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stl meshloader can now load 32 bit buffers (with corresponding hint)
Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441) Applied with some minor changes. Also mesh-type in that loader now set to EAMT_STATIC (was EAMT_OBJ before, probably some copy-pasting going on). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6342 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,9 +1,12 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- stl meshloader can now load 32 bit buffers.
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Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
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- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
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- obj writer can now write 32 bit buffers
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- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
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It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
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Thanks @Wol101 for original patch proposal (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
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- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
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- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
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- Add IGUIImage::flip to flip/mirror images
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@ -8,7 +8,7 @@
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#include "CSTLMeshFileLoader.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "CDynamicMeshBuffer.h"
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#include "SAnimatedMesh.h"
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#include "IReadFile.h"
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#include "fast_atof.h"
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@ -41,7 +41,8 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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return 0;
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SMesh* mesh = new SMesh();
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SMeshBuffer* meshBuffer = new SMeshBuffer();
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CDynamicMeshBuffer* meshBuffer = new CDynamicMeshBuffer(video::EVT_STANDARD, video::EIT_16BIT);
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IVertexBuffer& vertBuffer = meshBuffer->getVertexBuffer();
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mesh->addMeshBuffer(meshBuffer);
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meshBuffer->drop();
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@ -132,29 +133,41 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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#endif
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}
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SMeshBuffer* mb = reinterpret_cast<SMeshBuffer*>(mesh->getMeshBuffer(mesh->getMeshBufferCount()-1));
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u32 vCount = mb->getVertexCount();
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video::SColor color(0xffffffff);
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if (attrib & 0x8000)
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color = video::A1R5G5B5toA8R8G8B8(attrib);
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if (normal==core::vector3df())
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normal=core::plane3df(vertex[2],vertex[1],vertex[0]).Normal;
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mb->Vertices.push_back(video::S3DVertex(vertex[2],normal,color, core::vector2df()));
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mb->Vertices.push_back(video::S3DVertex(vertex[1],normal,color, core::vector2df()));
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mb->Vertices.push_back(video::S3DVertex(vertex[0],normal,color, core::vector2df()));
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mb->Indices.push_back(vCount);
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mb->Indices.push_back(vCount+1);
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mb->Indices.push_back(vCount+2);
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vertBuffer.push_back(video::S3DVertex(vertex[2],normal,color, core::vector2df()));
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vertBuffer.push_back(video::S3DVertex(vertex[1],normal,color, core::vector2df()));
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vertBuffer.push_back(video::S3DVertex(vertex[0],normal,color, core::vector2df()));
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} // end while (file->getPos() < filesize)
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mesh->getMeshBuffer(0)->recalculateBoundingBox();
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// Create the Animated mesh if there's anything in the mesh
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SAnimatedMesh* pAM = 0;
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if ( 0 != mesh->getMeshBufferCount() )
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{
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IIndexBuffer& indexBuffer = meshBuffer->getIndexBuffer();
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u32 vertCount = vertBuffer.size();
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if (vertCount > 65535 ) // Note 65535 instead of 65536 as it divides by 3
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{
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if ( getIndexTypeHint() != EITH_16BIT )
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indexBuffer.setType(video::EIT_32BIT);
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else
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{
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// Could split buffer, but probably no one really needs this anymore now with 32-bit support and necessary buffer manipulation functions are not there yet
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vertCount = 65535;
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}
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}
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indexBuffer.reallocate(vertCount);
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for (u32 i=0; i<vertCount; ++i) //every vertex is unique, so we can just generate the indices
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indexBuffer.push_back(i);
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meshBuffer->recalculateBoundingBox();
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mesh->recalculateBoundingBox();
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pAM = new SAnimatedMesh();
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pAM->Type = EAMT_OBJ;
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pAM->Type = EAMT_STATIC;
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pAM->addMesh(mesh);
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pAM->recalculateBoundingBox();
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}
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