CMeshManipulator::createMeshWelded now cloning buffers it can't weld.

Not optimal, but making this real 32-bit is sadly a bit more work.
This way at lest meshes with mixed 16/32 bit buffers can weld the 16-bit ones.
And hopefully a bit of step in the right direction to fully support 32-bit another day.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6417 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-08-24 22:14:50 +00:00
parent 38e5bfe234
commit 31965fe599
2 changed files with 39 additions and 34 deletions

@ -239,6 +239,7 @@ namespace scene
/** This is useful if you want to draw tangent space normal
mapped geometry because it calculates the tangent and binormal
data which is needed there.
Note: Only 16-bit meshbuffers supported so far
\param mesh Input mesh
\param recalculateNormals The normals are recalculated if set,
otherwise the original ones are kept. Note that keeping the
@ -257,7 +258,8 @@ namespace scene
bool angleWeighted=false, bool recalculateTangents=true) const=0;
//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoord vertices.
/** \param mesh Input mesh
/** Note: Only 16-bit meshbuffers supported so far
\param mesh Input mesh
\return Mesh consisting only of S3DVertex2TCoord vertices. If
you no longer need the cloned mesh, you should call
IMesh::drop(). See IReferenceCounted::drop() for more
@ -265,7 +267,8 @@ namespace scene
virtual IMesh* createMeshWith2TCoords(IMesh* mesh) const = 0;
//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
/** \param mesh Input mesh
/** Note: Only 16-bit meshbuffers supported so far
\param mesh Input mesh
\return Mesh consisting only of S3DVertex vertices. If
you no longer need the cloned mesh, you should call
IMesh::drop(). See IReferenceCounted::drop() for more
@ -273,7 +276,8 @@ namespace scene
virtual IMesh* createMeshWith1TCoords(IMesh* mesh) const = 0;
//! Creates a copy of a mesh with all vertices unwelded
/** \param mesh Input mesh
/** Note: Only 16-bit meshbuffers supported so far
\param mesh Input mesh
\return Mesh consisting only of unique faces. All vertices
which were previously shared are now duplicated. If you no
longer need the cloned mesh, you should call IMesh::drop(). See
@ -281,7 +285,8 @@ namespace scene
virtual IMesh* createMeshUniquePrimitives(IMesh* mesh) const = 0;
//! Creates a copy of a mesh with vertices welded
/** \param mesh Input mesh
/** Note: Only 16-bit meshbuffers supported so far, 32-bit buffer are cloned
\param mesh Input mesh
\param tolerance The threshold for vertex comparisons.
\return Mesh without redundant vertices. If you no longer need
the cloned mesh, you should call IMesh::drop(). See

@ -708,38 +708,45 @@ IMesh* CMeshManipulator::createMeshUniquePrimitives(IMesh* mesh) const
// not yet 32bit
IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
{
SMesh* clone = new SMesh();
clone->BoundingBox = mesh->getBoundingBox();
SMesh* meshClone = new SMesh();
meshClone->BoundingBox = mesh->getBoundingBox();
core::array<u16> redirects;
for (u32 b=0; b<mesh->getMeshBufferCount(); ++b)
{
const IMeshBuffer* const mb = mesh->getMeshBuffer(b);
const u32 vertexCount = mb->getVertexCount();
// reset redirect list
redirects.set_used(mb->getVertexCount());
redirects.set_used(vertexCount);
const u16* indices = 0;
u32 indexCount = 0;
const video::E_INDEX_TYPE indexType = mb->getIndexType();
const u16* indices = mb->getIndices();
const u32 indexCount = mb->getIndexCount();
core::array<u16>* outIdx = 0;
if ( indexType == video::EIT_32BIT )
{
IMeshBuffer* buffer = mb->createClone();
buffer->setBoundingBox(mb->getBoundingBox());
buffer->getMaterial() = mb->getMaterial();
meshClone->addMeshBuffer(buffer);
buffer->drop();
continue; // TODO: handle 32-bit buffers beside copying them
}
switch(mb->getVertexType())
{
case video::EVT_STANDARD:
{
SMeshBuffer* buffer = new SMeshBuffer();
buffer->BoundingBox = mb->getBoundingBox();
buffer->setBoundingBox(mb->getBoundingBox());
buffer->Material = mb->getMaterial();
clone->addMeshBuffer(buffer);
meshClone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertex* v =
(video::S3DVertex*)mb->getVertices();
video::S3DVertex* v = (video::S3DVertex*)mb->getVertices();
u32 vertexCount = mb->getVertexCount();
indices = mb->getIndices();
indexCount = mb->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
@ -771,18 +778,14 @@ IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
case video::EVT_2TCOORDS:
{
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
buffer->BoundingBox = mb->getBoundingBox();
buffer->setBoundingBox(mb->getBoundingBox());
buffer->Material = mb->getMaterial();
clone->addMeshBuffer(buffer);
meshClone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertex2TCoords* v =
(video::S3DVertex2TCoords*)mb->getVertices();
u32 vertexCount = mb->getVertexCount();
indices = mb->getIndices();
indexCount = mb->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
@ -814,18 +817,13 @@ IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
case video::EVT_TANGENTS:
{
SMeshBufferTangents* buffer = new SMeshBufferTangents();
buffer->BoundingBox = mb->getBoundingBox();
buffer->setBoundingBox(mb->getBoundingBox());
buffer->Material = mb->getMaterial();
clone->addMeshBuffer(buffer);
meshClone->addMeshBuffer(buffer);
buffer->drop();
video::S3DVertexTangents* v =
(video::S3DVertexTangents*)mb->getVertices();
video::S3DVertexTangents* v = (video::S3DVertexTangents*)mb->getVertices();
u32 vertexCount = mb->getVertexCount();
indices = mb->getIndices();
indexCount = mb->getIndexCount();
outIdx = &buffer->Indices;
buffer->Vertices.reallocate(vertexCount);
@ -860,7 +858,7 @@ IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
break;
}
// Clean up any degenerate tris
// set indices for new buffer
core::array<u16> &Indices = *outIdx;
Indices.clear();
Indices.reallocate(indexCount);
@ -873,6 +871,7 @@ IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
bool drop = false;
// Clean up any degenerate tris
if (a == b || b == c || a == c)
drop = true;
@ -885,8 +884,9 @@ IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
Indices.push_back(c);
}
}
// indexCount-Indices.size() vertices got welded for this meshbuffer
}
return clone;
return meshClone;
}