irrlicht/source/Irrlicht/CMeshManipulator.cpp

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// Copyright (C) 2002-2007 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 "IMesh.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SMeshBufferLightMap.h"
#include "SMeshBufferTangents.h"
#include "IAnimatedMesh.h"
#include "SAnimatedMesh.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! Recalculates the normals in vertex array.
//! This template function was a member of the CMeshManipulator class, but
//! visual studio 6.0 didn't like it.
template<class VTXTYPE>
inline void recalculateNormalsT_Flat(VTXTYPE* v, int vtxcnt,
u16* idx, int idxcnt)
{
for (int i=0; i<idxcnt; i+=3)
{
core::plane3d<f32> p(v[idx[i+0]].Pos, v[idx[i+1]].Pos, v[idx[i+2]].Pos);
v[idx[i+0]].Normal = p.Normal;
v[idx[i+1]].Normal = p.Normal;
v[idx[i+2]].Normal = p.Normal;
}
}
template<class VTXTYPE>
inline void recalculateNormalsT_Smooth(VTXTYPE* v, int vtxcnt,
u16* idx, int idxcnt)
{
s32 i;
for ( i = 0; i!= vtxcnt; ++i )
{
v[i].Normal.set ( 0.f, 0.f, 0.f );
}
for ( i=0; i<idxcnt; i+=3)
{
core::plane3d<f32> p(v[idx[i+0]].Pos, v[idx[i+1]].Pos, v[idx[i+2]].Pos);
v[idx[i+0]].Normal += p.Normal;
v[idx[i+1]].Normal += p.Normal;
v[idx[i+2]].Normal += p.Normal;
}
for ( i = 0; i!= vtxcnt; ++i )
{
v[i].Normal.normalize ();
}
}
//! Recalculates normals in a vertex array.
//! This template function was a member of the CMeshManipulator class, but
//! visual studio 6.0 didn't like it.
template<class VERTEXTYPE>
inline void makePlanarMappingT(VERTEXTYPE *v,
int vtxcnt,
u16* idx, int idxcnt, f32 resolution)
{
for (int i=0; i<idxcnt; i+=3)
{
core::plane3d<f32> p(v[idx[i+0]].Pos, v[idx[i+1]].Pos, v[idx[i+2]].Pos);
p.Normal.X = (f32)(fabs(p.Normal.X));
p.Normal.Y = (f32)(fabs(p.Normal.Y));
p.Normal.Z = (f32)(fabs(p.Normal.Z));
// calculate planar mapping worldspace coordinates
if (p.Normal.X > p.Normal.Y && p.Normal.X > p.Normal.Z)
{
for (s32 o=0; o<3; ++o)
{
v[idx[i+o]].TCoords.X = v[idx[i+o]].Pos.Y * resolution;
v[idx[i+o]].TCoords.Y = v[idx[i+o]].Pos.Z * resolution;
}
}
else
if (p.Normal.Y > p.Normal.X && p.Normal.Y > p.Normal.Z)
{
for (s32 o=0; o<3; ++o)
{
v[idx[i+o]].TCoords.X = v[idx[i+o]].Pos.X * resolution;
v[idx[i+o]].TCoords.Y = v[idx[i+o]].Pos.Z * resolution;
}
}
else
{
for (s32 o=0; o<3; ++o)
{
v[idx[i+o]].TCoords.X = v[idx[i+o]].Pos.X * resolution;
v[idx[i+o]].TCoords.Y = v[idx[i+o]].Pos.Y * resolution;
}
}
}
}
//! Constructor
CMeshManipulator::CMeshManipulator()
{
}
//! destructor
CMeshManipulator::~CMeshManipulator()
{
}
//! Flips the direction of surfaces. Changes backfacing triangles to frontfacing
//! triangles and vice versa.
//! \param mesh: Mesh on which the operation is performed.
void CMeshManipulator::flipSurfaces(scene::IMesh* mesh) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for (u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
const u32 idxcnt = buffer->getIndexCount();
u16* idx = buffer->getIndices();
s32 tmp;
for (u32 i=0; i<idxcnt; i+=3)
{
tmp = idx[i+1];
idx[i+1] = idx[i+2];
idx[i+2] = tmp;
}
}
}
//! Sets the alpha vertex color value of the whole mesh to a new value
//! \param mesh: Mesh on which the operation is performed.
void CMeshManipulator::setVertexColorAlpha(scene::IMesh* mesh, s32 alpha) const
{
if (!mesh)
return;
u32 i;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
void* v = buffer->getVertices();
u32 vtxcnt = buffer->getVertexCount();
switch(buffer->getVertexType())
{
case video::EVT_STANDARD:
{
for ( i=0; i<vtxcnt; ++i)
((video::S3DVertex*)v)[i].Color.setAlpha(alpha);
}
break;
case video::EVT_2TCOORDS:
{
for ( i=0; i<vtxcnt; ++i)
((video::S3DVertex2TCoords*)v)[i].Color.setAlpha(alpha);
}
break;
case video::EVT_TANGENTS:
{
for ( i=0; i<vtxcnt; ++i)
((video::S3DVertexTangents*)v)[i].Color.setAlpha(alpha);
}
break;
}
}
}
//! Sets the colors of all vertices to one color
void CMeshManipulator::setVertexColors(IMesh* mesh, video::SColor color) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for (u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
void* v = buffer->getVertices();
const u32 vtxcnt = buffer->getVertexCount();
u32 i;
switch(buffer->getVertexType())
{
case video::EVT_STANDARD:
{
for ( i=0; i<vtxcnt; ++i)
((video::S3DVertex*)v)[i].Color = color;
}
break;
case video::EVT_2TCOORDS:
{
for ( i=0; i<vtxcnt; ++i)
((video::S3DVertex2TCoords*)v)[i].Color = color;
}
break;
case video::EVT_TANGENTS:
{
for ( i=0; i<vtxcnt; ++i)
((video::S3DVertexTangents*)v)[i].Color = color;
}
break;
}
}
}
//! Recalculates all normals of the mesh buffer.
/** \param buffer: Mesh buffer on which the operation is performed. */
void CMeshManipulator::recalculateNormals(IMeshBuffer* buffer, bool smooth) const
{
if (!buffer)
return;
u32 vtxcnt = buffer->getVertexCount();
u32 idxcnt = buffer->getIndexCount();
u16* idx = buffer->getIndices();
switch(buffer->getVertexType())
{
case video::EVT_STANDARD:
{
video::S3DVertex* v = (video::S3DVertex*)buffer->getVertices();
if (!smooth)
recalculateNormalsT_Flat(v, vtxcnt, idx, idxcnt);
else
recalculateNormalsT_Smooth(v, vtxcnt, idx, idxcnt);
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* v = (video::S3DVertex2TCoords*)buffer->getVertices();
if (!smooth)
recalculateNormalsT_Flat(v, vtxcnt, idx, idxcnt);
else
recalculateNormalsT_Smooth(v, vtxcnt, idx, idxcnt);
}
break;
case video::EVT_TANGENTS:
{
// TODO: recalculate tangent and binormal
video::S3DVertexTangents* v = (video::S3DVertexTangents*)buffer->getVertices();
if (!smooth)
recalculateNormalsT_Flat(v, vtxcnt, idx, idxcnt);
else
recalculateNormalsT_Smooth(v, vtxcnt, idx, idxcnt);
}
}
}
//! Recalculates all normals of the mesh.
//! \param mesh: Mesh on which the operation is performed.
void CMeshManipulator::recalculateNormals(scene::IMesh* mesh, bool smooth) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
recalculateNormals(mesh->getMeshBuffer(b), smooth);
}
//! Applies a transformation
/** \param mesh: Mesh on which the operation is performed.
\param m: matrix. */
void CMeshManipulator::transformMesh(scene::IMesh* mesh, const core::matrix4& m) const
{
if (!mesh)
return;
core::aabbox3df meshbox;
core::aabbox3df bufferbox;
u32 i;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
const u32 vtxcnt = buffer->getVertexCount();
const u32 vtxPitch = buffer->getVertexPitch ();
video::S3DVertex* v = (video::S3DVertex*) buffer->getVertices();
for ( i=0; i < 1; ++i)
{
m.transformVect ( v->Pos);
m.rotateVect ( v->Normal );
v->Normal.normalize();
bufferbox.reset( v->Pos);
v = (video::S3DVertex*) ((u8*) v + vtxPitch);
}
for ( ;i < vtxcnt; ++i)
{
m.transformVect ( v->Pos);
m.rotateVect ( v->Normal );
v->Normal.normalize();
bufferbox.addInternalPoint( v->Pos);
v = (video::S3DVertex*) ((u8*) v + vtxPitch);
}
buffer->setBoundingBox(bufferbox);
if (b == 0)
meshbox.reset(buffer->getBoundingBox());
else
meshbox.addInternalBox(buffer->getBoundingBox());
}
mesh->setBoundingBox( meshbox );
}
//! Scales the whole mesh.
//! \param mesh: Mesh on which the operation is performed.
void CMeshManipulator::scaleMesh(scene::IMesh* mesh, const core::vector3df& scale) const
{
if (!mesh)
return;
core::aabbox3df meshbox;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
void* v = buffer->getVertices();
const u32 vtxcnt = buffer->getVertexCount();
core::aabbox3df bufferbox;
u32 i;
switch(buffer->getVertexType())
{
case video::EVT_STANDARD:
{
if (vtxcnt != 0)
bufferbox.reset(((video::S3DVertex*)v)[0].Pos * scale);
for ( i=0; i<vtxcnt; ++i)
{
((video::S3DVertex*)v)[i].Pos *= scale;
bufferbox.addInternalPoint(((video::S3DVertex*)v)[i].Pos);
}
}
break;
case video::EVT_2TCOORDS:
{
if (vtxcnt != 0)
bufferbox.reset(((video::S3DVertex2TCoords*)v)[0].Pos * scale);
for ( i=0; i<vtxcnt; ++i)
{
((video::S3DVertex2TCoords*)v)[i].Pos *= scale;
bufferbox.addInternalPoint(((video::S3DVertex2TCoords*)v)[i].Pos);
}
}
break;
case video::EVT_TANGENTS:
{
if (vtxcnt != 0)
bufferbox.reset(((video::S3DVertexTangents*)v)[0].Pos * scale);
for ( i=0; i<vtxcnt; ++i)
{
((video::S3DVertexTangents*)v)[i].Pos *= scale;
bufferbox.addInternalPoint(((video::S3DVertexTangents*)v)[i].Pos);
}
}
break;
}
buffer->setBoundingBox( bufferbox );
if (b == 0)
meshbox.reset(buffer->getBoundingBox());
else
meshbox.addInternalBox(buffer->getBoundingBox());
}
mesh->setBoundingBox( meshbox );
}
//! Clones a static IMesh into a modifyable SMesh.
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 u32 vtxCnt = mesh->getMeshBuffer(b)->getVertexCount();
const u32 idxCnt = mesh->getMeshBuffer(b)->getIndexCount();
const u16* idx = mesh->getMeshBuffer(b)->getIndices();
u32 i;
switch(mesh->getMeshBuffer(b)->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
video::S3DVertex* v =
(video::S3DVertex*)mesh->getMeshBuffer(b)->getVertices();
for (i=0; i<vtxCnt; ++i)
buffer->Vertices.push_back(v[i]);
for (i=0; i<idxCnt; ++i)
buffer->Indices.push_back(idx[i]);
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
case video::EVT_2TCOORDS:
{
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mesh->getMeshBuffer(b)->getVertices();
for (i=0; i<vtxCnt; ++i)
buffer->Vertices.push_back(v[i]);
for (i=0; i<idxCnt; ++i)
buffer->Indices.push_back(idx[i]);
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
case video::EVT_TANGENTS:
{
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mesh->getMeshBuffer(b)->getVertices();
for (i=0; i<vtxCnt; ++i)
buffer->Vertices.push_back(v[i]);
for (i=0; i<idxCnt; ++i)
buffer->Indices.push_back(idx[i]);
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
}// end switch
}// end for all mesh buffers
clone->BoundingBox = mesh->getBoundingBox();
return clone;
}
//! Creates a planar texture mapping on the mesh
//! \param mesh: Mesh on which the operation is performed.
//! \param resolution: resolution of the planar mapping. This is the value
//! specifying which is the releation between world space and
//! texture coordinate space.
void CMeshManipulator::makePlanarTextureMapping(scene::IMesh* mesh, f32 resolution=0.01f) const
{
if (!mesh)
return;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
{
IMeshBuffer* buffer = mesh->getMeshBuffer(b);
u32 vtxcnt = buffer->getVertexCount();
u32 idxcnt = buffer->getIndexCount();
u16* idx = buffer->getIndices();
switch(buffer->getVertexType())
{
case video::EVT_STANDARD:
{
video::S3DVertex* v = (video::S3DVertex*)buffer->getVertices();
makePlanarMappingT(v, vtxcnt, idx, idxcnt, resolution);
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* v = (video::S3DVertex2TCoords*)buffer->getVertices();
makePlanarMappingT(v, vtxcnt, idx, idxcnt, resolution);
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents* v = (video::S3DVertexTangents*)buffer->getVertices();
makePlanarMappingT(v, vtxcnt, idx, idxcnt, resolution);
}
break;
}
}
}
//! Creates a copy of the mesh, which will only consist of unique primitives
IMesh* CMeshManipulator::createMeshUniquePrimitives(IMesh* mesh) const
{
if (!mesh)
return 0;
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for ( u32 b=0; b<meshBufferCount; ++b)
{
s32 idxCnt = mesh->getMeshBuffer(b)->getIndexCount();
const u16* idx = mesh->getMeshBuffer(b)->getIndices();
switch(mesh->getMeshBuffer(b)->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
video::S3DVertex* v =
(video::S3DVertex*)mesh->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; i += 3)
{
buffer->Vertices.push_back( v[idx[i + 0 ]] );
buffer->Vertices.push_back( v[idx[i + 1 ]] );
buffer->Vertices.push_back( v[idx[i + 2 ]] );
buffer->Indices.push_back( i + 0 );
buffer->Indices.push_back( i + 1 );
buffer->Indices.push_back( i + 2 );
}
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
case video::EVT_2TCOORDS:
{
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mesh->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; i += 3)
{
buffer->Vertices.push_back( v[idx[i + 0 ]] );
buffer->Vertices.push_back( v[idx[i + 1 ]] );
buffer->Vertices.push_back( v[idx[i + 2 ]] );
buffer->Indices.push_back( i + 0 );
buffer->Indices.push_back( i + 1 );
buffer->Indices.push_back( i + 2 );
}
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
case video::EVT_TANGENTS:
{
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mesh->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; i += 3)
{
buffer->Vertices.push_back( v[idx[i + 0 ]] );
buffer->Vertices.push_back( v[idx[i + 1 ]] );
buffer->Vertices.push_back( v[idx[i + 2 ]] );
buffer->Indices.push_back( i + 0 );
buffer->Indices.push_back( i + 1 );
buffer->Indices.push_back( i + 2 );
}
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
}// end switch
}// end for all mesh buffers
clone->BoundingBox = mesh->getBoundingBox();
return clone;
}
//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
IMesh* CMeshManipulator::createMeshWithTangents(IMesh* mesh) const
{
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBufferTangents
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
u32 b;
for (b=0; b<meshBufferCount; ++b)
{
s32 idxCnt = mesh->getMeshBuffer(b)->getIndexCount();
const u16* idx = mesh->getMeshBuffer(b)->getIndices();
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
// copy vertices
switch(mesh->getMeshBuffer(b)->getVertexType())
{
case video::EVT_STANDARD:
{
video::S3DVertex* v =
(video::S3DVertex*)mesh->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; ++i)
buffer->Vertices.push_back(
video::S3DVertexTangents(
v[idx[i]].Pos, v[idx[i]].Color, v[idx[i]].TCoords));
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mesh->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; ++i)
buffer->Vertices.push_back(video::S3DVertexTangents(
v[idx[i]].Pos, v[idx[i]].Color, v[idx[i]].TCoords));
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mesh->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; ++i)
buffer->Vertices.push_back(v[idx[i]]);
}
break;
}
// create new indices
buffer->Indices.set_used(idxCnt);
for (s32 i=0; i<idxCnt; ++i)
buffer->Indices[i] = i;
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->BoundingBox = mesh->getBoundingBox();
// now calculate tangents
for (b=0; b<meshBufferCount; ++b)
{
s32 idxCnt = clone->getMeshBuffer(b)->getIndexCount();
u16* idx = clone->getMeshBuffer(b)->getIndices();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)clone->getMeshBuffer(b)->getVertices();
for (s32 i=0; i<idxCnt; i+=3)
{
calculateTangents(
v[idx[i+0]].Normal,
v[idx[i+0]].Tangent,
v[idx[i+0]].Binormal,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords);
calculateTangents(
v[idx[i+1]].Normal,
v[idx[i+1]].Tangent,
v[idx[i+1]].Binormal,
v[idx[i+1]].Pos,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].TCoords,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords);
calculateTangents(
v[idx[i+2]].Normal,
v[idx[i+2]].Tangent,
v[idx[i+2]].Binormal,
v[idx[i+2]].Pos,
v[idx[i+0]].Pos,
v[idx[i+1]].Pos,
v[idx[i+2]].TCoords,
v[idx[i+0]].TCoords,
v[idx[i+1]].TCoords);
}
}
return clone;
}
void CMeshManipulator::calculateTangents(
core::vector3df& normal,
core::vector3df& tangent,
core::vector3df& binormal,
const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices
const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords
{
// choose one of them:
//#define USE_NVIDIA_GLH_VERSION // use version used by nvidia in glh headers
#define USE_IRR_VERSION
#ifdef USE_IRR_VERSION
core::vector3df v1 = vt1 - vt2;
core::vector3df v2 = vt3 - vt1;
normal = v2.crossProduct(v1);
normal.normalize();
// binormal
f32 deltaX1 = tc1.X - tc2.X;
f32 deltaX2 = tc3.X - tc1.X;
binormal = (v1 * deltaX2) - (v2 * deltaX1);
binormal.normalize();
// tangent
f32 deltaY1 = tc1.Y - tc2.Y;
f32 deltaY2 = tc3.Y - tc1.Y;
tangent = (v1 * deltaY2) - (v2 * deltaY1);
tangent.normalize();
// adjust
core::vector3df txb = tangent.crossProduct(binormal);
if (txb.dotProduct(normal) < 0.0f)
{
tangent *= -1.0f;
binormal *= -1.0f;
}
#endif // USE_IRR_VERSION
#ifdef USE_NVIDIA_GLH_VERSION
tangent.set(0,0,0);
binormal.set(0,0,0);
core::vector3df v1(vt2.X - vt1.X, tc2.X - tc1.X, tc2.Y - tc1.Y);
core::vector3df v2(vt3.X - vt1.X, tc3.X - tc1.X, tc3.Y - tc1.Y);
core::vector3df txb = v1.crossProduct(v2);
if ( !core::iszero ( txb.X ) )
{
tangent.X = -txb.Y / txb.X;
binormal.X = -txb.Z / txb.X;
}
v1.X = vt2.Y - vt1.Y;
v2.X = vt3.Y - vt1.Y;
txb = v1.crossProduct(v2);
if ( !core::iszero ( txb.X ) )
{
tangent.Y = -txb.Y / txb.X;
binormal.Y = -txb.Z / txb.X;
}
v1.X = vt2.Z - vt1.Z;
v2.X = vt3.Z - vt1.Z;
txb = v1.crossProduct(v2);
if ( !core::iszero ( txb.X ) )
{
tangent.Z = -txb.Y / txb.X;
binormal.Z = -txb.Z / txb.X;
}
tangent.normalize();
binormal.normalize();
normal = tangent.crossProduct(binormal);
normal.normalize();
binormal = tangent.crossProduct(normal);
binormal.normalize();
core::plane3d<f32> pl(vt1, vt2, vt3);
if(normal.dotProduct(pl.Normal) < 0.0f )
normal *= -1.0f;
#endif // USE_NVIDIA_GLH_VERSION
}
//! 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
{
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
animatedMesh->Type = type;
animatedMesh->addMesh(mesh);
animatedMesh->recalculateBoundingBox();
//mesh->drop ();
return animatedMesh;
}
} // end namespace scene
} // end namespace irr