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December 12, 2014 16:02
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general mesh building class
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/* | |
Copyright (C) 2005 by Jorrit Tyberghein | |
This library is free software; you can redistribute it and/or | |
modify it under the terms of the GNU Library General Public | |
License as published by the Free Software Foundation; either | |
version 2 of the License, or (at your option) any later version. | |
This library is distributed in the hope that it will be useful, | |
but WITHOUT ANY WARRANTY; without even the implied warranty of | |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
Library General Public License for more details. | |
You should have received a copy of the GNU Library General Public | |
License along with this library; if not, write to the Free | |
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. | |
*/ | |
#include "cssysdef.h" | |
#include "csqsqrt.h" | |
#include "csgeom/math3d.h" | |
#include "csgeom/sphere.h" | |
#include "csgeom/trimesh.h" | |
#include "cstool/genmeshbuilder.h" | |
#include "imesh/genmesh.h" | |
#include "iengine/engine.h" | |
#include "iengine/mesh.h" | |
#include "igeom/trimesh.h" | |
namespace CS | |
{ | |
namespace Geometry | |
{ | |
//--------------------------------------------------------------------------- | |
static void AppendOrSetData (iGeneralFactoryState* factory, bool append, | |
const csDirtyAccessArray<csVector3>& mesh_vertices, | |
const csDirtyAccessArray<csVector2>& mesh_texels, | |
const csDirtyAccessArray<csVector3>& mesh_normals, | |
const csDirtyAccessArray<csTriangle>& mesh_triangles) | |
{ | |
if (append) | |
{ | |
csColor4 black (0, 0, 0); | |
size_t cur_vt_count = factory->GetVertexCount (); | |
size_t i; | |
for (i = 0 ; i < mesh_vertices.GetSize () ; i++) | |
factory->AddVertex (mesh_vertices[i], mesh_texels[i], | |
mesh_normals[i], black); | |
for (i = 0 ; i < mesh_triangles.GetSize () ; i++) | |
{ | |
csTriangle tri = mesh_triangles[i]; | |
tri.a += int (cur_vt_count); | |
tri.b += int (cur_vt_count); | |
tri.c += int (cur_vt_count); | |
factory->AddTriangle (tri); | |
} | |
} | |
else | |
{ | |
factory->SetVertexCount (int (mesh_vertices.GetSize ())); | |
factory->SetTriangleCount (int (mesh_triangles.GetSize ())); | |
memcpy (factory->GetVertices (), mesh_vertices.GetArray (), | |
sizeof (csVector3) * mesh_vertices.GetSize ()); | |
memcpy (factory->GetTexels (), mesh_texels.GetArray (), | |
sizeof (csVector2) * mesh_texels.GetSize ()); | |
memcpy (factory->GetNormals (), mesh_normals.GetArray (), | |
sizeof (csVector3) * mesh_normals.GetSize ()); | |
memcpy (factory->GetTriangles (), mesh_triangles.GetArray (), | |
sizeof (csTriangle) * mesh_triangles.GetSize ()); | |
} | |
factory->Invalidate (); | |
} | |
//--------------------------------------------------------------------------- | |
TesselatedQuad::TesselatedQuad (const csVector3& v0, | |
const csVector3& v1, const csVector3& v2) | |
{ | |
TesselatedQuad::v0 = v0; | |
TesselatedQuad::v1 = v1; | |
TesselatedQuad::v2 = v2; | |
tesselations = 1; | |
mapper = 0; | |
} | |
void TesselatedQuad::Append (iGeneralFactoryState* state) | |
{ | |
bool append = state->GetVertexCount () > 0 || state->GetTriangleCount () > 0; | |
csDirtyAccessArray<csVector3> mesh_vertices; | |
csDirtyAccessArray<csVector2> mesh_texels; | |
csDirtyAccessArray<csVector3> mesh_normals; | |
csDirtyAccessArray<csTriangle> mesh_triangles; | |
Primitives::GenerateTesselatedQuad (v0, v1, v2, | |
tesselations, | |
mesh_vertices, mesh_texels, mesh_normals, | |
mesh_triangles, mapper); | |
AppendOrSetData (state, append, mesh_vertices, mesh_texels, | |
mesh_normals, mesh_triangles); | |
} | |
//--------------------------------------------------------------------------- | |
void Box::Init (const csBox3& box) | |
{ | |
Box::box = box; | |
mapper = 0; | |
flags = 0; | |
} | |
void Box::Append (iGeneralFactoryState* state) | |
{ | |
bool append = state->GetVertexCount () > 0 || state->GetTriangleCount () > 0; | |
csDirtyAccessArray<csVector3> mesh_vertices; | |
csDirtyAccessArray<csVector2> mesh_texels; | |
csDirtyAccessArray<csVector3> mesh_normals; | |
csDirtyAccessArray<csTriangle> mesh_triangles; | |
Primitives::GenerateBox (box, | |
mesh_vertices, mesh_texels, mesh_normals, | |
mesh_triangles, flags, mapper); | |
AppendOrSetData (state, append, mesh_vertices, mesh_texels, | |
mesh_normals, mesh_triangles); | |
} | |
//--------------------------------------------------------------------------- | |
void TesselatedBox::Init (const csBox3& box) | |
{ | |
TesselatedBox::box = box; | |
tesselations = 1; | |
mapper = 0; | |
flags = 0; | |
} | |
static void SidedTesselatedQuad ( | |
bool in, | |
iGeneralFactoryState* factory, | |
const csVector3 &v0, | |
const csVector3 &v1, const csVector3 &v2, | |
int tesselations, | |
TextureMapper* mapper) | |
{ | |
TesselatedQuad quad (v0, in ? v1 : v2, in ? v2 : v1); | |
quad.SetLevel (tesselations); | |
quad.SetMapper (mapper); | |
quad.Append (factory); | |
} | |
void TesselatedBox::Append (iGeneralFactoryState* state) | |
{ | |
bool in = flags & Primitives::CS_PRIMBOX_INSIDE; | |
SidedTesselatedQuad (in, state, | |
box.GetCorner (CS_BOX_CORNER_xYZ), | |
box.GetCorner (CS_BOX_CORNER_XYZ), | |
box.GetCorner (CS_BOX_CORNER_xyZ), | |
tesselations, mapper); | |
SidedTesselatedQuad (in, state, | |
box.GetCorner (CS_BOX_CORNER_XYZ), | |
box.GetCorner (CS_BOX_CORNER_XYz), | |
box.GetCorner (CS_BOX_CORNER_XyZ), | |
tesselations, mapper); | |
SidedTesselatedQuad (in, state, | |
box.GetCorner (CS_BOX_CORNER_xYz), | |
box.GetCorner (CS_BOX_CORNER_xYZ), | |
box.GetCorner (CS_BOX_CORNER_xyz), | |
tesselations, mapper); | |
SidedTesselatedQuad (in, state, | |
box.GetCorner (CS_BOX_CORNER_xYz), | |
box.GetCorner (CS_BOX_CORNER_XYz), | |
box.GetCorner (CS_BOX_CORNER_xYZ), | |
tesselations, mapper); | |
SidedTesselatedQuad (in, state, | |
box.GetCorner (CS_BOX_CORNER_xyZ), | |
box.GetCorner (CS_BOX_CORNER_XyZ), | |
box.GetCorner (CS_BOX_CORNER_xyz), | |
tesselations, mapper); | |
SidedTesselatedQuad (in, state, | |
box.GetCorner (CS_BOX_CORNER_XYz), | |
box.GetCorner (CS_BOX_CORNER_xYz), | |
box.GetCorner (CS_BOX_CORNER_Xyz), | |
tesselations, mapper); | |
} | |
//--------------------------------------------------------------------------- | |
Capsule::Capsule (float l, float r, uint sides) | |
{ | |
Capsule::l = l; | |
Capsule::r = r; | |
Capsule::sides = sides; | |
mapper = 0; | |
} | |
void Capsule::Append (iGeneralFactoryState* state) | |
{ | |
bool append = state->GetVertexCount () > 0 || state->GetTriangleCount () > 0; | |
csDirtyAccessArray<csVector3> mesh_vertices; | |
csDirtyAccessArray<csVector2> mesh_texels; | |
csDirtyAccessArray<csVector3> mesh_normals; | |
csDirtyAccessArray<csTriangle> mesh_triangles; | |
Primitives::GenerateCapsule (l, r, sides, | |
mesh_vertices, mesh_texels, mesh_normals, | |
mesh_triangles, mapper); | |
AppendOrSetData (state, append, mesh_vertices, mesh_texels, | |
mesh_normals, mesh_triangles); | |
} | |
//--------------------------------------------------------------------------- | |
Sphere::Sphere (const csEllipsoid& ellips, int num) | |
{ | |
Sphere::ellips = ellips; | |
Sphere::num = num; | |
mapper = 0; | |
cyl_mapping = false; | |
toponly = false; | |
reversed = false; | |
} | |
void Sphere::Append (iGeneralFactoryState* state) | |
{ | |
bool append = state->GetVertexCount () > 0 || state->GetTriangleCount () > 0; | |
csDirtyAccessArray<csVector3> mesh_vertices; | |
csDirtyAccessArray<csVector2> mesh_texels; | |
csDirtyAccessArray<csVector3> mesh_normals; | |
csDirtyAccessArray<csTriangle> mesh_triangles; | |
Primitives::GenerateSphere (ellips, num, | |
mesh_vertices, mesh_texels, mesh_normals, | |
mesh_triangles, cyl_mapping, toponly, reversed, | |
mapper); | |
AppendOrSetData (state, append, mesh_vertices, mesh_texels, | |
mesh_normals, mesh_triangles); | |
} | |
//--------------------------------------------------------------------------- | |
Cone::Cone (float l, float r, uint sides) | |
{ | |
Cone::l = l; | |
Cone::r = r; | |
Cone::sides = sides; | |
mapper = 0; | |
} | |
void Cone::Append (iGeneralFactoryState* state) | |
{ | |
bool append = state->GetVertexCount () > 0 || state->GetTriangleCount () > 0; | |
csDirtyAccessArray<csVector3> mesh_vertices; | |
csDirtyAccessArray<csVector2> mesh_texels; | |
csDirtyAccessArray<csVector3> mesh_normals; | |
csDirtyAccessArray<csTriangle> mesh_triangles; | |
Primitives::GenerateCone (l, r, sides, | |
mesh_vertices, mesh_texels, mesh_normals, | |
mesh_triangles, mapper); | |
AppendOrSetData (state, append, mesh_vertices, mesh_texels, | |
mesh_normals, mesh_triangles); | |
} | |
//--------------------------------------------------------------------------- | |
csPtr<iMeshFactoryWrapper> GeneralMeshBuilder::CreateFactory ( | |
iEngine* engine, const char* name, Primitive* primitive) | |
{ | |
csRef<iMeshFactoryWrapper> factory = engine->CreateMeshFactory ( | |
"crystalspace.mesh.object.genmesh", name); | |
if (primitive) primitive->Append (factory); | |
return (csPtr<iMeshFactoryWrapper>)factory; | |
} | |
csPtr<iMeshWrapper> GeneralMeshBuilder::CreateMesh ( | |
iEngine* engine, iSector* sector, const char* name, | |
iMeshFactoryWrapper* factory) | |
{ | |
csRef<iMeshWrapper> mesh = engine->CreateMeshWrapper (factory, | |
name, sector, csVector3 (0)); | |
mesh->SetZBufMode (CS_ZBUF_USE); | |
mesh->SetRenderPriority (engine->GetObjectRenderPriority ()); | |
return csPtr<iMeshWrapper> (mesh); | |
} | |
csPtr<iMeshWrapper> GeneralMeshBuilder::CreateMesh ( | |
iEngine* engine, iSector* sector, const char* name, | |
const char* factoryname) | |
{ | |
iMeshFactoryWrapper* factory = engine->FindMeshFactory (factoryname); | |
if (!factory) return 0; | |
return CreateMesh (engine, sector, name, factory); | |
} | |
csPtr<iMeshWrapper> GeneralMeshBuilder::CreateFactoryAndMesh ( | |
iEngine* engine, iSector* sector, | |
const char* name, const char* factoryname, Primitive* primitive) | |
{ | |
csRef<iMeshFactoryWrapper> fact = CreateFactory (engine, factoryname, | |
primitive); | |
csRef<iMeshWrapper> mesh = engine->CreateMeshWrapper (fact, | |
name, sector, csVector3 (0)); | |
mesh->SetZBufMode (CS_ZBUF_USE); | |
mesh->SetRenderPriority (engine->GetObjectRenderPriority ()); | |
return csPtr<iMeshWrapper> (mesh); | |
} | |
csPtr<iMeshWrapper> GeneralMeshBuilder::CreateFactoryAndMesh(iEngine* engine, iSector* sector, const char* name, | |
const char* factoryname, iTriangleMesh* triangleMesh) | |
{ | |
// Create the mesh factory. | |
csRef<iMeshFactoryWrapper> meshFact = | |
engine->CreateMeshFactory ("crystalspace.mesh.object.genmesh", | |
"meshFact"); | |
// Generate the mesh topology | |
csRef<iGeneralFactoryState> gmstate = scfQueryInterface<iGeneralFactoryState> | |
(meshFact->GetMeshObjectFactory ()); | |
//set counts | |
int vertexCount = triangleMesh->GetVertexCount(); | |
int triangleCount = triangleMesh->GetTriangleCount(); | |
gmstate->SetVertexCount ((int)vertexCount); | |
gmstate->SetTriangleCount ((int)triangleCount); | |
//set vertices and triangles and copy them over to gmstate | |
csVector3 *vertices = triangleMesh->GetVertices(); | |
csTriangle* triangles = triangleMesh->GetTriangles(); | |
for (unsigned int i = 0; i < vertexCount; i++) | |
gmstate->GetVertices ()[i] = vertices[i]; | |
for (unsigned int i = 0; i < triangleCount; i++) | |
{ | |
gmstate->GetTriangles ()[i].a = triangles[i].a; | |
gmstate->GetTriangles ()[i].b = triangles[i].b; | |
gmstate->GetTriangles ()[i].c = triangles[i].c; | |
} | |
gmstate->CalculateNormals(); | |
csRef<iMeshWrapper> mesh (engine->CreateMeshWrapper (meshFact, "mesh",sector)); | |
//mesh->GetMeshObject ()->SetMaterialWrapper (material); | |
return mesh; | |
} | |
} // namespace Geometry | |
} // namespace CS | |
//--------------------------------------------------------------------------- |
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