mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 08:10:32 +01:00
244 lines
6.9 KiB
C++
244 lines
6.9 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"
|
|
#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)));
|
|
}
|
|
|
|
|
|
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
|
|
|