Make all mesh manipulators in mesh.cpp work with any vertex type

cloneMesh() has to use a switch in order to create a different
mesh buffer type depending on vertex type. (Credit: the new cloneMesh
was written by RealBadAngel.)

To avoid repetitive code, all other methods use getVertexPitchFromType()
to automatically adapt the indexing to the vertex type at runtime.
master^2
Kahrl 2016-01-15 02:16:21 +01:00
parent 3c6b2ffb10
commit da686160c3
1 changed files with 145 additions and 124 deletions

View File

@ -206,146 +206,139 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorY,
const video::SColor &colorZ)
{
if(mesh == NULL)
if (mesh == NULL)
return;
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
for (u16 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
f32 x = fabs(vertices[i].Normal.X);
f32 y = fabs(vertices[i].Normal.Y);
f32 z = fabs(vertices[i].Normal.Z);
if(x >= y && x >= z)
vertices[i].Color = colorX;
else if(y >= z)
vertices[i].Color = colorY;
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++) {
video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
f32 x = fabs(vertex->Normal.X);
f32 y = fabs(vertex->Normal.Y);
f32 z = fabs(vertex->Normal.Z);
if (x >= y && x >= z)
vertex->Color = colorX;
else if (y >= z)
vertex->Color = colorY;
else
vertices[i].Color = colorZ;
vertex->Color = colorZ;
}
}
}
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees)
{
void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
{
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
for (u16 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i = 0; i < vc; i++)
{
vertices[i].Pos.rotateXYBy(degrees);
}
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
}
}
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees)
{
void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
{
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
for (u16 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i = 0; i < vc; i++)
{
vertices[i].Pos.rotateXZBy(degrees);
}
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
}
}
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees)
{
void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
{
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
for (u16 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i = 0; i < vc; i++)
{
vertices[i].Pos.rotateYZBy(degrees);
}
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
}
}
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
int axisdir = facedir>>2;
{
int axisdir = facedir >> 2;
facedir &= 0x03;
u16 mc = mesh->getMeshBufferCount();
for(u16 j = 0; j < mc; j++)
{
for (u16 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
switch (axisdir)
{
case 0:
if(facedir == 1)
vertices[i].Pos.rotateXZBy(-90);
else if(facedir == 2)
vertices[i].Pos.rotateXZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXZBy(90);
break;
case 1: // z+
vertices[i].Pos.rotateYZBy(90);
if(facedir == 1)
vertices[i].Pos.rotateXYBy(90);
else if(facedir == 2)
vertices[i].Pos.rotateXYBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXYBy(-90);
break;
case 2: //z-
vertices[i].Pos.rotateYZBy(-90);
if(facedir == 1)
vertices[i].Pos.rotateXYBy(-90);
else if(facedir == 2)
vertices[i].Pos.rotateXYBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXYBy(90);
break;
case 3: //x+
vertices[i].Pos.rotateXYBy(-90);
if(facedir == 1)
vertices[i].Pos.rotateYZBy(90);
else if(facedir == 2)
vertices[i].Pos.rotateYZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateYZBy(-90);
break;
case 4: //x-
vertices[i].Pos.rotateXYBy(90);
if(facedir == 1)
vertices[i].Pos.rotateYZBy(-90);
else if(facedir == 2)
vertices[i].Pos.rotateYZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateYZBy(90);
break;
case 5:
vertices[i].Pos.rotateXYBy(-180);
if(facedir == 1)
vertices[i].Pos.rotateXZBy(90);
else if(facedir == 2)
vertices[i].Pos.rotateXZBy(180);
else if(facedir == 3)
vertices[i].Pos.rotateXZBy(-90);
break;
default:
break;
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++) {
video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
switch (axisdir) {
case 0:
if (facedir == 1)
vertex->Pos.rotateXZBy(-90);
else if (facedir == 2)
vertex->Pos.rotateXZBy(180);
else if (facedir == 3)
vertex->Pos.rotateXZBy(90);
break;
case 1: // z+
vertex->Pos.rotateYZBy(90);
if (facedir == 1)
vertex->Pos.rotateXYBy(90);
else if (facedir == 2)
vertex->Pos.rotateXYBy(180);
else if (facedir == 3)
vertex->Pos.rotateXYBy(-90);
break;
case 2: //z-
vertex->Pos.rotateYZBy(-90);
if (facedir == 1)
vertex->Pos.rotateXYBy(-90);
else if (facedir == 2)
vertex->Pos.rotateXYBy(180);
else if (facedir == 3)
vertex->Pos.rotateXYBy(90);
break;
case 3: //x+
vertex->Pos.rotateXYBy(-90);
if (facedir == 1)
vertex->Pos.rotateYZBy(90);
else if (facedir == 2)
vertex->Pos.rotateYZBy(180);
else if (facedir == 3)
vertex->Pos.rotateYZBy(-90);
break;
case 4: //x-
vertex->Pos.rotateXYBy(90);
if (facedir == 1)
vertex->Pos.rotateYZBy(-90);
else if (facedir == 2)
vertex->Pos.rotateYZBy(180);
else if (facedir == 3)
vertex->Pos.rotateYZBy(90);
break;
case 5:
vertex->Pos.rotateXYBy(-180);
if (facedir == 1)
vertex->Pos.rotateXZBy(90);
else if (facedir == 2)
vertex->Pos.rotateXZBy(180);
else if (facedir == 3)
vertex->Pos.rotateXZBy(-90);
break;
default:
break;
}
}
}
@ -355,11 +348,10 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
{
core::aabbox3d<f32> bbox;
bbox.reset(0,0,0);
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
{
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
buf->recalculateBoundingBox();
if(j == 0)
if (j == 0)
bbox = buf->getBoundingBox();
else
bbox.addInternalBox(buf->getBoundingBox());
@ -370,18 +362,47 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
{
scene::SMesh* dst_mesh = new scene::SMesh();
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
{
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 *indices = (u16*)buf->getIndices();
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
temp_buf->append(vertices, buf->getVertexCount(),
indices, buf->getIndexCount());
dst_mesh->addMeshBuffer(temp_buf);
temp_buf->drop();
switch (buf->getVertexType()) {
case video::EVT_STANDARD: {
video::S3DVertex *v =
(video::S3DVertex *) buf->getVertices();
u16 *indices = (u16*)buf->getIndices();
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
temp_buf->append(v, buf->getVertexCount(),
indices, buf->getIndexCount());
dst_mesh->addMeshBuffer(temp_buf);
temp_buf->drop();
break;
}
case video::EVT_2TCOORDS: {
video::S3DVertex2TCoords *v =
(video::S3DVertex2TCoords *) buf->getVertices();
u16 *indices = (u16*)buf->getIndices();
scene::SMeshBufferTangents *temp_buf =
new scene::SMeshBufferTangents();
temp_buf->append(v, buf->getVertexCount(),
indices, buf->getIndexCount());
dst_mesh->addMeshBuffer(temp_buf);
temp_buf->drop();
break;
}
case video::EVT_TANGENTS: {
video::S3DVertexTangents *v =
(video::S3DVertexTangents *) buf->getVertices();
u16 *indices = (u16*)buf->getIndices();
scene::SMeshBufferTangents *temp_buf =
new scene::SMeshBufferTangents();
temp_buf->append(v, buf->getVertexCount(),
indices, buf->getIndexCount());
dst_mesh->addMeshBuffer(temp_buf);
temp_buf->drop();
break;
}
}
}
return dst_mesh;
return dst_mesh;
}
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)