irrlicht/source/Irrlicht/CMeshManipulator.cpp

1112 lines
30 KiB
C++

// Copyright (C) 2002-2009 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 "SMesh.h"
#include "CMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "os.h"
#include "irrMap.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)));
}
//! 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;
}
}
}
//! 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;
const u32 vtxcnt = buffer->getVertexCount();
const u32 idxcnt = buffer->getIndexCount();
const u16* idx = 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]);
core::vector3df normal = core::plane3d<f32>(v1, v2, v3).Normal;
if (angleWeighted)
normal *= getAngleWeight(v1,v2,v3);
buffer->getNormal(idx[i+0]) += normal;
buffer->getNormal(idx[i+1]) += normal;
buffer->getNormal(idx[i+2]) += normal;
}
for ( i = 0; i!= vtxcnt; ++i )
buffer->getNormal(i).normalize();
}
}
//! 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;
const u32 bcount = mesh->getMeshBufferCount();
for ( u32 b=0; b<bcount; ++b)
recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted);
}
//! Recalculates tangents, requires a tangent mesh
void CMeshManipulator::recalculateTangents(IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted) const
{
if (!mesh || !mesh->getMeshBufferCount() || (mesh->getMeshBuffer(0)->getVertexType()!= video::EVT_TANGENTS))
return;
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
IMeshBuffer* clone = mesh->getMeshBuffer(b);
const u32 vtxCnt = clone->getVertexCount();
const u32 idxCnt = clone->getIndexCount();
u16* idx = clone->getIndices();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)clone->getVertices();
if (smooth)
{
u32 i;
for ( i = 0; i!= vtxCnt; ++i )
{
if (recalculateNormals)
v[i].Normal.set( 0.f, 0.f, 0.f );
v[i].Tangent.set( 0.f, 0.f, 0.f );
v[i].Binormal.set( 0.f, 0.f, 0.f );
}
//Each vertex gets the sum of the tangents and binormals from the faces around it
for ( i=0; i<idxCnt; i+=3)
{
// if this triangle is degenerate, skip it!
if (v[idx[i+0]].Pos == v[idx[i+1]].Pos ||
v[idx[i+0]].Pos == v[idx[i+2]].Pos ||
v[idx[i+1]].Pos == v[idx[i+2]].Pos
/*||
v[idx[i+0]].TCoords == v[idx[i+1]].TCoords ||
v[idx[i+0]].TCoords == v[idx[i+2]].TCoords ||
v[idx[i+1]].TCoords == v[idx[i+2]].TCoords */
)
continue;
//Angle-weighted normals look better, but are slightly more CPU intensive to calculate
core::vector3df weight(1.f,1.f,1.f);
if (angleWeighted)
weight = getAngleWeight(v[i+0].Pos,v[i+1].Pos,v[i+2].Pos);
core::vector3df localNormal;
core::vector3df localTangent;
core::vector3df localBinormal;
calculateTangents(
localNormal,
localTangent,
localBinormal,
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);
if (recalculateNormals)
v[idx[i+0]].Normal += localNormal * weight.X;
v[idx[i+0]].Tangent += localTangent * weight.X;
v[idx[i+0]].Binormal += localBinormal * weight.X;
calculateTangents(
localNormal,
localTangent,
localBinormal,
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);
if (recalculateNormals)
v[idx[i+1]].Normal += localNormal * weight.Y;
v[idx[i+1]].Tangent += localTangent * weight.Y;
v[idx[i+1]].Binormal += localBinormal * weight.Y;
calculateTangents(
localNormal,
localTangent,
localBinormal,
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);
if (recalculateNormals)
v[idx[i+2]].Normal += localNormal * weight.Z;
v[idx[i+2]].Tangent += localTangent * weight.Z;
v[idx[i+2]].Binormal += localBinormal * weight.Z;
}
// Normalize the tangents and binormals
if (recalculateNormals)
{
for ( i = 0; i!= vtxCnt; ++i )
v[i].Normal.normalize();
}
for ( i = 0; i!= vtxCnt; ++i )
{
v[i].Tangent.normalize();
v[i].Binormal.normalize();
}
}
else
{
core::vector3df localNormal;
for (u32 i=0; i<idxCnt; i+=3)
{
calculateTangents(
localNormal,
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);
if (recalculateNormals)
v[idx[i+0]].Normal=localNormal;
calculateTangents(
localNormal,
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);
if (recalculateNormals)
v[idx[i+1]].Normal=localNormal;
calculateTangents(
localNormal,
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);
if (recalculateNormals)
v[idx[i+2]].Normal=localNormal;
}
}
}
}
//! 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)
{
switch(mesh->getMeshBuffer(b)->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
const u32 vcount = mesh->getMeshBuffer(b)->getVertexCount();
buffer->Vertices.reallocate(vcount);
video::S3DVertex* vertices = (video::S3DVertex*)mesh->getMeshBuffer(b)->getVertices();
for (u32 i=0; i < vcount; ++i)
buffer->Vertices.push_back(vertices[i]);
const u32 icount = mesh->getMeshBuffer(b)->getIndexCount();
buffer->Indices.reallocate(icount);
u16* indices = mesh->getMeshBuffer(b)->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();
const u32 vcount = mesh->getMeshBuffer(b)->getVertexCount();
buffer->Vertices.reallocate(vcount);
video::S3DVertex2TCoords* vertices = (video::S3DVertex2TCoords*)mesh->getMeshBuffer(b)->getVertices();
for (u32 i=0; i < vcount; ++i)
buffer->Vertices.push_back(vertices[i]);
const u32 icount = mesh->getMeshBuffer(b)->getIndexCount();
buffer->Indices.reallocate(icount);
u16* indices = mesh->getMeshBuffer(b)->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();
const u32 vcount = mesh->getMeshBuffer(b)->getVertexCount();
buffer->Vertices.reallocate(vcount);
video::S3DVertexTangents* vertices = (video::S3DVertexTangents*)mesh->getMeshBuffer(b)->getVertices();
for (u32 i=0; i < vcount; ++i)
buffer->Vertices.push_back(vertices[i]);
const u32 icount = mesh->getMeshBuffer(b)->getIndexCount();
buffer->Indices.reallocate(icount);
u16* indices = mesh->getMeshBuffer(b)->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;
}
//! Creates a planar texture mapping on the mesh
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)
{
makePlanarTextureMapping(mesh->getMeshBuffer(b), resolution);
}
}
//! Creates a planar texture mapping on the meshbuffer
void CMeshManipulator::makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolution) const
{
u32 idxcnt = buffer->getIndexCount();
u16* idx = buffer->getIndices();
for (u32 i=0; i<idxcnt; i+=3)
{
core::plane3df p(buffer->getPosition(idx[i+0]), buffer->getPosition(idx[i+1]), buffer->getPosition(idx[i+2]));
p.Normal.X = fabsf(p.Normal.X);
p.Normal.Y = fabsf(p.Normal.Y);
p.Normal.Z = fabsf(p.Normal.Z);
// calculate planar mapping worldspace coordinates
if (p.Normal.X > p.Normal.Y && p.Normal.X > p.Normal.Z)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).Y * resolution;
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Z * resolution;
}
}
else
if (p.Normal.Y > p.Normal.X && p.Normal.Y > p.Normal.Z)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).X * resolution;
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Z * resolution;
}
}
else
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).X * resolution;
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Y * resolution;
}
}
}
}
//! Creates a planar texture mapping on the meshbuffer
void CMeshManipulator::makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const
{
u32 idxcnt = buffer->getIndexCount();
u16* idx = buffer->getIndices();
for (u32 i=0; i<idxcnt; i+=3)
{
// calculate planar mapping worldspace coordinates
if (axis==0)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).Z + offset.Z) * resolutionS;
buffer->getTCoords(idx[i+o]).Y = 0.5f-(buffer->getPosition(idx[i+o]).Y + offset.Y) * resolutionT;
}
}
else if (axis==1)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).X + offset.X) * resolutionS;
buffer->getTCoords(idx[i+o]).Y = 1.f-(buffer->getPosition(idx[i+o]).Z + offset.Z) * resolutionT;
}
}
else if (axis==2)
{
for (u32 o=0; o!=3; ++o)
{
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).X + offset.X) * resolutionS;
buffer->getTCoords(idx[i+o]).Y = 0.5f-(buffer->getPosition(idx[i+o]).Y + offset.Y) * resolutionT;
}
}
}
}
//! 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)
{
const 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();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.reallocate(idxCnt);
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 );
}
buffer->setBoundingBox(mesh->getMeshBuffer(b)->getBoundingBox());
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();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.reallocate(idxCnt);
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 );
}
buffer->setBoundingBox(mesh->getMeshBuffer(b)->getBoundingBox());
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();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.reallocate(idxCnt);
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 );
}
buffer->setBoundingBox(mesh->getMeshBuffer(b)->getBoundingBox());
clone->addMeshBuffer(buffer);
buffer->drop();
}
break;
}// end switch
}// end for all mesh buffers
clone->BoundingBox = mesh->getBoundingBox();
return clone;
}
//! Creates a copy of a mesh, which will have identical vertices welded together
IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
{
SMesh* clone = new SMesh();
clone->BoundingBox = mesh->getBoundingBox();
core::array<u16> redirects;
for (u32 b=0; b<mesh->getMeshBufferCount(); ++b)
{
// reset redirect list
redirects.set_used(mesh->getMeshBuffer(b)->getVertexCount());
u16* indices = 0;
u32 indexCount = 0;
core::array<u16>* outIdx = 0;
switch(mesh->getMeshBuffer(b)->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
buffer->BoundingBox = mesh->getMeshBuffer(b)->getBoundingBox();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
clone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertex* v =
(video::S3DVertex*)mesh->getMeshBuffer(b)->getVertices();
u32 vertexCount = mesh->getMeshBuffer(b)->getVertexCount();
indices = mesh->getMeshBuffer(b)->getIndices();
indexCount = mesh->getMeshBuffer(b)->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
for (u32 i=0; i < vertexCount; ++i)
{
bool found = false;
for (u32 j=0; j < i; ++j)
{
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
v[i].Normal.equals( v[j].Normal, tolerance) &&
v[i].TCoords.equals( v[j].TCoords ) &&
(v[i].Color == v[j].Color) )
{
redirects[i] = redirects[j];
found = true;
break;
}
}
if (!found)
{
redirects[i] = buffer->Vertices.size();
buffer->Vertices.push_back(v[i]);
}
}
break;
}
case video::EVT_2TCOORDS:
{
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->BoundingBox = mesh->getMeshBuffer(b)->getBoundingBox();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
clone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mesh->getMeshBuffer(b)->getVertices();
u32 vertexCount = mesh->getMeshBuffer(b)->getVertexCount();
indices = mesh->getMeshBuffer(b)->getIndices();
indexCount = mesh->getMeshBuffer(b)->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
for (u32 i=0; i < vertexCount; ++i)
{
bool found = false;
for (u32 j=0; j < i; ++j)
{
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
v[i].Normal.equals( v[j].Normal, tolerance) &&
v[i].TCoords.equals( v[j].TCoords ) &&
v[i].TCoords2.equals( v[j].TCoords2 ) &&
(v[i].Color == v[j].Color) )
{
redirects[i] = redirects[j];
found = true;
break;
}
}
if (!found)
{
redirects[i] = buffer->Vertices.size();
buffer->Vertices.push_back(v[i]);
}
}
break;
}
case video::EVT_TANGENTS:
{
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->BoundingBox = mesh->getMeshBuffer(b)->getBoundingBox();
buffer->Material = mesh->getMeshBuffer(b)->getMaterial();
clone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mesh->getMeshBuffer(b)->getVertices();
u32 vertexCount = mesh->getMeshBuffer(b)->getVertexCount();
indices = mesh->getMeshBuffer(b)->getIndices();
indexCount = mesh->getMeshBuffer(b)->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
for (u32 i=0; i < vertexCount; ++i)
{
bool found = false;
for (u32 j=0; j < i; ++j)
{
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
v[i].Normal.equals( v[j].Normal, tolerance) &&
v[i].TCoords.equals( v[j].TCoords ) &&
v[i].Tangent.equals( v[j].Tangent, tolerance ) &&
v[i].Binormal.equals( v[j].Binormal, tolerance ) &&
(v[i].Color == v[j].Color) )
{
redirects[i] = redirects[j];
found = true;
break;
}
}
if (!found)
{
redirects[i] = buffer->Vertices.size();
buffer->Vertices.push_back(v[i]);
}
}
break;
}
default:
os::Printer::log("Cannot create welded mesh, vertex type unsupported", ELL_ERROR);
break;
}
// write the buffer's index list
core::array<u16> &Indices = *outIdx;
Indices.set_used(indexCount);
for (u32 i=0; i<indexCount; ++i)
{
Indices[i] = redirects[ indices[i] ];
}
}
return clone;
}
//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
IMesh* CMeshManipulator::createMeshWithTangents(IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted, bool calculateTangents) const
{
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBufferTangents
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* original = mesh->getMeshBuffer(b);
const u32 idxCnt = original->getIndexCount();
const u16* idx = original->getIndices();
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->Material = original->getMaterial();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.set_used(idxCnt);
core::map<video::S3DVertexTangents, int> vertMap;
int vertLocation;
// copy vertices
const video::E_VERTEX_TYPE vType = original->getVertexType();
video::S3DVertexTangents vNew;
for (u32 i=0; i<idxCnt; ++i)
{
switch(vType)
{
case video::EVT_STANDARD:
{
const video::S3DVertex* v =
(const video::S3DVertex*)original->getVertices();
vNew = video::S3DVertexTangents(
v[idx[i]].Pos, v[idx[i]].Normal, v[idx[i]].Color, v[idx[i]].TCoords);
}
break;
case video::EVT_2TCOORDS:
{
const video::S3DVertex2TCoords* v =
(const video::S3DVertex2TCoords*)original->getVertices();
vNew = video::S3DVertexTangents(
v[idx[i]].Pos, v[idx[i]].Normal, v[idx[i]].Color, v[idx[i]].TCoords);
}
break;
case video::EVT_TANGENTS:
{
const video::S3DVertexTangents* v =
(const video::S3DVertexTangents*)original->getVertices();
vNew = v[idx[i]];
}
break;
}
core::map<video::S3DVertexTangents, int>::Node* n = vertMap.find(vNew);
if (n)
{
vertLocation = n->getValue();
}
else
{
vertLocation = buffer->Vertices.size();
buffer->Vertices.push_back(vNew);
vertMap.insert(vNew, vertLocation);
}
// create new indices
buffer->Indices[i] = vertLocation;
}
buffer->recalculateBoundingBox();
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->recalculateBoundingBox();
if (calculateTangents)
recalculateTangents(clone, recalculateNormals, smooth, angleWeighted);
return clone;
}
//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoords vertices.
IMesh* CMeshManipulator::createMeshWith2TCoords(IMesh* mesh) const
{
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBufferLightMap
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* original = mesh->getMeshBuffer(b);
const u32 idxCnt = original->getIndexCount();
const u16* idx = original->getIndices();
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->Material = original->getMaterial();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.set_used(idxCnt);
core::map<video::S3DVertex2TCoords, int> vertMap;
int vertLocation;
// copy vertices
const video::E_VERTEX_TYPE vType = original->getVertexType();
video::S3DVertex2TCoords vNew;
for (u32 i=0; i<idxCnt; ++i)
{
switch(vType)
{
case video::EVT_STANDARD:
{
const video::S3DVertex* v =
(const video::S3DVertex*)original->getVertices();
vNew = video::S3DVertex2TCoords(
v[idx[i]].Pos, v[idx[i]].Normal, v[idx[i]].Color, v[idx[i]].TCoords, v[idx[i]].TCoords);
}
break;
case video::EVT_2TCOORDS:
{
const video::S3DVertex2TCoords* v =
(const video::S3DVertex2TCoords*)original->getVertices();
vNew = v[idx[i]];
}
break;
case video::EVT_TANGENTS:
{
const video::S3DVertexTangents* v =
(const video::S3DVertexTangents*)original->getVertices();
vNew = video::S3DVertex2TCoords(
v[idx[i]].Pos, v[idx[i]].Normal, v[idx[i]].Color, v[idx[i]].TCoords, v[idx[i]].TCoords);
}
break;
}
core::map<video::S3DVertex2TCoords, int>::Node* n = vertMap.find(vNew);
if (n)
{
vertLocation = n->getValue();
}
else
{
vertLocation = buffer->Vertices.size();
buffer->Vertices.push_back(vNew);
vertMap.insert(vNew, vertLocation);
}
// create new indices
buffer->Indices[i] = vertLocation;
}
buffer->recalculateBoundingBox();
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->recalculateBoundingBox();
return clone;
}
//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
IMesh* CMeshManipulator::createMeshWith1TCoords(IMesh* mesh) const
{
if (!mesh)
return 0;
// copy mesh and fill data into SMeshBuffer
SMesh* clone = new SMesh();
const u32 meshBufferCount = mesh->getMeshBufferCount();
for (u32 b=0; b<meshBufferCount; ++b)
{
const IMeshBuffer* original = mesh->getMeshBuffer(b);
const u32 idxCnt = original->getIndexCount();
const u16* idx = original->getIndices();
SMeshBuffer* buffer = new SMeshBuffer();
buffer->Material = original->getMaterial();
buffer->Vertices.reallocate(idxCnt);
buffer->Indices.set_used(idxCnt);
core::map<video::S3DVertex, int> vertMap;
int vertLocation;
// copy vertices
const video::E_VERTEX_TYPE vType = original->getVertexType();
video::S3DVertex vNew;
for (u32 i=0; i<idxCnt; ++i)
{
switch(vType)
{
case video::EVT_STANDARD:
{
video::S3DVertex* v =
(video::S3DVertex*)original->getVertices();
vNew = v[idx[i]];
}
break;
case video::EVT_2TCOORDS:
{
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)original->getVertices();
vNew = video::S3DVertex(
v[idx[i]].Pos, v[idx[i]].Normal, v[idx[i]].Color, v[idx[i]].TCoords);
}
break;
case video::EVT_TANGENTS:
{
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)original->getVertices();
vNew = video::S3DVertex(
v[idx[i]].Pos, v[idx[i]].Normal, v[idx[i]].Color, v[idx[i]].TCoords);
}
break;
}
core::map<video::S3DVertex, int>::Node* n = vertMap.find(vNew);
if (n)
{
vertLocation = n->getValue();
}
else
{
vertLocation = buffer->Vertices.size();
buffer->Vertices.push_back(vNew);
vertMap.insert(vNew, vertLocation);
}
// create new indices
buffer->Indices[i] = vertLocation;
}
buffer->recalculateBoundingBox();
// add new buffer
clone->addMeshBuffer(buffer);
buffer->drop();
}
clone->recalculateBoundingBox();
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
{
return new SAnimatedMesh(mesh, type);
}
} // end namespace scene
} // end namespace irr