irrlicht/source/Irrlicht/CTriangleSelector.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CTriangleSelector.h"
#include "ISceneNode.h"
#include "IMeshBuffer.h"
#include "IAnimatedMeshSceneNode.h"
#include "SSkinMeshBuffer.h"
namespace irr
{
namespace scene
{
//! constructor
CTriangleSelector::CTriangleSelector(ISceneNode* node)
: SceneNode(node), MeshBuffer(0), MaterialIndex(0), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
BoundingBox.reset(0.f, 0.f, 0.f);
}
//! constructor
CTriangleSelector::CTriangleSelector(const core::aabbox3d<f32>& box, ISceneNode* node)
: SceneNode(node), MeshBuffer(0), MaterialIndex(0), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
BoundingBox=box;
// TODO
}
//! constructor
CTriangleSelector::CTriangleSelector(const IMesh* mesh, ISceneNode* node, bool separateMeshbuffers)
: SceneNode(node), MeshBuffer(0), MaterialIndex(0), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
createFromMesh(mesh, separateMeshbuffers);
}
CTriangleSelector::CTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node)
: SceneNode(node), MeshBuffer(meshBuffer), MaterialIndex(materialIndex), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
createFromMeshBuffer(meshBuffer);
}
CTriangleSelector::CTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers)
: SceneNode(node), AnimatedNode(node), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
if (!AnimatedNode)
return;
IAnimatedMesh* animatedMesh = AnimatedNode->getMesh();
if (!animatedMesh)
return;
LastMeshFrame = (u32)AnimatedNode->getFrameNr();
IMesh* mesh = animatedMesh->getMesh(LastMeshFrame);
if (mesh)
createFromMesh(mesh, separateMeshbuffers);
}
void CTriangleSelector::createFromMesh(const IMesh* mesh, bool createBufferRanges)
{
BufferRanges.clear();
Triangles.clear();
const u32 cnt = mesh->getMeshBufferCount();
u32 totalFaceCount = 0;
for (u32 j=0; j<cnt; ++j)
{
SCollisionTriangleRange range;
range.MeshBuffer = mesh->getMeshBuffer(j);
range.MaterialIndex = j;
range.RangeSize = range.MeshBuffer->getIndexCount() / 3;
if ( createBufferRanges )
{
range.RangeStart = totalFaceCount;
BufferRanges.push_back(range);
}
totalFaceCount += range.RangeSize;
}
Triangles.set_used(totalFaceCount);
updateFromMesh(mesh);
}
void CTriangleSelector::createFromMeshBuffer(const IMeshBuffer* meshBuffer)
{
BufferRanges.clear();
Triangles.clear();
if ( meshBuffer )
{
Triangles.set_used(meshBuffer->getIndexCount() / 3);
}
updateFromMeshBuffer(meshBuffer);
}
template <typename TIndex>
static void updateTriangles(u32& triangleCount, core::array<core::triangle3df>& triangles, u32 idxCnt, const TIndex* indices, const u8* vertices, u32 vertexPitch, const core::matrix4* bufferTransform)
{
if ( bufferTransform )
{
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = triangles[triangleCount++];
bufferTransform->transformVect( tri.pointA, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 0]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointB, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 1]*vertexPitch])).Pos );
bufferTransform->transformVect( tri.pointC, (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 2]*vertexPitch])).Pos );
}
}
else
{
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = triangles[triangleCount++];
tri.pointA = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 0]*vertexPitch])).Pos;
tri.pointB = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 1]*vertexPitch])).Pos;
tri.pointC = (*reinterpret_cast<const video::S3DVertex*>(&vertices[indices[index + 2]*vertexPitch])).Pos;
}
}
}
void CTriangleSelector::updateFromMesh(const IMesh* mesh) const
{
if (!mesh)
return;
bool skinnnedMesh = mesh->getMeshType() == EAMT_SKINNED;
u32 meshBuffers = mesh->getMeshBufferCount();
u32 triangleCount = 0;
for (u32 i = 0; i < meshBuffers; ++i)
{
IMeshBuffer* buf = mesh->getMeshBuffer(i);
u32 idxCnt = buf->getIndexCount();
u32 vertexPitch = getVertexPitchFromType(buf->getVertexType());
u8* vertices = (u8*)buf->getVertices();
const core::matrix4* bufferTransform = 0;
if ( skinnnedMesh )
{
bufferTransform = &(((scene::SSkinMeshBuffer*)buf)->Transformation);
if ( bufferTransform->isIdentity() )
bufferTransform = 0;
}
switch ( buf->getIndexType() )
{
case video::EIT_16BIT:
{
const u16* indices = buf->getIndices();
updateTriangles(triangleCount, Triangles, idxCnt, indices, vertices, vertexPitch, bufferTransform);
}
break;
case video::EIT_32BIT:
{
const u32* indices = (u32*)buf->getIndices();
updateTriangles(triangleCount, Triangles, idxCnt, indices, vertices, vertexPitch, bufferTransform);
}
break;
}
}
// Update bounding box
updateBoundingBox();
}
void CTriangleSelector::updateFromMeshBuffer(const IMeshBuffer* meshBuffer) const
{
if ( !meshBuffer )
return;
u32 idxCnt = meshBuffer->getIndexCount();
u32 vertexPitch = getVertexPitchFromType(meshBuffer->getVertexType());
u8* vertices = (u8*)meshBuffer->getVertices();
u32 triangleCount = 0;
switch ( meshBuffer->getIndexType() )
{
case video::EIT_16BIT:
{
const u16* indices = meshBuffer->getIndices();
updateTriangles(triangleCount, Triangles, idxCnt, indices, vertices, vertexPitch, 0);
}
break;
case video::EIT_32BIT:
{
const u32* indices = (u32*)meshBuffer->getIndices();
updateTriangles(triangleCount, Triangles, idxCnt, indices, vertices, vertexPitch, 0);
}
break;
}
}
void CTriangleSelector::updateBoundingBox() const
{
if ( !Triangles.empty() )
{
BoundingBox.reset( Triangles[0].pointA );
for (u32 i=0; i < Triangles.size(); ++i)
{
const core::triangle3df& tri = Triangles[i];
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
else
{
BoundingBox.reset(0.f, 0.f, 0.f);
}
}
void CTriangleSelector::update(void) const
{
if (!AnimatedNode)
return; //< harmless no-op
const u32 currentFrame = (u32)AnimatedNode->getFrameNr();
if (currentFrame == LastMeshFrame)
return; //< Nothing to do
LastMeshFrame = currentFrame;
IAnimatedMesh * animatedMesh = AnimatedNode->getMesh();
if (animatedMesh)
{
IMesh * mesh = animatedMesh->getMesh(LastMeshFrame);
if (mesh)
updateFromMesh(mesh);
}
}
//! Gets all triangles.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
// Update my triangles if necessary
update();
u32 cnt = Triangles.size();
if (cnt > (u32)arraySize)
cnt = (u32)arraySize;
core::matrix4 mat;
if (transform)
mat = *transform;
if (SceneNode&&useNodeTransform)
mat *= SceneNode->getAbsoluteTransformation();
for (u32 i=0; i<cnt; ++i)
{
mat.transformVect( triangles[i].pointA, Triangles[i].pointA );
mat.transformVect( triangles[i].pointB, Triangles[i].pointB );
mat.transformVect( triangles[i].pointC, Triangles[i].pointC );
}
if ( outTriangleInfo )
{
if ( BufferRanges.empty() )
{
SCollisionTriangleRange triRange;
triRange.RangeStart = 0;
triRange.RangeSize = cnt;
triRange.Selector = const_cast<CTriangleSelector*>(this);
triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex;
outTriangleInfo->push_back(triRange);
}
else
{
irr::u32 rangeIndex = 0;
for (u32 i=0; i<cnt; )
{
while ( i >= (BufferRanges[rangeIndex].RangeStart + BufferRanges[rangeIndex].RangeSize) )
++rangeIndex;
SCollisionTriangleRange triRange;
triRange.MaterialIndex = BufferRanges[rangeIndex].MaterialIndex;
triRange.MeshBuffer = BufferRanges[rangeIndex].MeshBuffer;
triRange.RangeStart = BufferRanges[rangeIndex].RangeStart;
triRange.RangeSize = core::min_( cnt-BufferRanges[rangeIndex].RangeStart, BufferRanges[rangeIndex].RangeSize);
triRange.Selector = const_cast<CTriangleSelector*>(this);
triRange.SceneNode = SceneNode;
outTriangleInfo->push_back(triRange);
i += triRange.RangeSize;
}
}
}
outTriangleCount = cnt;
}
//! Gets all triangles which lie within a specific bounding box.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::aabbox3d<f32>& box,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
// Update my triangles if necessary
update();
core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
core::aabbox3df tBox(box);
if (SceneNode && useNodeTransform)
{
if ( SceneNode->getAbsoluteTransformation().getInverse(mat) )
mat.transformBoxEx(tBox);
else
{
// TODO: else is not yet handled optimally.
// If a node has an axis scaled to 0 we return all triangles without any check
return getTriangles(triangles, arraySize, outTriangleCount,
transform, useNodeTransform, outTriangleInfo );
}
}
if (transform)
mat = *transform;
else
mat.makeIdentity();
if (SceneNode && useNodeTransform)
mat *= SceneNode->getAbsoluteTransformation();
outTriangleCount = 0;
if (!tBox.intersectsWithBox(BoundingBox))
return;
s32 triangleCount = 0;
const u32 cnt = Triangles.size();
if ( outTriangleInfo && !BufferRanges.empty() )
{
irr::u32 activeRange = 0;
SCollisionTriangleRange triRange;
triRange.Selector = const_cast<CTriangleSelector*>(this);
triRange.SceneNode = SceneNode;
triRange.RangeStart = triangleCount;
triRange.MeshBuffer = BufferRanges[activeRange].MeshBuffer;
triRange.MaterialIndex = BufferRanges[activeRange].MaterialIndex;
for (u32 i=0; i<cnt; ++i)
{
// This isn't an accurate test, but it's fast, and the
// API contract doesn't guarantee complete accuracy.
if (Triangles[i].isTotalOutsideBox(tBox))
continue;
if ( i >= BufferRanges[activeRange].RangeStart + BufferRanges[activeRange].RangeSize )
{
triRange.RangeSize = triangleCount-triRange.RangeStart;
if ( triRange.RangeSize > 0 )
outTriangleInfo->push_back(triRange);
++activeRange;
triRange.RangeStart = triangleCount;
triRange.MeshBuffer = BufferRanges[activeRange].MeshBuffer;
triRange.MaterialIndex = BufferRanges[activeRange].MaterialIndex;
}
triangles[triangleCount] = Triangles[i];
mat.transformVect(triangles[triangleCount].pointA);
mat.transformVect(triangles[triangleCount].pointB);
mat.transformVect(triangles[triangleCount].pointC);
++triangleCount;
if (triangleCount == arraySize)
break;
}
triRange.RangeSize = triangleCount-triRange.RangeStart;
if ( triRange.RangeSize > 0 )
outTriangleInfo->push_back(triRange);
}
else
{
for (u32 i=0; i<cnt; ++i)
{
// This isn't an accurate test, but it's fast, and the
// API contract doesn't guarantee complete accuracy.
if (Triangles[i].isTotalOutsideBox(tBox))
continue;
triangles[triangleCount] = Triangles[i];
mat.transformVect(triangles[triangleCount].pointA);
mat.transformVect(triangles[triangleCount].pointB);
mat.transformVect(triangles[triangleCount].pointC);
++triangleCount;
if (triangleCount == arraySize)
break;
}
if ( outTriangleInfo )
{
SCollisionTriangleRange triRange;
triRange.RangeSize = triangleCount;
triRange.Selector = const_cast<CTriangleSelector*>(this);
triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex;
outTriangleInfo->push_back(triRange);
}
}
outTriangleCount = triangleCount;
}
//! Gets all triangles which have or may have contact with a 3d line.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::line3d<f32>& line,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
// Update my triangles if necessary
update();
core::aabbox3d<f32> box(line.start);
box.addInternalPoint(line.end);
// TODO: Could be optimized for line a little bit more.
getTriangles(triangles, arraySize, outTriangleCount,
box, transform, useNodeTransform, outTriangleInfo);
}
//! Returns amount of all available triangles in this selector
s32 CTriangleSelector::getTriangleCount() const
{
return Triangles.size();
}
/* Get the number of TriangleSelectors that are part of this one.
Only useful for MetaTriangleSelector others return 1
*/
u32 CTriangleSelector::getSelectorCount() const
{
return 1;
}
/* Get the TriangleSelector based on index based on getSelectorCount.
Only useful for MetaTriangleSelector others return 'this' or 0
*/
ITriangleSelector* CTriangleSelector::getSelector(u32 index)
{
if (index)
return 0;
else
return this;
}
/* Get the TriangleSelector based on index based on getSelectorCount.
Only useful for MetaTriangleSelector others return 'this' or 0
*/
const ITriangleSelector* CTriangleSelector::getSelector(u32 index) const
{
if (index)
return 0;
else
return this;
}
} // end namespace scene
} // end namespace irr