// 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 "ISkinnedMesh.h" #include "SMesh.h" #include "CMeshBuffer.h" #include "SAnimatedMesh.h" #include "os.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))); } namespace { template void recalculateNormalsT(IMeshBuffer *buffer, bool smooth, bool angleWeighted) { const u32 vtxcnt = buffer->getVertexCount(); const u32 idxcnt = buffer->getIndexCount(); const T *idx = reinterpret_cast(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(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(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(buffer, smooth, angleWeighted); else recalculateNormalsT(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; if (mesh->getMeshType() == EAMT_SKINNED) { ISkinnedMesh *smesh = (ISkinnedMesh *)mesh; smesh->resetAnimation(); } const u32 bcount = mesh->getMeshBufferCount(); for (u32 b = 0; b < bcount; ++b) recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted); if (mesh->getMeshType() == EAMT_SKINNED) { ISkinnedMesh *smesh = (ISkinnedMesh *)mesh; smesh->refreshJointCache(); } } //! Clones a static IMesh into a modifyable SMesh. // not yet 32bit 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) { const IMeshBuffer *const mb = mesh->getMeshBuffer(b); switch (mb->getVertexType()) { case video::EVT_STANDARD: { SMeshBuffer *buffer = new SMeshBuffer(); buffer->Material = mb->getMaterial(); const u32 vcount = mb->getVertexCount(); buffer->Vertices.reallocate(vcount); video::S3DVertex *vertices = (video::S3DVertex *)mb->getVertices(); for (u32 i = 0; i < vcount; ++i) buffer->Vertices.push_back(vertices[i]); const u32 icount = mb->getIndexCount(); buffer->Indices.reallocate(icount); const u16 *indices = mb->getIndices(); for (u32 i = 0; i < icount; ++i) buffer->Indices.push_back(indices[i]); clone->addMeshBuffer(buffer); buffer->drop(); } break; case video::EVT_2TCOORDS: { SMeshBufferLightMap *buffer = new SMeshBufferLightMap(); buffer->Material = mb->getMaterial(); const u32 vcount = mb->getVertexCount(); buffer->Vertices.reallocate(vcount); video::S3DVertex2TCoords *vertices = (video::S3DVertex2TCoords *)mb->getVertices(); for (u32 i = 0; i < vcount; ++i) buffer->Vertices.push_back(vertices[i]); const u32 icount = mb->getIndexCount(); buffer->Indices.reallocate(icount); const u16 *indices = mb->getIndices(); for (u32 i = 0; i < icount; ++i) buffer->Indices.push_back(indices[i]); clone->addMeshBuffer(buffer); buffer->drop(); } break; case video::EVT_TANGENTS: { SMeshBufferTangents *buffer = new SMeshBufferTangents(); buffer->Material = mb->getMaterial(); const u32 vcount = mb->getVertexCount(); buffer->Vertices.reallocate(vcount); video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)mb->getVertices(); for (u32 i = 0; i < vcount; ++i) buffer->Vertices.push_back(vertices[i]); const u32 icount = mb->getIndexCount(); buffer->Indices.reallocate(icount); const u16 *indices = mb->getIndices(); for (u32 i = 0; i < icount; ++i) buffer->Indices.push_back(indices[i]); clone->addMeshBuffer(buffer); buffer->drop(); } break; } // end switch } // end for all mesh buffers clone->BoundingBox = mesh->getBoundingBox(); 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); } } // end namespace scene } // end namespace irr