// 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), AnimatedNode(0), LastMeshFrame(0) { #ifdef _DEBUG setDebugName("CTriangleSelector"); #endif BoundingBox.reset(0.f, 0.f, 0.f); } //! constructor CTriangleSelector::CTriangleSelector(const core::aabbox3d& box, ISceneNode* node) : SceneNode(node), AnimatedNode(0), LastMeshFrame(0) { #ifdef _DEBUG setDebugName("CTriangleSelector"); #endif BoundingBox=box; // TODO } //! constructor CTriangleSelector::CTriangleSelector(const IMesh* mesh, ISceneNode* node, bool separateMeshbuffers) : SceneNode(node), AnimatedNode(0), LastMeshFrame(0) { #ifdef _DEBUG setDebugName("CTriangleSelector"); #endif createFromMesh(mesh, separateMeshbuffers); } CTriangleSelector::CTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node) : SceneNode(node), AnimatedNode(0), LastMeshFrame(0) { #ifdef _DEBUG setDebugName("CTriangleSelector"); #endif SingleBufferRange.MeshBuffer = meshBuffer; SingleBufferRange.MaterialIndex = materialIndex; 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; jgetMeshBuffer(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 static void updateTriangles(u32& triangleCount, core::array& triangles, u32 idxCnt, const TIndex* indices, const u8* vertices, u32 vertexPitch, const core::matrix4* bufferTransform) { if ( bufferTransform ) { for (u32 index = 2; index < idxCnt; index += 3) { core::triangle3df& tri = triangles[triangleCount++]; bufferTransform->transformVect( tri.pointA, (*reinterpret_cast(&vertices[indices[index - 2]*vertexPitch])).Pos ); bufferTransform->transformVect( tri.pointB, (*reinterpret_cast(&vertices[indices[index - 1]*vertexPitch])).Pos ); bufferTransform->transformVect( tri.pointC, (*reinterpret_cast(&vertices[indices[index - 0]*vertexPitch])).Pos ); } } else { for (u32 index = 2; index < idxCnt; index += 3) { core::triangle3df& tri = triangles[triangleCount++]; tri.pointA = (*reinterpret_cast(&vertices[indices[index - 2]*vertexPitch])).Pos; tri.pointB = (*reinterpret_cast(&vertices[indices[index - 1]*vertexPitch])).Pos; tri.pointC = (*reinterpret_cast(&vertices[indices[index - 0]*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* outTriangleInfo) const { // Update my triangles if necessary update(); u32 cnt = Triangles.size(); if (cnt > (u32)arraySize) cnt = (u32)arraySize; core::matrix4 mat(core::matrix4::EM4CONST_NOTHING); if (transform) { mat = *transform; if (SceneNode && useNodeTransform) mat *= SceneNode->getAbsoluteTransformation(); } else if (SceneNode && useNodeTransform) mat = SceneNode->getAbsoluteTransformation(); else mat.makeIdentity(); for (u32 i=0; ipush_back(triRange); } else { irr::u32 rangeIndex = 0; for (u32 i=0; 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 = 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& box, const core::matrix4* transform, bool useNodeTransform, irr::core::array* outTriangleInfo) const { // Update my triangles if necessary update(); core::matrix4 mat(core::matrix4::EM4CONST_NOTHING); if (transform) { mat = *transform; if (SceneNode && useNodeTransform) mat *= SceneNode->getAbsoluteTransformation(); } else if (SceneNode && useNodeTransform) mat = SceneNode->getAbsoluteTransformation(); else mat.makeIdentity(); core::aabbox3df tBox(box); core::matrix4 invMat(core::matrix4::EM4CONST_NOTHING); if ( mat.getInverse(invMat) ) { invMat.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 ); } 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 = this; triRange.SceneNode = SceneNode; triRange.RangeStart = triangleCount; triRange.MeshBuffer = BufferRanges[activeRange].MeshBuffer; triRange.MaterialIndex = BufferRanges[activeRange].MaterialIndex; for (u32 i=0; 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; ipush_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& line, const core::matrix4* transform, bool useNodeTransform, irr::core::array* outTriangleInfo) const { // Update my triangles if necessary update(); core::aabbox3d 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