irrlicht/source/Irrlicht/CTriangleSelector.cpp

299 lines
7.2 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 "CTriangleSelector.h"
#include "ISceneNode.h"
#include "IMeshBuffer.h"
#include "IAnimatedMeshSceneNode.h"
#include "SSkinMeshBuffer.h"
namespace irr
{
namespace scene
{
//! constructor
CTriangleSelector::CTriangleSelector(ISceneNode* node)
: SceneNode(node), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
BoundingBox.reset(0.f, 0.f, 0.f);
}
//! constructor
CTriangleSelector::CTriangleSelector(const core::aabbox3d<f32>& box, ISceneNode* node)
: SceneNode(node), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
BoundingBox=box;
// TODO
}
//! constructor
CTriangleSelector::CTriangleSelector(const IMesh* mesh, ISceneNode* node)
: SceneNode(node), AnimatedNode(0), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
createFromMesh(mesh);
}
CTriangleSelector::CTriangleSelector(IAnimatedMeshSceneNode* node)
: SceneNode(node), AnimatedNode(node), LastMeshFrame(0)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
if (!AnimatedNode)
return;
IAnimatedMesh* animatedMesh = AnimatedNode->getMesh();
if (!animatedMesh)
return;
LastMeshFrame = (u32)AnimatedNode->getFrameNr();
IMesh* mesh = animatedMesh->getMesh(LastMeshFrame);
if (mesh)
createFromMesh(mesh);
}
void CTriangleSelector::createFromMesh(const IMesh* mesh)
{
const u32 cnt = mesh->getMeshBufferCount();
u32 totalFaceCount = 0;
for (u32 j=0; j<cnt; ++j)
totalFaceCount += mesh->getMeshBuffer(j)->getIndexCount();
totalFaceCount /= 3;
Triangles.set_used(totalFaceCount);
updateFromMesh(mesh);
}
void CTriangleSelector::updateFromMesh(const IMesh* mesh) const
{
if (!mesh)
return;
bool skinnnedMesh = mesh->getMeshType() == EAMT_SKINNED;
u32 meshBuffers = mesh->getMeshBufferCount();
u32 triangleCount = 0;
BoundingBox.reset(0.f, 0.f, 0.f);
for (u32 i = 0; i < meshBuffers; ++i)
{
IMeshBuffer* buf = mesh->getMeshBuffer(i);
u32 idxCnt = buf->getIndexCount();
const u16* indices = buf->getIndices();
if ( skinnnedMesh )
{
const core::matrix4& bufferTransform = ((scene::SSkinMeshBuffer*)buf)->Transformation;
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = Triangles[triangleCount++];
bufferTransform.transformVect(tri.pointA, buf->getPosition(indices[index + 0]));
bufferTransform.transformVect(tri.pointB, buf->getPosition(indices[index + 1]));
bufferTransform.transformVect(tri.pointC, buf->getPosition(indices[index + 2]));
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
else
{
for (u32 index = 0; index < idxCnt; index += 3)
{
core::triangle3df& tri = Triangles[triangleCount++];
tri.pointA = buf->getPosition(indices[index + 0]);
tri.pointB = buf->getPosition(indices[index + 1]);
tri.pointC = buf->getPosition(indices[index + 2]);
BoundingBox.addInternalPoint(tri.pointA);
BoundingBox.addInternalPoint(tri.pointB);
BoundingBox.addInternalPoint(tri.pointC);
}
}
}
}
void CTriangleSelector::update(void) const
{
if (!AnimatedNode)
return; //< harmless no-op
const u32 currentFrame = (u32)AnimatedNode->getFrameNr();
if (currentFrame == LastMeshFrame)
return; //< Nothing to do
LastMeshFrame = currentFrame;
IAnimatedMesh * animatedMesh = AnimatedNode->getMesh();
if (animatedMesh)
{
IMesh * mesh = animatedMesh->getMesh(LastMeshFrame);
if (mesh)
updateFromMesh(mesh);
}
}
//! Gets all triangles.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::matrix4* transform) const
{
// Update my triangles if necessary
update();
u32 cnt = Triangles.size();
if (cnt > (u32)arraySize)
cnt = (u32)arraySize;
core::matrix4 mat;
if (transform)
mat = *transform;
if (SceneNode)
mat *= SceneNode->getAbsoluteTransformation();
for (u32 i=0; i<cnt; ++i)
{
mat.transformVect( triangles[i].pointA, Triangles[i].pointA );
mat.transformVect( triangles[i].pointB, Triangles[i].pointB );
mat.transformVect( triangles[i].pointC, Triangles[i].pointC );
}
outTriangleCount = cnt;
}
//! Gets all triangles which lie within a specific bounding box.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::aabbox3d<f32>& box,
const core::matrix4* transform) const
{
// Update my triangles if necessary
update();
core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
core::aabbox3df tBox(box);
if (SceneNode)
{
SceneNode->getAbsoluteTransformation().getInverse(mat);
mat.transformBoxEx(tBox);
}
if (transform)
mat = *transform;
else
mat.makeIdentity();
if (SceneNode)
mat *= SceneNode->getAbsoluteTransformation();
outTriangleCount = 0;
if (!tBox.intersectsWithBox(BoundingBox))
return;
s32 triangleCount = 0;
const u32 cnt = Triangles.size();
for (u32 i=0; i<cnt; ++i)
{
// This isn't an accurate test, but it's fast, and the
// API contract doesn't guarantee complete accuracy.
if (Triangles[i].isTotalOutsideBox(tBox))
continue;
triangles[triangleCount] = Triangles[i];
mat.transformVect(triangles[triangleCount].pointA);
mat.transformVect(triangles[triangleCount].pointB);
mat.transformVect(triangles[triangleCount].pointC);
++triangleCount;
if (triangleCount == arraySize)
break;
}
outTriangleCount = triangleCount;
}
//! Gets all triangles which have or may have contact with a 3d line.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::line3d<f32>& line,
const core::matrix4* transform) const
{
// Update my triangles if necessary
update();
core::aabbox3d<f32> box(line.start);
box.addInternalPoint(line.end);
// TODO: Could be optimized for line a little bit more.
getTriangles(triangles, arraySize, outTriangleCount,
box, transform);
}
//! Returns amount of all available triangles in this selector
s32 CTriangleSelector::getTriangleCount() const
{
return Triangles.size();
}
/* Get the number of TriangleSelectors that are part of this one.
Only useful for MetaTriangleSelector others return 1
*/
u32 CTriangleSelector::getSelectorCount() const
{
return 1;
}
/* Get the TriangleSelector based on index based on getSelectorCount.
Only useful for MetaTriangleSelector others return 'this' or 0
*/
ITriangleSelector* CTriangleSelector::getSelector(u32 index)
{
if (index)
return 0;
else
return this;
}
/* Get the TriangleSelector based on index based on getSelectorCount.
Only useful for MetaTriangleSelector others return 'this' or 0
*/
const ITriangleSelector* CTriangleSelector::getSelector(u32 index) const
{
if (index)
return 0;
else
return this;
}
} // end namespace scene
} // end namespace irr