont*3);
if (!tris)
return DT_FAILURE | DT_OUT_OF_MEMORY;
dtFixedArray<unsigned short> polys(alloc, maxVertsPerCont*MAX_VERTS_PER_POLY);
if (!polys)
return DT_FAILURE | DT_OUT_OF_MEMORY;
for (int i = 0; i < lcset.nconts; ++i)
{
dtTileCacheContour& cont = lcset.conts[i];
// Skip null contours.
if (cont.nverts < 3)
continue;
// Triangulate contour
for (int j = 0; j < cont.nverts; ++j)
indices[j] = (unsigned short)j;
int ntris = triangulate(cont.nverts, cont.verts, &indices[0], &tris[0]);
if (ntris <= 0)
{
// TODO: issue warning!
ntris = -ntris;
}
// Add and merge vertices.
for (int j = 0; j < cont.nverts; ++j)
{
const unsigned char* v = &cont.verts[j*4];
indices[j] = addVertex((unsigned short)v[0], (unsigned short)v[1], (unsigned short)v[2],
mesh.verts, firstVert, nextVert, mesh.nverts);
if (v[3] & 0x80)
{
// This vertex should be removed.
vflags[indices[j]] = 1;
}
}
// Build initial polygons.
int npolys = 0;
memset(polys, 0xff, sizeof(unsigned short) * maxVertsPerCont * MAX_VERTS_PER_POLY);
for (int j = 0; j < ntris; ++j)
{
const unsigned short* t = &tris[j*3];
if (t[0] != t[1] && t[0] != t[2] && t[1] != t[2])
{
polys[npolys*MAX_VERTS_PER_POLY+0] = indices[t[0]];