historical/toontown-classic.git/panda/include/eggVertexUV.I
2024-01-16 11:20:27 -06:00

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file eggVertexUV.I
* @author drose
* @date 2004-07-20
*/
/**
* Returns the actual name that should be set for a given name string.
* Usually this is the same string that is input, but for historical reasons
* the texture coordinate name "default" is mapped to the empty string.
*/
INLINE std::string EggVertexUV::
filter_name(const std::string &name) {
if (name == "default") {
return std::string();
}
return name;
}
/**
*
*/
INLINE void EggVertexUV::
set_name(const std::string &name) {
Namable::set_name(filter_name(name));
}
/**
* Returns the number of components of the texture coordinate set. This is
* either 2 (the normal case) or 3 (for a 3-d texture coordinate).
*/
INLINE int EggVertexUV::
get_num_dimensions() const {
return has_w() ? 3 : 2;
}
/**
* Returns true if the texture coordinate has a third, w component, false if
* it is just a normal 2-d texture coordinate.
*/
INLINE bool EggVertexUV::
has_w() const {
return (_flags & F_has_w) != 0;
}
/**
* Returns the texture coordinate pair, if get_num_dimensions() is 2.
*/
INLINE LTexCoordd EggVertexUV::
get_uv() const {
nassertr(!has_w(), LTexCoordd::zero());
return LTexCoordd(_uvw[0], _uvw[1]);
}
/**
* Returns the texture coordinate triple, if get_num_dimensions() is 3. This
* is also legal to call if get_num_dimensions() is 2 (but the last dimension
* will be zero).
*/
INLINE const LTexCoord3d &EggVertexUV::
get_uvw() const {
return _uvw;
}
/**
* Sets the texture coordinate pair. This makes the texture coordinate a 2-d
* texture coordinate, which is the usual case.
*/
INLINE void EggVertexUV::
set_uv(const LTexCoordd &uv) {
_uvw.set(uv[0], uv[1], 0.0);
_flags &= ~F_has_w;
}
/**
* Sets the texture coordinate triple. This makes the texture coordinate a
* 3-d texture coordinate.
*/
INLINE void EggVertexUV::
set_uvw(const LTexCoord3d &uvw) {
_uvw = uvw;
_flags |= F_has_w;
}
/**
*
*/
INLINE bool EggVertexUV::
has_tangent() const {
return (_flags & F_has_tangent) != 0;
}
/**
*
*/
INLINE bool EggVertexUV::
has_tangent4() const {
return (_flags & F_has_tangent4) != 0;
}
/**
*
*/
INLINE const LNormald &EggVertexUV::
get_tangent() const {
nassertr(has_tangent(), _tangent);
return _tangent;
}
/**
*
*/
INLINE LVecBase4d EggVertexUV::
get_tangent4() const {
LVecBase4d tangent4(_tangent, 1.0);
nassertr_always(has_tangent(), tangent4);
if (_flags & F_flip_computed_binormal) {
tangent4[3] = -1.0;
}
return tangent4;
}
/**
*
*/
INLINE void EggVertexUV::
set_tangent(const LNormald &tangent) {
_tangent = tangent;
_flags |= F_has_tangent;
_flags &= ~(F_has_tangent4 | F_flip_computed_binormal);
}
/**
* Sets the tangent vector, along with a fourth parameter that is multiplied
* with the result of cross(normal, tangent) when computing the binormal.
*/
INLINE void EggVertexUV::
set_tangent4(const LVecBase4d &tangent) {
_tangent = tangent.get_xyz();
_flags |= F_has_tangent4 | F_has_tangent;
if (tangent[3] < 0.0) {
_flags |= F_flip_computed_binormal;
} else {
_flags &= ~F_flip_computed_binormal;
}
}
/**
*
*/
INLINE void EggVertexUV::
clear_tangent() {
_flags &= ~F_has_tangent;
}
/**
*
*/
INLINE bool EggVertexUV::
has_binormal() const {
return (_flags & F_has_binormal) != 0;
}
/**
*
*/
INLINE const LNormald &EggVertexUV::
get_binormal() const {
nassertr(has_binormal(), _binormal);
return _binormal;
}
/**
*
*/
INLINE void EggVertexUV::
set_binormal(const LNormald &binormal) {
_binormal = binormal;
_flags |= F_has_binormal;
}
/**
*
*/
INLINE void EggVertexUV::
clear_binormal() {
_flags &= ~F_has_binormal;
}