irrlicht/src/CMeshManipulator.cpp

219 lines
6.6 KiB
C++

// 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 <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;
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