238 lines
5.7 KiB
C++
238 lines
5.7 KiB
C++
// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CTriangleSelector.h"
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#include "ISceneNode.h"
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#include "IMeshBuffer.h"
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#include "IAnimatedMeshSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CTriangleSelector::CTriangleSelector(const ISceneNode* node)
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: SceneNode(node), AnimatedNode(0)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(const IMesh* mesh, const ISceneNode* node)
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: SceneNode(node), AnimatedNode(0)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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createFromMesh(mesh);
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}
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CTriangleSelector::CTriangleSelector(IAnimatedMeshSceneNode* node)
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: SceneNode(reinterpret_cast<ISceneNode*>(node)), AnimatedNode(node)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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if(!AnimatedNode)
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return;
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IAnimatedMesh * animatedMesh = AnimatedNode->getMesh();
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if(!animatedMesh)
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return;
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IMesh * mesh = animatedMesh->getMesh((s32)AnimatedNode->getFrameNr());
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if(mesh)
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createFromMesh(mesh);
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}
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void CTriangleSelector::createFromMesh(const IMesh * mesh)
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{
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const u32 cnt = mesh->getMeshBufferCount();
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u32 totalFaceCount = 0;
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for (u32 j=0; j<cnt; ++j)
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totalFaceCount += mesh->getMeshBuffer(j)->getIndexCount();
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totalFaceCount /= 3;
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Triangles.reallocate(totalFaceCount);
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for (u32 i=0; i<cnt; ++i)
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{
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const IMeshBuffer* buf = mesh->getMeshBuffer(i);
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const u32 idxCnt = buf->getIndexCount();
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const u16* const indices = buf->getIndices();
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for (u32 j=0; j<idxCnt; j+=3)
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{
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Triangles.push_back(core::triangle3df(
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buf->getPosition(indices[j+0]),
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buf->getPosition(indices[j+1]),
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buf->getPosition(indices[j+2])));
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}
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}
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}
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void CTriangleSelector::updateFromMesh(const IMesh* mesh) const
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{
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if(!mesh)
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return;
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u32 meshBuffers = mesh->getMeshBufferCount();
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u32 triangleCount = 0;
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for (u32 i = 0; i < meshBuffers; ++i)
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{
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IMeshBuffer* buf = mesh->getMeshBuffer(i);
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u32 idxCnt = buf->getIndexCount();
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const u16* indices = buf->getIndices();
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switch (buf->getVertexType())
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{
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case video::EVT_STANDARD:
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{
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video::S3DVertex* vtx = (video::S3DVertex*)buf->getVertices();
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for (u32 index = 0; index < idxCnt; index += 3)
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{
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core::triangle3df & tri = Triangles[triangleCount++];
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tri.pointA = vtx[indices[index + 0]].Pos;
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tri.pointB = vtx[indices[index + 1]].Pos;
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tri.pointC = vtx[indices[index + 2]].Pos;
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}
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}
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break;
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case video::EVT_2TCOORDS:
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{
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video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buf->getVertices();
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for (u32 index = 0; index < idxCnt; index += 3)
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{
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core::triangle3df & tri = Triangles[triangleCount++];
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tri.pointA = vtx[indices[index + 0]].Pos;
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tri.pointB = vtx[indices[index + 1]].Pos;
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tri.pointC = vtx[indices[index + 2]].Pos;
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}
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}
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break;
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case video::EVT_TANGENTS:
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{
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video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buf->getVertices();
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for (u32 index = 0; index < idxCnt; index += 3)
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{
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core::triangle3df & tri = Triangles[triangleCount++];
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tri.pointA = vtx[indices[index + 0]].Pos;
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tri.pointB = vtx[indices[index + 1]].Pos;
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tri.pointC = vtx[indices[index + 2]].Pos;
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}
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}
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break;
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}
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}
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(const core::aabbox3d<f32>& box, const ISceneNode* node)
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: SceneNode(node)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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// TODO
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}
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void CTriangleSelector::update(void) const
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{
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if(!AnimatedNode)
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return; //< harmless no-op
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s32 currentFrame = (s32)AnimatedNode->getFrameNr();
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if(currentFrame == LastMeshFrame)
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return; //< Nothing to do
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LastMeshFrame = currentFrame;
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IAnimatedMesh * animatedMesh = AnimatedNode->getMesh();
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if(animatedMesh)
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{
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IMesh * mesh = animatedMesh->getMesh(LastMeshFrame);
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if(mesh)
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updateFromMesh(mesh);
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}
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}
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//! Gets all triangles.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::matrix4* transform) const
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{
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// Update my triangles if necessary
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update();
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s32 cnt = Triangles.size();
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if (cnt > arraySize)
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cnt = arraySize;
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core::matrix4 mat;
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if (transform)
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mat = *transform;
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if (SceneNode)
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mat *= SceneNode->getAbsoluteTransformation();
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for (s32 i=0; i<cnt; ++i)
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{
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mat.transformVect( triangles[i].pointA, Triangles[i].pointA );
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mat.transformVect( triangles[i].pointB, Triangles[i].pointB );
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mat.transformVect( triangles[i].pointC, Triangles[i].pointC );
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}
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outTriangleCount = cnt;
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}
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//! Gets all triangles which lie within a specific bounding box.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box,
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const core::matrix4* transform) const
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{
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// return all triangles
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return getTriangles(triangles, arraySize, outTriangleCount, transform);
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}
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//! Gets all triangles which have or may have contact with a 3d line.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::line3d<f32>& line,
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const core::matrix4* transform) const
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{
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// return all triangles
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return getTriangles(triangles, arraySize, outTriangleCount, transform);
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}
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//! Returns amount of all available triangles in this selector
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s32 CTriangleSelector::getTriangleCount() const
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{
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return Triangles.size();
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}
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} // end namespace scene
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} // end namespace irr
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