irrlicht/source/Irrlicht/CMeshManipulator.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 "CMeshManipulator.h"
#include "SMesh.h"
#include "CMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "os.h"
#include "irrMap.h"
#include "triangle3d.h"
namespace irr
{
namespace scene
{
static inline core::vector3df getAngleWeight(const core::vector3df& v1,
const core::vector3df& v2,
const core::vector3df& v3)
{
// Calculate this triangle's weight for each of its three vertices
// start by calculating the lengths of its sides
const f32 a = v2.getDistanceFromSQ(v3);
const f32 asqrt = sqrtf(a);
const f32 b = v1.getDistanceFromSQ(v3);
const f32 bsqrt = sqrtf(b);
const f32 c = v1.getDistanceFromSQ(v2);
const f32 csqrt = sqrtf(c);
// use them to find the angle at each vertex
return core::vector3df(
acosf((b + c - a) / (2.f * bsqrt * csqrt)),
acosf((-b + c + a) / (2.f * asqrt * csqrt)),
acosf((b - c + a) / (2.f * bsqrt * asqrt)));
}
//! Flips the direction of surfaces. Changes backfacing triangles to frontfacing
//! triangles and vice versa.
//! \param mesh: Mesh on which the operation is performed.
void CMeshManipulator::flipSurfaces(scene::IMesh* mesh) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for (u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
const u32 idxcnt = buffer->getIndexCount();
if (buffer->getIndexType() == video::EIT_16BIT)
{
u16* idx = buffer->getIndices();
for (u32 i=0; i<idxcnt; i+=3)
{
const u16 tmp = idx[i+1];
idx[i+1] = idx[i+2];
idx[i+2] = tmp;
}
}
else
{
u32* idx = reinterpret_cast<u32*>(buffer->getIndices());
for (u32 i=0; i<idxcnt; i+=3)
{
const u32 tmp = idx[i+1];
idx[i+1] = idx[i+2];
idx[i+2] = tmp;
}
}
}
}
namespace
{
template <typename T>
void recalculateNormalsT(IMeshBuffer* buffer, bool smooth, bool angleWeighted)
{
const u32 vtxcnt = buffer->getVertexCount();
const u32 idxcnt = buffer->getIndexCount();
const T* idx = reinterpret_cast<T*>(buffer->getIndices());
if (!smooth)
{
for (u32 i=0; i<idxcnt; i+=3)
{
const core::vector3df& v1 = buffer->getPosition(idx[i+0]);
const core::vector3df& v2 = buffer->getPosition(idx[i+1]);
const core::vector3df& v3 = buffer->getPosition(idx[i+2]);
const core::vector3df normal = core::plane3d<f32>(v1, v2, v3).Normal;
buffer->getNormal(idx[i+0]) = normal;
buffer->getNormal(idx[i+1]) = normal;
buffer->getNormal(idx[i+2]) = normal;
}
}
else
{
u32 i;
for ( i = 0; i!= vtxcnt; ++i )
buffer->getNormal(i).set(0.f, 0.f, 0.f);
for ( i=0; i<idxcnt; i+=3)
{
const core::vector3df& v1 = buffer->getPosition(idx[i+0]);
const core::vector3df& v2 = buffer->getPosition(idx[i+1]);
const core::vector3df& v3 = buffer->getPosition(idx[i+2]);
const core::vector3df normal = core::plane3d<f32>(v1, v2, v3).Normal;
core::vector3df weight(1.f,1.f,1.f);
if (angleWeighted)
weight = irr::scene::getAngleWeight(v1,v2,v3); // writing irr::scene:: necessary for borland
buffer->getNormal(idx[i+0]) += weight.X*normal;
buffer->getNormal(idx[i+1]) += weight.Y*normal;
buffer->getNormal(idx[i+2]) += weight.Z*normal;
}
for ( i = 0; i!= vtxcnt; ++i )
buffer->getNormal(i).normalize();
}
}
}
//! Recalculates all normals of the mesh buffer.
/** \param buffer: Mesh buffer on which the operation is performed. */
void CMeshManipulator::recalculateNormals(IMeshBuffer* buffer, bool smooth, bool angleWeighted) const
{
if (!buffer)
return;
if (buffer->getIndexType()==video::EIT_16BIT)
recalculateNormalsT<u16>(buffer, smooth, angleWeighted);
else
recalculateNormalsT<u32>(buffer, smooth, angleWeighted);
}
//! Recalculates all normals of the mesh.
//! \param mesh: Mesh on which the operation is performed.
void CMeshManipulator::recalculateNormals(scene::IMesh* mesh, bool smooth, bool angleWeighted) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted);
}
namespace
{
void calculateTangents(
core::vector3df& normal,
core::vector3df& tangent,
core::vector3df& binormal,
const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices
const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords
{
// choose one of them:
//#define USE_NVIDIA_GLH_VERSION // use version used by nvidia in glh headers
#define USE_IRR_VERSION
#ifdef USE_IRR_VERSION
core::vector3df v1 = vt1 - vt2;
core::vector3df v2 = vt3 - vt1;
normal = v2.crossProduct(v1);
normal.normalize();
// binormal
f32 deltaX1 = tc1.X - tc2.X;
f32 deltaX2 = tc3.X - tc1.X;
binormal = (v1 * deltaX2) - (v2 * deltaX1);
binormal.normalize();
// tangent
f32 deltaY1 = tc1.Y - tc2.Y;
f32 deltaY2 = tc3.Y - tc1.Y;
tangent = (v1 * deltaY2) - (v2 * deltaY1);
tangent.normalize();
// adjust
core::vector3df txb = tangent.crossProduct(binormal);
if (txb.dotProduct(normal) < 0.0f)
{
tangent *= -1.0f;
binormal *= -1.0f;
}
#endif // USE_IRR_VERSION
#ifdef USE_NVIDIA_GLH_VERSION
tangent.set(0,0,0);
binormal.set(0,0,0);
core::vector3df v1(vt2.X - vt1.X, tc2.X - tc1.X, tc2.Y - tc1.Y);
core::vector3df v2(vt3.X - vt1.X, tc3.X - tc1.X, tc3.Y - tc1.Y);
core::vector3df txb = v1.crossProduct(v2);
if ( !core::iszero ( txb.X ) )
{
tangent.X = -txb.Y / txb.X;
binormal.X = -txb.Z / txb.X;
}
v1.X = vt2.Y - vt1.Y;
v2.X = vt3.Y - vt1.Y;
txb = v1.crossProduct(v2);
if ( !core::iszero ( txb.X ) )
{
tangent.Y = -txb.Y / txb.X;
binormal.Y = -txb.Z / txb.X;
}
v1.X = vt2.Z - vt1.Z;
v2.X = vt3.Z - vt1.Z;
txb = v1.crossProduct(v2);
if ( !core::iszero ( txb.X ) )
{
tangent.Z = -txb.Y / txb.X;
binormal.Z = -txb.Z / txb.X;
}
tangent.normalize();
binormal.normalize();
normal = tangent.crossProduct(binormal);
normal.normalize();
binormal = tangent.crossProduct(normal);
binormal.normalize();
core::plane3d<f32> pl(vt1, vt2, vt3);
if(normal.dotProduct(pl.Normal) < 0.0f )
normal *= -1.0f;
#endif // USE_NVIDIA_GLH_VERSION
}
//! Recalculates tangents for a tangent mesh buffer
template <typename T>
void recalculateTangentsT(IMeshBuffer* buffer, bool recalculateNormals, bool smooth, bool angleWeighted)
{
if (!buffer || (buffer->getVertexType()!= video::EVT_TANGENTS))
return;
const u32 vtxCnt = buffer->getVertexCount();
const u32 idxCnt = buffer->getIndexCount();
T* idx = reinterpret_cast<T*>(buffer->getIndices());
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)buffer->getVertices();
if (smooth)
{
u32 i;
for ( i = 0; i!= vtxCnt; ++i )
{
if (recalculateNormals)
v[i].Normal.set( 0.f, 0.f, 0.f );
v[i].Tangent.set( 0.f, 0.f, 0.f );
v[i].Binormal.set( 0.f, 0.f, 0.f );
}
//Each vertex gets the sum of the tangents and binormals from the faces around it
for ( i=0; i<idxCnt; i+=3)
{
// if this triangle is degenerate, skip it!
if (v[idx[i+0]].Pos == v[idx[i+1]].Pos ||
v[idx[i+0]].Pos == v[idx[i+2]].Pos ||
v[idx[i+1]].Pos == v[idx[i+2]].Pos
/*||
v[idx[i+0]].TCoords == v[idx[i+1]].TCoords ||
v[idx[i+0]].TCoords == v[idx[i+2]].TCoords ||
v[idx[i+1]].TCoords == v[idx[i+2]].TCoords */
)
continue;
//Angle-weighted normals look better, but are slightly more CPU intensive to calculate
core::vector3df weight(1.f,1.f,1.f);
if (angleWeighted)
weight = irr::scene::getAngleWeight(v[i+0].Pos,v[i+1].Pos,v[i+2].Pos); // writing irr::scene:: necessary for borland
core::vector3df localNormal;
core::vector3df localTangent;
core::vector3df localBinormal;
calculateTangents(
localNormal,
localTangent,
localBinormal,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords);
if (recalculateNormals)
v[idx[i+0]].Normal += localNormal * weight.X;
v[idx[i+0]].Tangent += localTangent * weight.X;
v[idx[i+0]].Binormal += localBinormal * weight.X;
calculateTangents(
localNormal,
localTangent,
localBinormal,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords);
if (recalculateNormals)
v[idx[i+1]].Normal += localNormal * weight.Y;
v[idx[i+1]].Tangent += localTangent * weight.Y;
v[idx[i+1]].Binormal += localBinormal * weight.Y;
calculateTangents(
localNormal,
localTangent,
localBinormal,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords);
if (recalculateNormals)
v[idx[i+2]].Normal += localNormal * weight.Z;
v[idx[i+2]].Tangent += localTangent * weight.Z;
v[idx[i+2]].Binormal += localBinormal * weight.Z;
}
// Normalize the tangents and binormals
if (recalculateNormals)
{
for ( i = 0; i!= vtxCnt; ++i )
v[i].Normal.normalize();
}
for ( i = 0; i!= vtxCnt; ++i )
{
v[i].Tangent.normalize();
v[i].Binormal.normalize();
}
}
else
{
core::vector3df localNormal;
for (u32 i=0; i<idxCnt; i+=3)
{
calculateTangents(
localNormal,
v[idx[i+0]].Tangent,
v[idx[i+0]].Binormal,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords);
if (recalculateNormals)
v[idx[i+0]].Normal=localNormal;
calculateTangents(
localNormal,
v[idx[i+1]].Tangent,
v[idx[i+1]].Binormal,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords);
if (recalculateNormals)
v[idx[i+1]].Normal=localNormal;
calculateTangents(
localNormal,
v[idx[i+2]].Tangent,
v[idx[i+2]].Binormal,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords);
if (recalculateNormals)
v[idx[i+2]].Normal=localNormal;
}
}
}
}
//! Recalculates tangents for a tangent mesh buffer
void CMeshManipulator::recalculateTangents(IMeshBuffer* buffer, bool recalculateNormals, bool smooth, bool angleWeighted) const
{
if (buffer && (buffer->getVertexType() == video::EVT_TANGENTS))
{
if (buffer->getIndexType() == video::EIT_16BIT)
recalculateTangentsT<u16>(buffer, recalculateNormals, smooth, angleWeighted);
else
recalculateTangentsT<u32>(buffer, recalculateNormals, smooth, angleWeighted);
}
}
//! Recalculates tangents for all tangent mesh buffers
void CMeshManipulator::recalculateTangents(IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted) const
{
if (!mesh)
return;
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
recalculateTangents(mesh->getMeshBuffer(b), recalculateNormals, smooth, angleWeighted);
}
}
namespace
{
//! Creates a planar texture mapping on the meshbuffer
template<typename T>
void makePlanarTextureMappingT(scene::IMeshBuffer* buffer, f32 resolution)
{
u32 idxcnt = buffer->getIndexCount();
T* idx = reinterpret_cast<T*>(buffer->getIndices());
for (u32 i=0; i<idxcnt; i+=3)
{
core::plane3df p(buffer->getPosition(idx[i+0]), buffer->getPosition(idx[i+1]), buffer->getPosition(idx[i+2]));
p.Normal.X = fabsf(p.Normal.X);
p.Normal.Y = fabsf(p.Normal.Y);
p.Normal.Z = fabsf(p.Normal.Z);
// calculate planar mapping worldspace coordinates
if (p.Normal.X > p.Normal.Y && p.Normal.X > p.Normal.Z)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).Y * resolution;
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Z * resolution;
}
}
else
if (p.Normal.Y > p.Normal.X && p.Normal.Y > p.Normal.Z)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).X * resolution;
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Z * resolution;
}
}
else
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).X * resolution;
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Y * resolution;
}
}
}
}
}
//! Creates a planar texture mapping on the meshbuffer
void CMeshManipulator::makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolution) const
{
if (!buffer)
return;
if (buffer->getIndexType()==video::EIT_16BIT)
makePlanarTextureMappingT<u16>(buffer, resolution);
else
makePlanarTextureMappingT<u32>(buffer, resolution);
}
//! Creates a planar texture mapping on the mesh
void CMeshManipulator::makePlanarTextureMapping(scene::IMesh* mesh, f32 resolution) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
{
makePlanarTextureMapping(mesh->getMeshBuffer(b), resolution);
}
}
namespace
{
//! Creates a planar texture mapping on the meshbuffer
template <typename T>
void makePlanarTextureMappingT(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset)
{
u32 idxcnt = buffer->getIndexCount();
T* idx = reinterpret_cast<T*>(buffer->getIndices());
for (u32 i=0; i<idxcnt; i+=3)
{
// calculate planar mapping worldspace coordinates
if (axis==0)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).Z + offset.Z) * resolutionS;
buffer->getTCoords(idx[i+o]).Y = 0.5f-(buffer->getPosition(idx[i+o]).Y + offset.Y) * resolutionT;
}
}
else if (axis==1)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).X + offset.X) * resolutionS;
buffer->getTCoords(idx[i+o]).Y = 1.f-(buffer->getPosition(idx[i+o]).Z + offset.Z) * resolutionT;
}
}
else if (axis==2)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).X + offset.X) * resolutionS;
buffer->getTCoords(idx[i+o]).Y = 0.5f-(buffer->getPosition(idx[i+o]).Y + offset.Y) * resolutionT;
}
}
}
}
}
//! Creates a planar texture mapping on the meshbuffer
void CMeshManipulator::makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const
{
if (!buffer)
return;
if (buffer->getIndexType()==video::EIT_16BIT)
makePlanarTextureMappingT<u16>(buffer, resolutionS, resolutionT, axis, offset);
else
makePlanarTextureMappingT<u32>(buffer, resolutionS, resolutionT, axis, offset);
}
//! Creates a planar texture mapping on the mesh
void CMeshManipulator::makePlanarTextureMapping(scene::IMesh* mesh, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
{
makePlanarTextureMapping(mesh->getMeshBuffer(b), resolutionS, resolutionT, axis, offset);
}
}
//! Clones a static IMesh into a modifiable SMesh.
SMesh* CMeshManipulator::createMeshCopy(scene::IMesh* mesh) const
{
if (!mesh)
return 0;
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for ( u32 b=0; b<meshBufferCount; ++b)
{
IMeshBuffer* bufferClone = mesh->getMeshBuffer(b)->createClone();
clone->addMeshBuffer(bufferClone);
bufferClone->drop();
}
clone->BoundingBox = mesh->getBoundingBox();
return clone;
}
//! Creates a copy of the mesh, which will only consist of unique primitives
// not yet 32bit
IMesh* CMeshManipulator::createMeshUniquePrimitives(IMesh* mesh) const
{
if (!mesh)
return 0;
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for ( u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* const mb = mesh->getMeshBuffer(b);
const s32 idxCnt = mb->getIndexCount();
const u16* idx = mb->getIndices();
switch(mb->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
buffer->Material = mb->getMaterial();
video::S3DVertex* v =
(video::S3DVertex*)mb->getVertices();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.reallocate(idxCnt);
for (s32 i=0; i<idxCnt; i += 3)
{
buffer->Vertices.push_back( v[idx[i + 0 ]] );
buffer->Vertices.push_back( v[idx[i + 1 ]] );
buffer->Vertices.push_back( v[idx[i + 2 ]] );
buffer->Indices.push_back( i + 0 );
buffer->Indices.push_back( i + 1 );
buffer->Indices.push_back( i + 2 );
}
buffer->setBoundingBox(mb->getBoundingBox());
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
case video::EVT_2TCOORDS:
{
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->Material = mb->getMaterial();
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mb->getVertices();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.reallocate(idxCnt);
for (s32 i=0; i<idxCnt; i += 3)
{
buffer->Vertices.push_back( v[idx[i + 0 ]] );
buffer->Vertices.push_back( v[idx[i + 1 ]] );
buffer->Vertices.push_back( v[idx[i + 2 ]] );
buffer->Indices.push_back( i + 0 );
buffer->Indices.push_back( i + 1 );
buffer->Indices.push_back( i + 2 );
}
buffer->setBoundingBox(mb->getBoundingBox());
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
case video::EVT_TANGENTS:
{
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->Material = mb->getMaterial();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mb->getVertices();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.reallocate(idxCnt);
for (s32 i=0; i<idxCnt; i += 3)
{
buffer->Vertices.push_back( v[idx[i + 0 ]] );
buffer->Vertices.push_back( v[idx[i + 1 ]] );
buffer->Vertices.push_back( v[idx[i + 2 ]] );
buffer->Indices.push_back( i + 0 );
buffer->Indices.push_back( i + 1 );
buffer->Indices.push_back( i + 2 );
}
buffer->setBoundingBox(mb->getBoundingBox());
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
}// end switch
}// end for all mesh buffers
clone->BoundingBox = mesh->getBoundingBox();
return clone;
}
//! Creates a copy of a mesh, which will have identical vertices welded together
// not yet 32bit
IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
{
SMesh* clone = new SMesh();
clone->BoundingBox = mesh->getBoundingBox();
core::array<u16> redirects;
for (u32 b=0; b<mesh->getMeshBufferCount(); ++b)
{
const IMeshBuffer* const mb = mesh->getMeshBuffer(b);
// reset redirect list
redirects.set_used(mb->getVertexCount());
const u16* indices = 0;
u32 indexCount = 0;
core::array<u16>* outIdx = 0;
switch(mb->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
buffer->BoundingBox = mb->getBoundingBox();
buffer->Material = mb->getMaterial();
clone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertex* v =
(video::S3DVertex*)mb->getVertices();
u32 vertexCount = mb->getVertexCount();
indices = mb->getIndices();
indexCount = mb->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
for (u32 i=0; i < vertexCount; ++i)
{
bool found = false;
for (u32 j=0; j < i; ++j)
{
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
v[i].Normal.equals( v[j].Normal, tolerance) &&
v[i].TCoords.equals( v[j].TCoords ) &&
(v[i].Color == v[j].Color) )
{
redirects[i] = redirects[j];
found = true;
break;
}
}
if (!found)
{
redirects[i] = buffer->Vertices.size();
buffer->Vertices.push_back(v[i]);
}
}
break;
}
case video::EVT_2TCOORDS:
{
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->BoundingBox = mb->getBoundingBox();
buffer->Material = mb->getMaterial();
clone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mb->getVertices();
u32 vertexCount = mb->getVertexCount();
indices = mb->getIndices();
indexCount = mb->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
for (u32 i=0; i < vertexCount; ++i)
{
bool found = false;
for (u32 j=0; j < i; ++j)
{
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
v[i].Normal.equals( v[j].Normal, tolerance) &&
v[i].TCoords.equals( v[j].TCoords ) &&
v[i].TCoords2.equals( v[j].TCoords2 ) &&
(v[i].Color == v[j].Color) )
{
redirects[i] = redirects[j];
found = true;
break;
}
}
if (!found)
{
redirects[i] = buffer->Vertices.size();
buffer->Vertices.push_back(v[i]);
}
}
break;
}
case video::EVT_TANGENTS:
{
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->BoundingBox = mb->getBoundingBox();
buffer->Material = mb->getMaterial();
clone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mb->getVertices();
u32 vertexCount = mb->getVertexCount();
indices = mb->getIndices();
indexCount = mb->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
for (u32 i=0; i < vertexCount; ++i)
{
bool found = false;
for (u32 j=0; j < i; ++j)
{
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
v[i].Normal.equals( v[j].Normal, tolerance) &&
v[i].TCoords.equals( v[j].TCoords ) &&
v[i].Tangent.equals( v[j].Tangent, tolerance ) &&
v[i].Binormal.equals( v[j].Binormal, tolerance ) &&
(v[i].Color == v[j].Color) )
{
redirects[i] = redirects[j];
found = true;
break;
}
}
if (!found)
{
redirects[i] = buffer->Vertices.size();
buffer->Vertices.push_back(v[i]);
}
}
break;
}
default:
os::Printer::log("Cannot create welded mesh, vertex type unsupported", ELL_ERROR);
break;
}
// Clean up any degenerate tris
core::array<u16> &Indices = *outIdx;
Indices.clear();
Indices.reallocate(indexCount);
for (u32 i = 0; i < indexCount; i+=3)
{
u16 a, b, c;
a = redirects[indices[i]];
b = redirects[indices[i+1]];
c = redirects[indices[i+2]];
bool drop = false;
if (a == b || b == c || a == c)
drop = true;
// Open for other checks
if (!drop)
{
Indices.push_back(a);
Indices.push_back(b);
Indices.push_back(c);
}
}
}
return clone;
}
//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
// not yet 32bit
IMesh* CMeshManipulator::createMeshWithTangents(IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted, bool calculateTangents) const
{
using namespace video;
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBufferTangents
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* const original = mesh->getMeshBuffer(b);
SMeshBufferTangents* buffer = new SMeshBufferTangents();
// copy material
buffer->Material = original->getMaterial();
// copy indices
const u32 idxCnt = original->getIndexCount();
const u16* indices = original->getIndices();
buffer->Indices.reallocate(idxCnt);
for (u32 i=0; i < idxCnt; ++i)
buffer->Indices.push_back(indices[i]);
// copy vertices
const u32 vtxCnt = original->getVertexCount();
buffer->Vertices.reallocate(vtxCnt);
const E_VERTEX_TYPE vType = original->getVertexType();
switch(vType)
{
case video::EVT_STANDARD:
{
const S3DVertex* v = (const S3DVertex*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( S3DVertexTangents(
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
}
break;
case video::EVT_2TCOORDS:
{
const S3DVertex2TCoords* v =(const S3DVertex2TCoords*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( S3DVertexTangents(
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
}
break;
case video::EVT_TANGENTS:
{
const S3DVertexTangents* v =(const S3DVertexTangents*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back(v[i]);
}
break;
}
buffer->recalculateBoundingBox();
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->recalculateBoundingBox();
if (calculateTangents)
recalculateTangents(clone, recalculateNormals, smooth, angleWeighted);
return clone;
}
namespace
{
struct height_edge
{
u32 far;
u32 polycount;
u32 polys[2];
core::vector3df normal[2];
};
enum
{
HEIGHT_TRIACCEL_MAX = 1024
};
}
//! Optimizes the mesh using an algorithm tuned for heightmaps.
void CMeshManipulator::heightmapOptimizeMesh(IMesh * const m, const f32 tolerance) const
{
const u32 max = m->getMeshBufferCount();
for (u32 i = 0; i < max; i++)
{
IMeshBuffer * const mb = m->getMeshBuffer(i);
heightmapOptimizeMesh(mb, tolerance);
}
}
//! Optimizes the mesh using an algorithm tuned for heightmaps.
void CMeshManipulator::heightmapOptimizeMesh(IMeshBuffer * const mb, const f32 tolerance) const
{
using namespace core;
using namespace video;
array<height_edge> edges;
const u32 idxs = mb->getIndexCount();
const u32 verts = mb->getVertexCount();
u16 *ind = mb->getIndices();
S3DVertex *vert = (S3DVertex *) mb->getVertices();
// First an acceleration structure: given this vert, which triangles touch it?
// Using this drops two exponents off the algorightm complexity, O(n^4) > O(n^2)
// Other optimizations brought it down to O(n).
u32 **accel = (u32 **) malloc(verts * sizeof(u32 *));
for (u32 i = 0; i < verts; i++)
{
accel[i] = (u32 *) calloc(HEIGHT_TRIACCEL_MAX, sizeof(u32));
for (u32 j = 0; j < HEIGHT_TRIACCEL_MAX; j++)
{
accel[i][j] = USHRT_MAX;
}
}
u16 *cur = (u16 *) calloc(verts, sizeof(u16));
for (u32 j = 0; j < idxs; j+=3)
{
u32 v = ind[j];
if (cur[v] >= HEIGHT_TRIACCEL_MAX)
{
os::Printer::log("Too complex mesh to optimize, aborting.");
goto donehere;
}
accel[v][cur[v]] = j;
cur[v]++;
// Unrolled tri loop, parts 2 and 3
v = ind[j+1];
if (cur[v] >= HEIGHT_TRIACCEL_MAX)
{
os::Printer::log("Too complex mesh to optimize, aborting.");
goto donehere;
}
accel[v][cur[v]] = j;
cur[v]++;
v = ind[j+2];
if (cur[v] >= HEIGHT_TRIACCEL_MAX)
{
os::Printer::log("Too complex mesh to optimize, aborting.");
goto donehere;
}
accel[v][cur[v]] = j;
cur[v]++;
}
free(cur);
// Built, go
for (u32 i = 0; i < verts; i++)
{
const vector3df &mypos = vert[i].Pos;
// find all edges of this vert
edges.clear();
bool gotonext = false;
u32 j;
u16 cur;
for (cur = 0; accel[i][cur] != USHRT_MAX && cur < HEIGHT_TRIACCEL_MAX; cur++)
{
j = accel[i][cur];
u32 far1 = -1, far2 = -1;
if (ind[j] == i)
{
far1 = ind[j+1];
far2 = ind[j+2];
}
else if (ind[j+1] == i)
{
far1 = ind[j];
far2 = ind[j+2];
}
else if (ind[j+2] == i)
{
far1 = ind[j];
far2 = ind[j+1];
}
// Skip degenerate tris
if (vert[i].Pos == vert[far1].Pos ||
vert[far1].Pos == vert[far2].Pos)
{
// puts("skipping degenerate tri");
continue;
}
// Edges found, check if we already added them
const u32 ecount = edges.size();
bool far1new = true, far2new = true;
for (u32 e = 0; e < ecount; e++)
{
if (edges[e].far == far1 ||
edges[e].far == far2)
{
// Skip if over 2 polys
if (edges[e].polycount > 2)
{
gotonext = true;
goto almostnext;
}
edges[e].polys[edges[e].polycount] = j;
edges[e].normal[edges[e].polycount] =
vert[i].Normal;
edges[e].polycount++;
if (edges[e].far == far1)
far1new = false;
else
far2new = false;
}
}
if (far1new)
{
// New edge
height_edge ed;
ed.far = far1;
ed.polycount = 1;
ed.polys[0] = j;
ed.normal[0] = vert[i].Normal;
edges.push_back(ed);
}
if (far2new)
{
// New edge
height_edge ed;
ed.far = far2;
ed.polycount = 1;
ed.polys[0] = j;
ed.normal[0] = vert[i].Normal;
edges.push_back(ed);
}
}
almostnext:
if (gotonext)
continue;
// Edges found. Possible to simplify?
const u32 ecount = edges.size();
// printf("Vert %u has %u edges\n", i, ecount);
for (u32 e = 0; e < ecount; e++)
{
for (u32 f = 0; f < ecount; f++)
{
if (f == e) continue;
vector3df one = mypos - vert[edges[e].far].Pos;
vector3df two = vert[edges[f].far].Pos - mypos;
one.normalize();
two.normalize();
// Straight line ?
if (!one.equals(two, tolerance) || one.getLengthSQ() < 0.5f)
continue;
// All other edges must have two polys
for (u32 g = 0; g < ecount; g++)
{
if (g == e || g == f)
continue;
if (edges[g].polycount != 2)
{
// printf("%u: polycount not 2 (%u)\n",
// g, edges[g].polycount);
goto testnext;
}
// Normals must match
if (!edges[g].normal[0].equals(edges[g].normal[1],
tolerance))
{
// puts("Normals don't match");
goto testnext;
}
// Normals must not flip
for (u32 z = 0; z < edges[g].polycount; z++)
{
bool flat = false;
vector3df pos[3];
pos[0] =
vert[ind[edges[g].polys[z]]].Pos;
pos[1] =
vert[ind[edges[g].polys[z] + 1]].Pos;
pos[2] =
vert[ind[edges[g].polys[z] + 2]].Pos;
for (u32 y = 0; y < 3; y++)
{
if (edges[g].polys[z] + y == i)
{
pos[y] = vert[edges[e].far].Pos;
}
else if (edges[g].polys[z] + y
== edges[e].far)
{
flat = true;
break;
}
}
if (!flat)
{
triangle3df temp(pos[0],
pos[1], pos[2]);
vector3df N = temp.getNormal();
N.normalize();
// if (N.getLengthSQ() < 0.5f)
// puts("empty");
if (!N.equals(edges[g].normal[z], tolerance))
{
// puts("wouldflip");
goto testnext;
}
}
}
// Must not be on model edge
if (edges[g].polycount == 1)
{
goto testnext;
}
}
// Must not be on model edge
if (edges[e].polycount == 1)
{
goto testnext;
}
// OK, moving to welding position
vert[i] = vert[edges[e].far];
// printf("Contracted vert %u to %u\n",
// i, edges[e].far);
}
}
testnext:;
}
donehere:
for (u32 i = 0; i < verts; i++)
{
free(accel[i]);
}
free(accel);
}
//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoords vertices.
// not yet 32bit
IMesh* CMeshManipulator::createMeshWith2TCoords(IMesh* mesh) const
{
using namespace video;
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBufferLightMap
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* const original = mesh->getMeshBuffer(b);
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
// copy material
buffer->Material = original->getMaterial();
// copy indices
const u32 idxCnt = original->getIndexCount();
const u16* indices = original->getIndices();
buffer->Indices.reallocate(idxCnt);
for (u32 i=0; i < idxCnt; ++i)
buffer->Indices.push_back(indices[i]);
// copy vertices
const u32 vtxCnt = original->getVertexCount();
buffer->Vertices.reallocate(vtxCnt);
const video::E_VERTEX_TYPE vType = original->getVertexType();
switch(vType)
{
case video::EVT_STANDARD:
{
const S3DVertex* v = (const S3DVertex*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( video::S3DVertex2TCoords(
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords, v[i].TCoords));
}
break;
case video::EVT_2TCOORDS:
{
const S3DVertex2TCoords* v =(const S3DVertex2TCoords*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back(v[i]);
}
break;
case video::EVT_TANGENTS:
{
const S3DVertexTangents* v =(const S3DVertexTangents*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( S3DVertex2TCoords(
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords, v[i].TCoords) );
}
break;
}
buffer->recalculateBoundingBox();
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->recalculateBoundingBox();
return clone;
}
//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
// not yet 32bit
IMesh* CMeshManipulator::createMeshWith1TCoords(IMesh* mesh) const
{
using namespace video;
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBuffer
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* const original = mesh->getMeshBuffer(b);
SMeshBuffer* buffer = new SMeshBuffer();
// copy material
buffer->Material = original->getMaterial();
// copy indices
const u32 idxCnt = original->getIndexCount();
const u16* indices = original->getIndices();
buffer->Indices.reallocate(idxCnt);
for (u32 i=0; i < idxCnt; ++i)
buffer->Indices.push_back(indices[i]);
// copy vertices
const u32 vtxCnt = original->getVertexCount();
buffer->Vertices.reallocate(vtxCnt);
const video::E_VERTEX_TYPE vType = original->getVertexType();
switch(vType)
{
case video::EVT_STANDARD:
{
const S3DVertex* v = (const S3DVertex*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( v[i] );
}
break;
case video::EVT_2TCOORDS:
{
const S3DVertex2TCoords* v =(const S3DVertex2TCoords*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( S3DVertex(
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
}
break;
case video::EVT_TANGENTS:
{
const S3DVertexTangents* v =(const S3DVertexTangents*)original->getVertices();
for (u32 i=0; i < vtxCnt; ++i)
buffer->Vertices.push_back( S3DVertex(
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
}
break;
}
buffer->recalculateBoundingBox();
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->recalculateBoundingBox();
return clone;
}
//! Returns amount of polygons in mesh.
s32 CMeshManipulator::getPolyCount(scene::IMesh* mesh) const
{
if (!mesh)
return 0;
s32 trianglecount = 0;
for (u32 g=0; g<mesh->getMeshBufferCount(); ++g)
trianglecount += mesh->getMeshBuffer(g)->getIndexCount() / 3;
return trianglecount;
}
//! Returns amount of polygons in mesh.
s32 CMeshManipulator::getPolyCount(scene::IAnimatedMesh* mesh) const
{
if (mesh && mesh->getFrameCount() != 0)
return getPolyCount(mesh->getMesh(0));
return 0;
}
//! create a new AnimatedMesh and adds the mesh to it
IAnimatedMesh * CMeshManipulator::createAnimatedMesh(scene::IMesh* mesh, scene::E_ANIMATED_MESH_TYPE type) const
{
return new SAnimatedMesh(mesh, type);
}
namespace
{
struct vcache
{
core::array<u32> tris;
float score;
s16 cachepos;
u16 NumActiveTris;
};
struct tcache
{
u16 ind[3];
float score;
bool drawn;
};
const u16 cachesize = 32;
float FindVertexScore(vcache *v)
{
const float CacheDecayPower = 1.5f;
const float LastTriScore = 0.75f;
const float ValenceBoostScale = 2.0f;
const float ValenceBoostPower = 0.5f;
const float MaxSizeVertexCache = 32.0f;
if (v->NumActiveTris == 0)
{
// No tri needs this vertex!
return -1.0f;
}
float Score = 0.0f;
int CachePosition = v->cachepos;
if (CachePosition < 0)
{
// Vertex is not in FIFO cache - no score.
}
else
{
if (CachePosition < 3)
{
// This vertex was used in the last triangle,
// so it has a fixed score.
Score = LastTriScore;
}
else
{
// Points for being high in the cache.
const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
Score = 1.0f - (CachePosition - 3) * Scaler;
Score = powf(Score, CacheDecayPower);
}
}
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float ValenceBoost = powf(v->NumActiveTris,
-ValenceBoostPower);
Score += ValenceBoostScale * ValenceBoost;
return Score;
}
/*
A specialized LRU cache for the Forsyth algorithm.
*/
class f_lru
{
public:
f_lru(vcache *v, tcache *t): vc(v), tc(t)
{
for (u16 i = 0; i < cachesize; i++)
{
cache[i] = -1;
}
}
// Adds this vertex index and returns the highest-scoring triangle index
u32 add(u16 vert, bool updatetris = false)
{
bool found = false;
// Mark existing pos as empty
for (u16 i = 0; i < cachesize; i++)
{
if (cache[i] == vert)
{
// Move everything down
for (u16 j = i; j; j--)
{
cache[j] = cache[j - 1];
}
found = true;
break;
}
}
if (!found)
{
if (cache[cachesize-1] != -1)
vc[cache[cachesize-1]].cachepos = -1;
// Move everything down
for (u16 i = cachesize - 1; i; i--)
{
cache[i] = cache[i - 1];
}
}
cache[0] = vert;
u32 highest = 0;
float hiscore = 0;
if (updatetris)
{
// Update cache positions
for (u16 i = 0; i < cachesize; i++)
{
if (cache[i] == -1)
break;
vc[cache[i]].cachepos = i;
vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
}
// Update triangle scores
for (u16 i = 0; i < cachesize; i++)
{
if (cache[i] == -1)
break;
const u16 trisize = vc[cache[i]].tris.size();
for (u16 t = 0; t < trisize; t++)
{
tcache *tri = &tc[vc[cache[i]].tris[t]];
tri->score =
vc[tri->ind[0]].score +
vc[tri->ind[1]].score +
vc[tri->ind[2]].score;
if (tri->score > hiscore)
{
hiscore = tri->score;
highest = vc[cache[i]].tris[t];
}
}
}
}
return highest;
}
private:
s32 cache[cachesize];
vcache *vc;
tcache *tc;
};
} // end anonymous namespace
/**
Vertex cache optimization according to the Forsyth paper:
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
The function is thread-safe (read: you can optimize several meshes in different threads)
\param mesh Source mesh for the operation. */
IMesh* CMeshManipulator::createForsythOptimizedMesh(const IMesh *mesh) const
{
if (!mesh)
return 0;
SMesh *newmesh = new SMesh();
newmesh->BoundingBox = mesh->getBoundingBox();
const u32 mbcount = mesh->getMeshBufferCount();
for (u32 b = 0; b < mbcount; ++b)
{
const IMeshBuffer *mb = mesh->getMeshBuffer(b);
if (mb->getIndexType() != video::EIT_16BIT)
{
os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
newmesh->drop();
return 0;
}
const u32 icount = mb->getIndexCount();
const u32 tcount = icount / 3;
const u32 vcount = mb->getVertexCount();
const u16 *ind = mb->getIndices();
vcache *vc = new vcache[vcount];
tcache *tc = new tcache[tcount];
f_lru lru(vc, tc);
// init
for (u16 i = 0; i < vcount; i++)
{
vc[i].score = 0;
vc[i].cachepos = -1;
vc[i].NumActiveTris = 0;
}
// First pass: count how many times a vert is used
for (u32 i = 0; i < icount; i += 3)
{
vc[ind[i]].NumActiveTris++;
vc[ind[i + 1]].NumActiveTris++;
vc[ind[i + 2]].NumActiveTris++;
const u32 tri_ind = i/3;
tc[tri_ind].ind[0] = ind[i];
tc[tri_ind].ind[1] = ind[i + 1];
tc[tri_ind].ind[2] = ind[i + 2];
}
// Second pass: list of each triangle
for (u32 i = 0; i < tcount; i++)
{
vc[tc[i].ind[0]].tris.push_back(i);
vc[tc[i].ind[1]].tris.push_back(i);
vc[tc[i].ind[2]].tris.push_back(i);
tc[i].drawn = false;
}
// Give initial scores
for (u16 i = 0; i < vcount; i++)
{
vc[i].score = FindVertexScore(&vc[i]);
}
for (u32 i = 0; i < tcount; i++)
{
tc[i].score =
vc[tc[i].ind[0]].score +
vc[tc[i].ind[1]].score +
vc[tc[i].ind[2]].score;
}
switch(mb->getVertexType())
{
case video::EVT_STANDARD:
{
video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();
SMeshBuffer *buf = new SMeshBuffer();
buf->Material = mb->getMaterial();
buf->Vertices.reallocate(vcount);
buf->Indices.reallocate(icount);
core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
typedef core::map<const video::S3DVertex, const u16>::Node snode;
// Main algorithm
u32 highest = 0;
u32 drawcalls = 0;
for (;;)
{
if (tc[highest].drawn)
{
bool found = false;
float hiscore = 0;
for (u32 t = 0; t < tcount; t++)
{
if (!tc[t].drawn)
{
if (tc[t].score > hiscore)
{
highest = t;
hiscore = tc[t].score;
found = true;
}
}
}
if (!found)
break;
}
// Output the best triangle
u16 newind = buf->Vertices.size();
snode *s = sind.find(v[tc[highest].ind[0]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[0]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[0]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[1]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[1]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[1]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[2]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[2]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[2]], newind);
}
else
{
buf->Indices.push_back(s->getValue());
}
vc[tc[highest].ind[0]].NumActiveTris--;
vc[tc[highest].ind[1]].NumActiveTris--;
vc[tc[highest].ind[2]].NumActiveTris--;
tc[highest].drawn = true;
for (u16 j = 0; j < 3; j++)
{
vcache *vert = &vc[tc[highest].ind[j]];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
{
vert->tris.erase(t);
break;
}
}
}
lru.add(tc[highest].ind[0]);
lru.add(tc[highest].ind[1]);
highest = lru.add(tc[highest].ind[2], true);
drawcalls++;
}
buf->setBoundingBox(mb->getBoundingBox());
newmesh->addMeshBuffer(buf);
buf->drop();
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();
SMeshBufferLightMap *buf = new SMeshBufferLightMap();
buf->Material = mb->getMaterial();
buf->Vertices.reallocate(vcount);
buf->Indices.reallocate(icount);
core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;
// Main algorithm
u32 highest = 0;
u32 drawcalls = 0;
for (;;)
{
if (tc[highest].drawn)
{
bool found = false;
float hiscore = 0;
for (u32 t = 0; t < tcount; t++)
{
if (!tc[t].drawn)
{
if (tc[t].score > hiscore)
{
highest = t;
hiscore = tc[t].score;
found = true;
}
}
}
if (!found)
break;
}
// Output the best triangle
u16 newind = buf->Vertices.size();
snode *s = sind.find(v[tc[highest].ind[0]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[0]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[0]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[1]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[1]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[1]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[2]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[2]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[2]], newind);
}
else
{
buf->Indices.push_back(s->getValue());
}
vc[tc[highest].ind[0]].NumActiveTris--;
vc[tc[highest].ind[1]].NumActiveTris--;
vc[tc[highest].ind[2]].NumActiveTris--;
tc[highest].drawn = true;
for (u16 j = 0; j < 3; j++)
{
vcache *vert = &vc[tc[highest].ind[j]];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
{
vert->tris.erase(t);
break;
}
}
}
lru.add(tc[highest].ind[0]);
lru.add(tc[highest].ind[1]);
highest = lru.add(tc[highest].ind[2]);
drawcalls++;
}
buf->setBoundingBox(mb->getBoundingBox());
newmesh->addMeshBuffer(buf);
buf->drop();
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices();
SMeshBufferTangents *buf = new SMeshBufferTangents();
buf->Material = mb->getMaterial();
buf->Vertices.reallocate(vcount);
buf->Indices.reallocate(icount);
core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation
typedef core::map<const video::S3DVertexTangents, const u16>::Node snode;
// Main algorithm
u32 highest = 0;
u32 drawcalls = 0;
for (;;)
{
if (tc[highest].drawn)
{
bool found = false;
float hiscore = 0;
for (u32 t = 0; t < tcount; t++)
{
if (!tc[t].drawn)
{
if (tc[t].score > hiscore)
{
highest = t;
hiscore = tc[t].score;
found = true;
}
}
}
if (!found)
break;
}
// Output the best triangle
u16 newind = buf->Vertices.size();
snode *s = sind.find(v[tc[highest].ind[0]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[0]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[0]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[1]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[1]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[1]], newind);
newind++;
}
else
{
buf->Indices.push_back(s->getValue());
}
s = sind.find(v[tc[highest].ind[2]]);
if (!s)
{
buf->Vertices.push_back(v[tc[highest].ind[2]]);
buf->Indices.push_back(newind);
sind.insert(v[tc[highest].ind[2]], newind);
}
else
{
buf->Indices.push_back(s->getValue());
}
vc[tc[highest].ind[0]].NumActiveTris--;
vc[tc[highest].ind[1]].NumActiveTris--;
vc[tc[highest].ind[2]].NumActiveTris--;
tc[highest].drawn = true;
for (u16 j = 0; j < 3; j++)
{
vcache *vert = &vc[tc[highest].ind[j]];
for (u16 t = 0; t < vert->tris.size(); t++)
{
if (highest == vert->tris[t])
{
vert->tris.erase(t);
break;
}
}
}
lru.add(tc[highest].ind[0]);
lru.add(tc[highest].ind[1]);
highest = lru.add(tc[highest].ind[2]);
drawcalls++;
}
buf->setBoundingBox(mb->getBoundingBox());
newmesh->addMeshBuffer(buf);
buf->drop();
}
break;
}
delete [] vc;
delete [] tc;
} // for each meshbuffer
return newmesh;
}
} // end namespace scene
} // end namespace irr