mirror of
https://github.com/minetest/irrlicht.git
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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
2119 lines
51 KiB
C++
2119 lines
51 KiB
C++
// Copyright (C) 2002-2012 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 "CMeshManipulator.h"
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#include "SMesh.h"
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#include "CMeshBuffer.h"
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#include "SAnimatedMesh.h"
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#include "os.h"
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#include "irrMap.h"
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#include "triangle3d.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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static inline core::vector3df getAngleWeight(const core::vector3df& v1,
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const core::vector3df& v2,
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const core::vector3df& v3)
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{
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// Calculate this triangle's weight for each of its three vertices
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// start by calculating the lengths of its sides
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const f32 a = v2.getDistanceFromSQ(v3);
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const f32 asqrt = sqrtf(a);
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const f32 b = v1.getDistanceFromSQ(v3);
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const f32 bsqrt = sqrtf(b);
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const f32 c = v1.getDistanceFromSQ(v2);
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const f32 csqrt = sqrtf(c);
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// use them to find the angle at each vertex
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return core::vector3df(
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acosf((b + c - a) / (2.f * bsqrt * csqrt)),
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acosf((-b + c + a) / (2.f * asqrt * csqrt)),
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acosf((b - c + a) / (2.f * bsqrt * asqrt)));
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}
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//! Flips the direction of surfaces. Changes backfacing triangles to frontfacing
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//! triangles and vice versa.
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//! \param mesh: Mesh on which the operation is performed.
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void CMeshManipulator::flipSurfaces(scene::IMesh* mesh) const
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{
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if (!mesh)
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return;
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const u32 bcount = mesh->getMeshBufferCount();
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for (u32 b=0; b<bcount; ++b)
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{
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IMeshBuffer* buffer = mesh->getMeshBuffer(b);
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const u32 idxcnt = buffer->getIndexCount();
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if (buffer->getIndexType() == video::EIT_16BIT)
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{
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u16* idx = buffer->getIndices();
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for (u32 i=0; i<idxcnt; i+=3)
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{
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const u16 tmp = idx[i+1];
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idx[i+1] = idx[i+2];
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idx[i+2] = tmp;
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}
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}
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else
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{
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u32* idx = reinterpret_cast<u32*>(buffer->getIndices());
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for (u32 i=0; i<idxcnt; i+=3)
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{
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const u32 tmp = idx[i+1];
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idx[i+1] = idx[i+2];
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idx[i+2] = tmp;
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}
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}
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}
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}
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namespace
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{
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template <typename T>
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void recalculateNormalsT(IMeshBuffer* buffer, bool smooth, bool angleWeighted)
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{
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const u32 vtxcnt = buffer->getVertexCount();
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const u32 idxcnt = buffer->getIndexCount();
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const T* idx = reinterpret_cast<T*>(buffer->getIndices());
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if (!smooth)
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{
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for (u32 i=0; i<idxcnt; i+=3)
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{
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const core::vector3df& v1 = buffer->getPosition(idx[i+0]);
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const core::vector3df& v2 = buffer->getPosition(idx[i+1]);
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const core::vector3df& v3 = buffer->getPosition(idx[i+2]);
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const core::vector3df normal = core::plane3d<f32>(v1, v2, v3).Normal;
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buffer->getNormal(idx[i+0]) = normal;
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buffer->getNormal(idx[i+1]) = normal;
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buffer->getNormal(idx[i+2]) = normal;
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}
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}
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else
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{
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u32 i;
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for ( i = 0; i!= vtxcnt; ++i )
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buffer->getNormal(i).set(0.f, 0.f, 0.f);
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for ( i=0; i<idxcnt; i+=3)
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{
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const core::vector3df& v1 = buffer->getPosition(idx[i+0]);
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const core::vector3df& v2 = buffer->getPosition(idx[i+1]);
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const core::vector3df& v3 = buffer->getPosition(idx[i+2]);
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const core::vector3df normal = core::plane3d<f32>(v1, v2, v3).Normal;
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core::vector3df weight(1.f,1.f,1.f);
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if (angleWeighted)
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weight = irr::scene::getAngleWeight(v1,v2,v3); // writing irr::scene:: necessary for borland
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buffer->getNormal(idx[i+0]) += weight.X*normal;
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buffer->getNormal(idx[i+1]) += weight.Y*normal;
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buffer->getNormal(idx[i+2]) += weight.Z*normal;
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}
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for ( i = 0; i!= vtxcnt; ++i )
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buffer->getNormal(i).normalize();
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}
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}
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}
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//! Recalculates all normals of the mesh buffer.
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/** \param buffer: Mesh buffer on which the operation is performed. */
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void CMeshManipulator::recalculateNormals(IMeshBuffer* buffer, bool smooth, bool angleWeighted) const
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{
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if (!buffer)
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return;
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if (buffer->getIndexType()==video::EIT_16BIT)
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recalculateNormalsT<u16>(buffer, smooth, angleWeighted);
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else
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recalculateNormalsT<u32>(buffer, smooth, angleWeighted);
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}
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//! Recalculates all normals of the mesh.
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//! \param mesh: Mesh on which the operation is performed.
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void CMeshManipulator::recalculateNormals(scene::IMesh* mesh, bool smooth, bool angleWeighted) const
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{
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if (!mesh)
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return;
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const u32 bcount = mesh->getMeshBufferCount();
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for ( u32 b=0; b<bcount; ++b)
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recalculateNormals(mesh->getMeshBuffer(b), smooth, angleWeighted);
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}
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namespace
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{
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void calculateTangents(
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core::vector3df& normal,
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core::vector3df& tangent,
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core::vector3df& binormal,
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const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices
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const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords
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{
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// choose one of them:
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//#define USE_NVIDIA_GLH_VERSION // use version used by nvidia in glh headers
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#define USE_IRR_VERSION
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#ifdef USE_IRR_VERSION
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core::vector3df v1 = vt1 - vt2;
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core::vector3df v2 = vt3 - vt1;
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normal = v2.crossProduct(v1);
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normal.normalize();
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// binormal
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f32 deltaX1 = tc1.X - tc2.X;
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f32 deltaX2 = tc3.X - tc1.X;
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binormal = (v1 * deltaX2) - (v2 * deltaX1);
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binormal.normalize();
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// tangent
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f32 deltaY1 = tc1.Y - tc2.Y;
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f32 deltaY2 = tc3.Y - tc1.Y;
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tangent = (v1 * deltaY2) - (v2 * deltaY1);
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tangent.normalize();
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// adjust
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core::vector3df txb = tangent.crossProduct(binormal);
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if (txb.dotProduct(normal) < 0.0f)
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{
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tangent *= -1.0f;
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binormal *= -1.0f;
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}
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#endif // USE_IRR_VERSION
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#ifdef USE_NVIDIA_GLH_VERSION
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tangent.set(0,0,0);
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binormal.set(0,0,0);
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core::vector3df v1(vt2.X - vt1.X, tc2.X - tc1.X, tc2.Y - tc1.Y);
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core::vector3df v2(vt3.X - vt1.X, tc3.X - tc1.X, tc3.Y - tc1.Y);
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core::vector3df txb = v1.crossProduct(v2);
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if ( !core::iszero ( txb.X ) )
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{
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tangent.X = -txb.Y / txb.X;
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binormal.X = -txb.Z / txb.X;
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}
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v1.X = vt2.Y - vt1.Y;
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v2.X = vt3.Y - vt1.Y;
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txb = v1.crossProduct(v2);
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if ( !core::iszero ( txb.X ) )
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{
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tangent.Y = -txb.Y / txb.X;
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binormal.Y = -txb.Z / txb.X;
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}
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v1.X = vt2.Z - vt1.Z;
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v2.X = vt3.Z - vt1.Z;
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txb = v1.crossProduct(v2);
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if ( !core::iszero ( txb.X ) )
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{
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tangent.Z = -txb.Y / txb.X;
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binormal.Z = -txb.Z / txb.X;
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}
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tangent.normalize();
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binormal.normalize();
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normal = tangent.crossProduct(binormal);
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normal.normalize();
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binormal = tangent.crossProduct(normal);
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binormal.normalize();
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core::plane3d<f32> pl(vt1, vt2, vt3);
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if(normal.dotProduct(pl.Normal) < 0.0f )
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normal *= -1.0f;
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#endif // USE_NVIDIA_GLH_VERSION
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}
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//! Recalculates tangents for a tangent mesh buffer
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template <typename T>
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void recalculateTangentsT(IMeshBuffer* buffer, bool recalculateNormals, bool smooth, bool angleWeighted)
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{
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if (!buffer || (buffer->getVertexType()!= video::EVT_TANGENTS))
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return;
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const u32 vtxCnt = buffer->getVertexCount();
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const u32 idxCnt = buffer->getIndexCount();
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T* idx = reinterpret_cast<T*>(buffer->getIndices());
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video::S3DVertexTangents* v =
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(video::S3DVertexTangents*)buffer->getVertices();
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if (smooth)
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{
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u32 i;
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for ( i = 0; i!= vtxCnt; ++i )
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{
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if (recalculateNormals)
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v[i].Normal.set( 0.f, 0.f, 0.f );
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v[i].Tangent.set( 0.f, 0.f, 0.f );
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v[i].Binormal.set( 0.f, 0.f, 0.f );
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}
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//Each vertex gets the sum of the tangents and binormals from the faces around it
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for ( i=0; i<idxCnt; i+=3)
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{
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// if this triangle is degenerate, skip it!
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if (v[idx[i+0]].Pos == v[idx[i+1]].Pos ||
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v[idx[i+0]].Pos == v[idx[i+2]].Pos ||
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v[idx[i+1]].Pos == v[idx[i+2]].Pos
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/*||
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v[idx[i+0]].TCoords == v[idx[i+1]].TCoords ||
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v[idx[i+0]].TCoords == v[idx[i+2]].TCoords ||
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v[idx[i+1]].TCoords == v[idx[i+2]].TCoords */
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)
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continue;
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//Angle-weighted normals look better, but are slightly more CPU intensive to calculate
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core::vector3df weight(1.f,1.f,1.f);
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if (angleWeighted)
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weight = irr::scene::getAngleWeight(v[i+0].Pos,v[i+1].Pos,v[i+2].Pos); // writing irr::scene:: necessary for borland
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core::vector3df localNormal;
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core::vector3df localTangent;
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core::vector3df localBinormal;
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calculateTangents(
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localNormal,
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localTangent,
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localBinormal,
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v[idx[i+0]].Pos,
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v[idx[i+1]].Pos,
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v[idx[i+2]].Pos,
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v[idx[i+0]].TCoords,
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v[idx[i+1]].TCoords,
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v[idx[i+2]].TCoords);
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if (recalculateNormals)
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v[idx[i+0]].Normal += localNormal * weight.X;
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v[idx[i+0]].Tangent += localTangent * weight.X;
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v[idx[i+0]].Binormal += localBinormal * weight.X;
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calculateTangents(
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localNormal,
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localTangent,
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localBinormal,
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v[idx[i+1]].Pos,
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v[idx[i+2]].Pos,
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v[idx[i+0]].Pos,
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v[idx[i+1]].TCoords,
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v[idx[i+2]].TCoords,
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v[idx[i+0]].TCoords);
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if (recalculateNormals)
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v[idx[i+1]].Normal += localNormal * weight.Y;
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v[idx[i+1]].Tangent += localTangent * weight.Y;
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v[idx[i+1]].Binormal += localBinormal * weight.Y;
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calculateTangents(
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localNormal,
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localTangent,
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localBinormal,
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v[idx[i+2]].Pos,
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v[idx[i+0]].Pos,
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v[idx[i+1]].Pos,
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v[idx[i+2]].TCoords,
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v[idx[i+0]].TCoords,
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v[idx[i+1]].TCoords);
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if (recalculateNormals)
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v[idx[i+2]].Normal += localNormal * weight.Z;
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v[idx[i+2]].Tangent += localTangent * weight.Z;
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v[idx[i+2]].Binormal += localBinormal * weight.Z;
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}
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// Normalize the tangents and binormals
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if (recalculateNormals)
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{
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for ( i = 0; i!= vtxCnt; ++i )
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v[i].Normal.normalize();
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}
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for ( i = 0; i!= vtxCnt; ++i )
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{
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v[i].Tangent.normalize();
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v[i].Binormal.normalize();
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}
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}
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else
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{
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core::vector3df localNormal;
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for (u32 i=0; i<idxCnt; i+=3)
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{
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calculateTangents(
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localNormal,
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v[idx[i+0]].Tangent,
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v[idx[i+0]].Binormal,
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v[idx[i+0]].Pos,
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v[idx[i+1]].Pos,
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v[idx[i+2]].Pos,
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v[idx[i+0]].TCoords,
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v[idx[i+1]].TCoords,
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v[idx[i+2]].TCoords);
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if (recalculateNormals)
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v[idx[i+0]].Normal=localNormal;
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calculateTangents(
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localNormal,
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v[idx[i+1]].Tangent,
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v[idx[i+1]].Binormal,
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v[idx[i+1]].Pos,
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v[idx[i+2]].Pos,
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v[idx[i+0]].Pos,
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v[idx[i+1]].TCoords,
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v[idx[i+2]].TCoords,
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v[idx[i+0]].TCoords);
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if (recalculateNormals)
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v[idx[i+1]].Normal=localNormal;
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calculateTangents(
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localNormal,
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v[idx[i+2]].Tangent,
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v[idx[i+2]].Binormal,
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v[idx[i+2]].Pos,
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v[idx[i+0]].Pos,
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v[idx[i+1]].Pos,
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v[idx[i+2]].TCoords,
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v[idx[i+0]].TCoords,
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v[idx[i+1]].TCoords);
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if (recalculateNormals)
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v[idx[i+2]].Normal=localNormal;
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}
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}
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}
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}
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//! Recalculates tangents for a tangent mesh buffer
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void CMeshManipulator::recalculateTangents(IMeshBuffer* buffer, bool recalculateNormals, bool smooth, bool angleWeighted) const
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{
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if (buffer && (buffer->getVertexType() == video::EVT_TANGENTS))
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{
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if (buffer->getIndexType() == video::EIT_16BIT)
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recalculateTangentsT<u16>(buffer, recalculateNormals, smooth, angleWeighted);
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else
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recalculateTangentsT<u32>(buffer, recalculateNormals, smooth, angleWeighted);
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}
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}
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//! Recalculates tangents for all tangent mesh buffers
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void CMeshManipulator::recalculateTangents(IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted) const
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{
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if (!mesh)
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return;
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const u32 meshBufferCount = mesh->getMeshBufferCount();
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for (u32 b=0; b<meshBufferCount; ++b)
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{
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recalculateTangents(mesh->getMeshBuffer(b), recalculateNormals, smooth, angleWeighted);
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}
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}
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namespace
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{
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//! Creates a planar texture mapping on the meshbuffer
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template<typename T>
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void makePlanarTextureMappingT(scene::IMeshBuffer* buffer, f32 resolution)
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{
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u32 idxcnt = buffer->getIndexCount();
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T* idx = reinterpret_cast<T*>(buffer->getIndices());
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for (u32 i=0; i<idxcnt; i+=3)
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{
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core::plane3df p(buffer->getPosition(idx[i+0]), buffer->getPosition(idx[i+1]), buffer->getPosition(idx[i+2]));
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p.Normal.X = fabsf(p.Normal.X);
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p.Normal.Y = fabsf(p.Normal.Y);
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p.Normal.Z = fabsf(p.Normal.Z);
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// calculate planar mapping worldspace coordinates
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if (p.Normal.X > p.Normal.Y && p.Normal.X > p.Normal.Z)
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{
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for (u32 o=0; o!=3; ++o)
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{
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buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).Y * resolution;
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buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Z * resolution;
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}
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}
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else
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if (p.Normal.Y > p.Normal.X && p.Normal.Y > p.Normal.Z)
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{
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for (u32 o=0; o!=3; ++o)
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{
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buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).X * resolution;
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buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Z * resolution;
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}
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}
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else
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{
|
|
for (u32 o=0; o!=3; ++o)
|
|
{
|
|
buffer->getTCoords(idx[i+o]).X = buffer->getPosition(idx[i+o]).X * resolution;
|
|
buffer->getTCoords(idx[i+o]).Y = buffer->getPosition(idx[i+o]).Y * resolution;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! Creates a planar texture mapping on the meshbuffer
|
|
void CMeshManipulator::makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolution) const
|
|
{
|
|
if (!buffer)
|
|
return;
|
|
|
|
if (buffer->getIndexType()==video::EIT_16BIT)
|
|
makePlanarTextureMappingT<u16>(buffer, resolution);
|
|
else
|
|
makePlanarTextureMappingT<u32>(buffer, resolution);
|
|
}
|
|
|
|
|
|
//! Creates a planar texture mapping on the mesh
|
|
void CMeshManipulator::makePlanarTextureMapping(scene::IMesh* mesh, f32 resolution) const
|
|
{
|
|
if (!mesh)
|
|
return;
|
|
|
|
const u32 bcount = mesh->getMeshBufferCount();
|
|
for ( u32 b=0; b<bcount; ++b)
|
|
{
|
|
makePlanarTextureMapping(mesh->getMeshBuffer(b), resolution);
|
|
}
|
|
}
|
|
|
|
|
|
namespace
|
|
{
|
|
//! Creates a planar texture mapping on the meshbuffer
|
|
template <typename T>
|
|
void makePlanarTextureMappingT(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset)
|
|
{
|
|
u32 idxcnt = buffer->getIndexCount();
|
|
T* idx = reinterpret_cast<T*>(buffer->getIndices());
|
|
|
|
for (u32 i=0; i<idxcnt; i+=3)
|
|
{
|
|
// calculate planar mapping worldspace coordinates
|
|
if (axis==0)
|
|
{
|
|
for (u32 o=0; o!=3; ++o)
|
|
{
|
|
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).Z + offset.Z) * resolutionS;
|
|
buffer->getTCoords(idx[i+o]).Y = 0.5f-(buffer->getPosition(idx[i+o]).Y + offset.Y) * resolutionT;
|
|
}
|
|
}
|
|
else if (axis==1)
|
|
{
|
|
for (u32 o=0; o!=3; ++o)
|
|
{
|
|
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).X + offset.X) * resolutionS;
|
|
buffer->getTCoords(idx[i+o]).Y = 1.f-(buffer->getPosition(idx[i+o]).Z + offset.Z) * resolutionT;
|
|
}
|
|
}
|
|
else if (axis==2)
|
|
{
|
|
for (u32 o=0; o!=3; ++o)
|
|
{
|
|
buffer->getTCoords(idx[i+o]).X = 0.5f+(buffer->getPosition(idx[i+o]).X + offset.X) * resolutionS;
|
|
buffer->getTCoords(idx[i+o]).Y = 0.5f-(buffer->getPosition(idx[i+o]).Y + offset.Y) * resolutionT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! Creates a planar texture mapping on the meshbuffer
|
|
void CMeshManipulator::makePlanarTextureMapping(scene::IMeshBuffer* buffer, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const
|
|
{
|
|
if (!buffer)
|
|
return;
|
|
|
|
if (buffer->getIndexType()==video::EIT_16BIT)
|
|
makePlanarTextureMappingT<u16>(buffer, resolutionS, resolutionT, axis, offset);
|
|
else
|
|
makePlanarTextureMappingT<u32>(buffer, resolutionS, resolutionT, axis, offset);
|
|
}
|
|
|
|
|
|
//! Creates a planar texture mapping on the mesh
|
|
void CMeshManipulator::makePlanarTextureMapping(scene::IMesh* mesh, f32 resolutionS, f32 resolutionT, u8 axis, const core::vector3df& offset) const
|
|
{
|
|
if (!mesh)
|
|
return;
|
|
|
|
const u32 bcount = mesh->getMeshBufferCount();
|
|
for ( u32 b=0; b<bcount; ++b)
|
|
{
|
|
makePlanarTextureMapping(mesh->getMeshBuffer(b), resolutionS, resolutionT, axis, offset);
|
|
}
|
|
}
|
|
|
|
|
|
//! Clones a static IMesh into a modifyable SMesh.
|
|
// not yet 32bit
|
|
SMesh* CMeshManipulator::createMeshCopy(scene::IMesh* mesh) const
|
|
{
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
SMesh* clone = new SMesh();
|
|
|
|
const u32 meshBufferCount = mesh->getMeshBufferCount();
|
|
|
|
for ( u32 b=0; b<meshBufferCount; ++b)
|
|
{
|
|
const IMeshBuffer* const mb = mesh->getMeshBuffer(b);
|
|
switch(mb->getVertexType())
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
buffer->Material = mb->getMaterial();
|
|
const u32 vcount = mb->getVertexCount();
|
|
buffer->Vertices.reallocate(vcount);
|
|
video::S3DVertex* vertices = (video::S3DVertex*)mb->getVertices();
|
|
for (u32 i=0; i < vcount; ++i)
|
|
buffer->Vertices.push_back(vertices[i]);
|
|
const u32 icount = mb->getIndexCount();
|
|
buffer->Indices.reallocate(icount);
|
|
const u16* indices = mb->getIndices();
|
|
for (u32 i=0; i < icount; ++i)
|
|
buffer->Indices.push_back(indices[i]);
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
|
|
buffer->Material = mb->getMaterial();
|
|
const u32 vcount = mb->getVertexCount();
|
|
buffer->Vertices.reallocate(vcount);
|
|
video::S3DVertex2TCoords* vertices = (video::S3DVertex2TCoords*)mb->getVertices();
|
|
for (u32 i=0; i < vcount; ++i)
|
|
buffer->Vertices.push_back(vertices[i]);
|
|
const u32 icount = mb->getIndexCount();
|
|
buffer->Indices.reallocate(icount);
|
|
const u16* indices = mb->getIndices();
|
|
for (u32 i=0; i < icount; ++i)
|
|
buffer->Indices.push_back(indices[i]);
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
SMeshBufferTangents* buffer = new SMeshBufferTangents();
|
|
buffer->Material = mb->getMaterial();
|
|
const u32 vcount = mb->getVertexCount();
|
|
buffer->Vertices.reallocate(vcount);
|
|
video::S3DVertexTangents* vertices = (video::S3DVertexTangents*)mb->getVertices();
|
|
for (u32 i=0; i < vcount; ++i)
|
|
buffer->Vertices.push_back(vertices[i]);
|
|
const u32 icount = mb->getIndexCount();
|
|
buffer->Indices.reallocate(icount);
|
|
const u16* indices = mb->getIndices();
|
|
for (u32 i=0; i < icount; ++i)
|
|
buffer->Indices.push_back(indices[i]);
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
break;
|
|
}// end switch
|
|
|
|
}// end for all mesh buffers
|
|
|
|
clone->BoundingBox = mesh->getBoundingBox();
|
|
return clone;
|
|
}
|
|
|
|
|
|
//! Creates a copy of the mesh, which will only consist of unique primitives
|
|
// not yet 32bit
|
|
IMesh* CMeshManipulator::createMeshUniquePrimitives(IMesh* mesh) const
|
|
{
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
SMesh* clone = new SMesh();
|
|
|
|
const u32 meshBufferCount = mesh->getMeshBufferCount();
|
|
|
|
for ( u32 b=0; b<meshBufferCount; ++b)
|
|
{
|
|
const IMeshBuffer* const mb = mesh->getMeshBuffer(b);
|
|
const s32 idxCnt = mb->getIndexCount();
|
|
const u16* idx = mb->getIndices();
|
|
|
|
switch(mb->getVertexType())
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
buffer->Material = mb->getMaterial();
|
|
|
|
video::S3DVertex* v =
|
|
(video::S3DVertex*)mb->getVertices();
|
|
|
|
buffer->Vertices.reallocate(idxCnt);
|
|
buffer->Indices.reallocate(idxCnt);
|
|
for (s32 i=0; i<idxCnt; i += 3)
|
|
{
|
|
buffer->Vertices.push_back( v[idx[i + 0 ]] );
|
|
buffer->Vertices.push_back( v[idx[i + 1 ]] );
|
|
buffer->Vertices.push_back( v[idx[i + 2 ]] );
|
|
|
|
buffer->Indices.push_back( i + 0 );
|
|
buffer->Indices.push_back( i + 1 );
|
|
buffer->Indices.push_back( i + 2 );
|
|
}
|
|
|
|
buffer->setBoundingBox(mb->getBoundingBox());
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
|
|
buffer->Material = mb->getMaterial();
|
|
|
|
video::S3DVertex2TCoords* v =
|
|
(video::S3DVertex2TCoords*)mb->getVertices();
|
|
|
|
buffer->Vertices.reallocate(idxCnt);
|
|
buffer->Indices.reallocate(idxCnt);
|
|
for (s32 i=0; i<idxCnt; i += 3)
|
|
{
|
|
buffer->Vertices.push_back( v[idx[i + 0 ]] );
|
|
buffer->Vertices.push_back( v[idx[i + 1 ]] );
|
|
buffer->Vertices.push_back( v[idx[i + 2 ]] );
|
|
|
|
buffer->Indices.push_back( i + 0 );
|
|
buffer->Indices.push_back( i + 1 );
|
|
buffer->Indices.push_back( i + 2 );
|
|
}
|
|
buffer->setBoundingBox(mb->getBoundingBox());
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
SMeshBufferTangents* buffer = new SMeshBufferTangents();
|
|
buffer->Material = mb->getMaterial();
|
|
|
|
video::S3DVertexTangents* v =
|
|
(video::S3DVertexTangents*)mb->getVertices();
|
|
|
|
buffer->Vertices.reallocate(idxCnt);
|
|
buffer->Indices.reallocate(idxCnt);
|
|
for (s32 i=0; i<idxCnt; i += 3)
|
|
{
|
|
buffer->Vertices.push_back( v[idx[i + 0 ]] );
|
|
buffer->Vertices.push_back( v[idx[i + 1 ]] );
|
|
buffer->Vertices.push_back( v[idx[i + 2 ]] );
|
|
|
|
buffer->Indices.push_back( i + 0 );
|
|
buffer->Indices.push_back( i + 1 );
|
|
buffer->Indices.push_back( i + 2 );
|
|
}
|
|
|
|
buffer->setBoundingBox(mb->getBoundingBox());
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
break;
|
|
}// end switch
|
|
|
|
}// end for all mesh buffers
|
|
|
|
clone->BoundingBox = mesh->getBoundingBox();
|
|
return clone;
|
|
}
|
|
|
|
|
|
//! Creates a copy of a mesh, which will have identical vertices welded together
|
|
// not yet 32bit
|
|
IMesh* CMeshManipulator::createMeshWelded(IMesh *mesh, f32 tolerance) const
|
|
{
|
|
SMesh* clone = new SMesh();
|
|
clone->BoundingBox = mesh->getBoundingBox();
|
|
|
|
core::array<u16> redirects;
|
|
|
|
for (u32 b=0; b<mesh->getMeshBufferCount(); ++b)
|
|
{
|
|
const IMeshBuffer* const mb = mesh->getMeshBuffer(b);
|
|
// reset redirect list
|
|
redirects.set_used(mb->getVertexCount());
|
|
|
|
const u16* indices = 0;
|
|
u32 indexCount = 0;
|
|
core::array<u16>* outIdx = 0;
|
|
|
|
switch(mb->getVertexType())
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
buffer->BoundingBox = mb->getBoundingBox();
|
|
buffer->Material = mb->getMaterial();
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
|
|
video::S3DVertex* v =
|
|
(video::S3DVertex*)mb->getVertices();
|
|
|
|
u32 vertexCount = mb->getVertexCount();
|
|
|
|
indices = mb->getIndices();
|
|
indexCount = mb->getIndexCount();
|
|
outIdx = &buffer->Indices;
|
|
|
|
buffer->Vertices.reallocate(vertexCount);
|
|
|
|
for (u32 i=0; i < vertexCount; ++i)
|
|
{
|
|
bool found = false;
|
|
for (u32 j=0; j < i; ++j)
|
|
{
|
|
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
|
|
v[i].Normal.equals( v[j].Normal, tolerance) &&
|
|
v[i].TCoords.equals( v[j].TCoords ) &&
|
|
(v[i].Color == v[j].Color) )
|
|
{
|
|
redirects[i] = redirects[j];
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
redirects[i] = buffer->Vertices.size();
|
|
buffer->Vertices.push_back(v[i]);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
|
|
buffer->BoundingBox = mb->getBoundingBox();
|
|
buffer->Material = mb->getMaterial();
|
|
clone->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);
|
|
|
|
for (u32 i=0; i < vertexCount; ++i)
|
|
{
|
|
bool found = false;
|
|
for (u32 j=0; j < i; ++j)
|
|
{
|
|
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
|
|
v[i].Normal.equals( v[j].Normal, tolerance) &&
|
|
v[i].TCoords.equals( v[j].TCoords ) &&
|
|
v[i].TCoords2.equals( v[j].TCoords2 ) &&
|
|
(v[i].Color == v[j].Color) )
|
|
{
|
|
redirects[i] = redirects[j];
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
redirects[i] = buffer->Vertices.size();
|
|
buffer->Vertices.push_back(v[i]);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
SMeshBufferTangents* buffer = new SMeshBufferTangents();
|
|
buffer->BoundingBox = mb->getBoundingBox();
|
|
buffer->Material = mb->getMaterial();
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
|
|
video::S3DVertexTangents* v =
|
|
(video::S3DVertexTangents*)mb->getVertices();
|
|
|
|
u32 vertexCount = mb->getVertexCount();
|
|
|
|
indices = mb->getIndices();
|
|
indexCount = mb->getIndexCount();
|
|
outIdx = &buffer->Indices;
|
|
|
|
buffer->Vertices.reallocate(vertexCount);
|
|
|
|
for (u32 i=0; i < vertexCount; ++i)
|
|
{
|
|
bool found = false;
|
|
for (u32 j=0; j < i; ++j)
|
|
{
|
|
if ( v[i].Pos.equals( v[j].Pos, tolerance) &&
|
|
v[i].Normal.equals( v[j].Normal, tolerance) &&
|
|
v[i].TCoords.equals( v[j].TCoords ) &&
|
|
v[i].Tangent.equals( v[j].Tangent, tolerance ) &&
|
|
v[i].Binormal.equals( v[j].Binormal, tolerance ) &&
|
|
(v[i].Color == v[j].Color) )
|
|
{
|
|
redirects[i] = redirects[j];
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
{
|
|
redirects[i] = buffer->Vertices.size();
|
|
buffer->Vertices.push_back(v[i]);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
os::Printer::log("Cannot create welded mesh, vertex type unsupported", ELL_ERROR);
|
|
break;
|
|
}
|
|
|
|
// Clean up any degenerate tris
|
|
core::array<u16> &Indices = *outIdx;
|
|
Indices.clear();
|
|
Indices.reallocate(indexCount);
|
|
for (u32 i = 0; i < indexCount; i+=3)
|
|
{
|
|
u16 a, b, c;
|
|
a = redirects[indices[i]];
|
|
b = redirects[indices[i+1]];
|
|
c = redirects[indices[i+2]];
|
|
|
|
bool drop = false;
|
|
|
|
if (a == b || b == c || a == c)
|
|
drop = true;
|
|
|
|
// Open for other checks
|
|
|
|
if (!drop)
|
|
{
|
|
Indices.push_back(a);
|
|
Indices.push_back(b);
|
|
Indices.push_back(c);
|
|
}
|
|
}
|
|
}
|
|
return clone;
|
|
}
|
|
|
|
|
|
//! Creates a copy of the mesh, which will only consist of S3DVertexTangents vertices.
|
|
// not yet 32bit
|
|
IMesh* CMeshManipulator::createMeshWithTangents(IMesh* mesh, bool recalculateNormals, bool smooth, bool angleWeighted, bool calculateTangents) const
|
|
{
|
|
using namespace video;
|
|
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
// copy mesh and fill data into SMeshBufferTangents
|
|
SMesh* clone = new SMesh();
|
|
const u32 meshBufferCount = mesh->getMeshBufferCount();
|
|
|
|
for (u32 b=0; b<meshBufferCount; ++b)
|
|
{
|
|
const IMeshBuffer* const original = mesh->getMeshBuffer(b);
|
|
SMeshBufferTangents* buffer = new SMeshBufferTangents();
|
|
|
|
// copy material
|
|
buffer->Material = original->getMaterial();
|
|
|
|
// copy indices
|
|
const u32 idxCnt = original->getIndexCount();
|
|
const u16* indices = original->getIndices();
|
|
buffer->Indices.reallocate(idxCnt);
|
|
for (u32 i=0; i < idxCnt; ++i)
|
|
buffer->Indices.push_back(indices[i]);
|
|
|
|
// copy vertices
|
|
const u32 vtxCnt = original->getVertexCount();
|
|
buffer->Vertices.reallocate(vtxCnt);
|
|
|
|
const E_VERTEX_TYPE vType = original->getVertexType();
|
|
switch(vType)
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
const S3DVertex* v = (const S3DVertex*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( S3DVertexTangents(
|
|
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
const S3DVertex2TCoords* v =(const S3DVertex2TCoords*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( S3DVertexTangents(
|
|
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
const S3DVertexTangents* v =(const S3DVertexTangents*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back(v[i]);
|
|
}
|
|
break;
|
|
}
|
|
buffer->recalculateBoundingBox();
|
|
|
|
// add new buffer
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
|
|
clone->recalculateBoundingBox();
|
|
if (calculateTangents)
|
|
recalculateTangents(clone, recalculateNormals, smooth, angleWeighted);
|
|
|
|
return clone;
|
|
}
|
|
|
|
namespace
|
|
{
|
|
|
|
struct height_edge
|
|
{
|
|
u32 far;
|
|
|
|
u32 polycount;
|
|
u32 polys[2];
|
|
core::vector3df normal[2];
|
|
};
|
|
|
|
enum
|
|
{
|
|
HEIGHT_TRIACCEL_MAX = 1024
|
|
};
|
|
|
|
}
|
|
|
|
//! Optimizes the mesh using an algorithm tuned for heightmaps.
|
|
void CMeshManipulator::heightmapOptimizeMesh(IMesh * const m, const f32 tolerance) const
|
|
{
|
|
const u32 max = m->getMeshBufferCount();
|
|
|
|
for (u32 i = 0; i < max; i++)
|
|
{
|
|
IMeshBuffer * const mb = m->getMeshBuffer(i);
|
|
|
|
heightmapOptimizeMesh(mb, tolerance);
|
|
}
|
|
}
|
|
|
|
//! Optimizes the mesh using an algorithm tuned for heightmaps.
|
|
void CMeshManipulator::heightmapOptimizeMesh(IMeshBuffer * const mb, const f32 tolerance) const
|
|
{
|
|
using namespace core;
|
|
using namespace video;
|
|
|
|
array<height_edge> edges;
|
|
|
|
const u32 idxs = mb->getIndexCount();
|
|
const u32 verts = mb->getVertexCount();
|
|
|
|
u16 *ind = mb->getIndices();
|
|
S3DVertex *vert = (S3DVertex *) mb->getVertices();
|
|
|
|
// First an acceleration structure: given this vert, which triangles touch it?
|
|
// Using this drops two exponents off the algorightm complexity, O(n^4) > O(n^2)
|
|
// Other optimizations brought it down to O(n).
|
|
u32 **accel = (u32 **) malloc(verts * sizeof(u32 *));
|
|
for (u32 i = 0; i < verts; i++)
|
|
{
|
|
accel[i] = (u32 *) calloc(HEIGHT_TRIACCEL_MAX, sizeof(u32));
|
|
for (u32 j = 0; j < HEIGHT_TRIACCEL_MAX; j++)
|
|
{
|
|
accel[i][j] = USHRT_MAX;
|
|
}
|
|
}
|
|
|
|
u16 *cur = (u16 *) calloc(verts, sizeof(u16));
|
|
for (u32 j = 0; j < idxs; j+=3)
|
|
{
|
|
u32 v = ind[j];
|
|
|
|
if (cur[v] >= HEIGHT_TRIACCEL_MAX)
|
|
{
|
|
os::Printer::log("Too complex mesh to optimize, aborting.");
|
|
goto donehere;
|
|
}
|
|
|
|
accel[v][cur[v]] = j;
|
|
cur[v]++;
|
|
|
|
// Unrolled tri loop, parts 2 and 3
|
|
v = ind[j+1];
|
|
|
|
if (cur[v] >= HEIGHT_TRIACCEL_MAX)
|
|
{
|
|
os::Printer::log("Too complex mesh to optimize, aborting.");
|
|
goto donehere;
|
|
}
|
|
|
|
accel[v][cur[v]] = j;
|
|
cur[v]++;
|
|
|
|
v = ind[j+2];
|
|
|
|
if (cur[v] >= HEIGHT_TRIACCEL_MAX)
|
|
{
|
|
os::Printer::log("Too complex mesh to optimize, aborting.");
|
|
goto donehere;
|
|
}
|
|
|
|
accel[v][cur[v]] = j;
|
|
cur[v]++;
|
|
}
|
|
free(cur);
|
|
|
|
// Built, go
|
|
for (u32 i = 0; i < verts; i++)
|
|
{
|
|
const vector3df &mypos = vert[i].Pos;
|
|
|
|
// find all edges of this vert
|
|
edges.clear();
|
|
|
|
bool gotonext = false;
|
|
u32 j;
|
|
u16 cur;
|
|
for (cur = 0; accel[i][cur] != USHRT_MAX && cur < HEIGHT_TRIACCEL_MAX; cur++)
|
|
{
|
|
j = accel[i][cur];
|
|
|
|
u32 far1 = -1, far2 = -1;
|
|
if (ind[j] == i)
|
|
{
|
|
far1 = ind[j+1];
|
|
far2 = ind[j+2];
|
|
}
|
|
else if (ind[j+1] == i)
|
|
{
|
|
far1 = ind[j];
|
|
far2 = ind[j+2];
|
|
}
|
|
else if (ind[j+2] == i)
|
|
{
|
|
far1 = ind[j];
|
|
far2 = ind[j+1];
|
|
}
|
|
|
|
// Skip degenerate tris
|
|
if (vert[i].Pos == vert[far1].Pos ||
|
|
vert[far1].Pos == vert[far2].Pos)
|
|
{
|
|
// puts("skipping degenerate tri");
|
|
continue;
|
|
}
|
|
|
|
// Edges found, check if we already added them
|
|
const u32 ecount = edges.size();
|
|
bool far1new = true, far2new = true;
|
|
|
|
for (u32 e = 0; e < ecount; e++)
|
|
{
|
|
if (edges[e].far == far1 ||
|
|
edges[e].far == far2)
|
|
{
|
|
|
|
// Skip if over 2 polys
|
|
if (edges[e].polycount > 2)
|
|
{
|
|
gotonext = true;
|
|
goto almostnext;
|
|
}
|
|
edges[e].polys[edges[e].polycount] = j;
|
|
edges[e].normal[edges[e].polycount] =
|
|
vert[i].Normal;
|
|
edges[e].polycount++;
|
|
|
|
if (edges[e].far == far1)
|
|
far1new = false;
|
|
else
|
|
far2new = false;
|
|
}
|
|
}
|
|
|
|
if (far1new)
|
|
{
|
|
// New edge
|
|
height_edge ed;
|
|
|
|
ed.far = far1;
|
|
ed.polycount = 1;
|
|
ed.polys[0] = j;
|
|
ed.normal[0] = vert[i].Normal;
|
|
|
|
edges.push_back(ed);
|
|
}
|
|
if (far2new)
|
|
{
|
|
// New edge
|
|
height_edge ed;
|
|
|
|
ed.far = far2;
|
|
ed.polycount = 1;
|
|
ed.polys[0] = j;
|
|
ed.normal[0] = vert[i].Normal;
|
|
|
|
edges.push_back(ed);
|
|
}
|
|
}
|
|
|
|
almostnext:
|
|
if (gotonext)
|
|
continue;
|
|
|
|
// Edges found. Possible to simplify?
|
|
|
|
const u32 ecount = edges.size();
|
|
// printf("Vert %u has %u edges\n", i, ecount);
|
|
for (u32 e = 0; e < ecount; e++)
|
|
{
|
|
for (u32 f = 0; f < ecount; f++)
|
|
{
|
|
if (f == e) continue;
|
|
|
|
vector3df one = mypos - vert[edges[e].far].Pos;
|
|
vector3df two = vert[edges[f].far].Pos - mypos;
|
|
|
|
one.normalize();
|
|
two.normalize();
|
|
|
|
// Straight line ?
|
|
if (!one.equals(two, tolerance) || one.getLengthSQ() < 0.5f)
|
|
continue;
|
|
|
|
// All other edges must have two polys
|
|
for (u32 g = 0; g < ecount; g++)
|
|
{
|
|
if (g == e || g == f)
|
|
continue;
|
|
|
|
if (edges[g].polycount != 2)
|
|
{
|
|
// printf("%u: polycount not 2 (%u)\n",
|
|
// g, edges[g].polycount);
|
|
goto testnext;
|
|
}
|
|
|
|
// Normals must match
|
|
if (!edges[g].normal[0].equals(edges[g].normal[1],
|
|
tolerance))
|
|
{
|
|
// puts("Normals don't match");
|
|
goto testnext;
|
|
}
|
|
|
|
// Normals must not flip
|
|
for (u32 z = 0; z < edges[g].polycount; z++)
|
|
{
|
|
bool flat = false;
|
|
vector3df pos[3];
|
|
pos[0] =
|
|
vert[ind[edges[g].polys[z]]].Pos;
|
|
pos[1] =
|
|
vert[ind[edges[g].polys[z] + 1]].Pos;
|
|
pos[2] =
|
|
vert[ind[edges[g].polys[z] + 2]].Pos;
|
|
|
|
for (u32 y = 0; y < 3; y++)
|
|
{
|
|
if (edges[g].polys[z] + y == i)
|
|
{
|
|
pos[y] = vert[edges[e].far].Pos;
|
|
}
|
|
else if (edges[g].polys[z] + y
|
|
== edges[e].far)
|
|
{
|
|
flat = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!flat)
|
|
{
|
|
triangle3df temp(pos[0],
|
|
pos[1], pos[2]);
|
|
vector3df N = temp.getNormal();
|
|
N.normalize();
|
|
// if (N.getLengthSQ() < 0.5f)
|
|
// puts("empty");
|
|
|
|
if (!N.equals(edges[g].normal[z], tolerance))
|
|
{
|
|
// puts("wouldflip");
|
|
goto testnext;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Must not be on model edge
|
|
if (edges[g].polycount == 1)
|
|
{
|
|
goto testnext;
|
|
}
|
|
|
|
}
|
|
|
|
// Must not be on model edge
|
|
if (edges[e].polycount == 1)
|
|
{
|
|
goto testnext;
|
|
}
|
|
|
|
// OK, moving to welding position
|
|
vert[i] = vert[edges[e].far];
|
|
// printf("Contracted vert %u to %u\n",
|
|
// i, edges[e].far);
|
|
}
|
|
}
|
|
|
|
|
|
testnext:;
|
|
}
|
|
|
|
donehere:
|
|
for (u32 i = 0; i < verts; i++)
|
|
{
|
|
free(accel[i]);
|
|
}
|
|
free(accel);
|
|
}
|
|
|
|
//! Creates a copy of the mesh, which will only consist of S3DVertex2TCoords vertices.
|
|
// not yet 32bit
|
|
IMesh* CMeshManipulator::createMeshWith2TCoords(IMesh* mesh) const
|
|
{
|
|
using namespace video;
|
|
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
// copy mesh and fill data into SMeshBufferLightMap
|
|
|
|
SMesh* clone = new SMesh();
|
|
const u32 meshBufferCount = mesh->getMeshBufferCount();
|
|
|
|
for (u32 b=0; b<meshBufferCount; ++b)
|
|
{
|
|
const IMeshBuffer* const original = mesh->getMeshBuffer(b);
|
|
SMeshBufferLightMap* buffer = new SMeshBufferLightMap();
|
|
|
|
// copy material
|
|
buffer->Material = original->getMaterial();
|
|
|
|
// copy indices
|
|
const u32 idxCnt = original->getIndexCount();
|
|
const u16* indices = original->getIndices();
|
|
buffer->Indices.reallocate(idxCnt);
|
|
for (u32 i=0; i < idxCnt; ++i)
|
|
buffer->Indices.push_back(indices[i]);
|
|
|
|
// copy vertices
|
|
const u32 vtxCnt = original->getVertexCount();
|
|
buffer->Vertices.reallocate(vtxCnt);
|
|
|
|
const video::E_VERTEX_TYPE vType = original->getVertexType();
|
|
switch(vType)
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
const S3DVertex* v = (const S3DVertex*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( video::S3DVertex2TCoords(
|
|
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords, v[i].TCoords));
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
const S3DVertex2TCoords* v =(const S3DVertex2TCoords*)original->getVertices();
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back(v[i]);
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
const S3DVertexTangents* v =(const S3DVertexTangents*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( S3DVertex2TCoords(
|
|
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords, v[i].TCoords) );
|
|
}
|
|
break;
|
|
}
|
|
buffer->recalculateBoundingBox();
|
|
|
|
// add new buffer
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
|
|
clone->recalculateBoundingBox();
|
|
return clone;
|
|
}
|
|
|
|
|
|
//! Creates a copy of the mesh, which will only consist of S3DVertex vertices.
|
|
// not yet 32bit
|
|
IMesh* CMeshManipulator::createMeshWith1TCoords(IMesh* mesh) const
|
|
{
|
|
using namespace video;
|
|
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
// copy mesh and fill data into SMeshBuffer
|
|
SMesh* clone = new SMesh();
|
|
const u32 meshBufferCount = mesh->getMeshBufferCount();
|
|
|
|
for (u32 b=0; b<meshBufferCount; ++b)
|
|
{
|
|
const IMeshBuffer* const original = mesh->getMeshBuffer(b);
|
|
SMeshBuffer* buffer = new SMeshBuffer();
|
|
|
|
// copy material
|
|
buffer->Material = original->getMaterial();
|
|
|
|
// copy indices
|
|
const u32 idxCnt = original->getIndexCount();
|
|
const u16* indices = original->getIndices();
|
|
buffer->Indices.reallocate(idxCnt);
|
|
for (u32 i=0; i < idxCnt; ++i)
|
|
buffer->Indices.push_back(indices[i]);
|
|
|
|
// copy vertices
|
|
const u32 vtxCnt = original->getVertexCount();
|
|
buffer->Vertices.reallocate(vtxCnt);
|
|
|
|
const video::E_VERTEX_TYPE vType = original->getVertexType();
|
|
switch(vType)
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
const S3DVertex* v = (const S3DVertex*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( v[i] );
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
const S3DVertex2TCoords* v =(const S3DVertex2TCoords*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( S3DVertex(
|
|
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
const S3DVertexTangents* v =(const S3DVertexTangents*)original->getVertices();
|
|
|
|
for (u32 i=0; i < vtxCnt; ++i)
|
|
buffer->Vertices.push_back( S3DVertex(
|
|
v[i].Pos, v[i].Normal, v[i].Color, v[i].TCoords) );
|
|
}
|
|
break;
|
|
}
|
|
|
|
buffer->recalculateBoundingBox();
|
|
// add new buffer
|
|
clone->addMeshBuffer(buffer);
|
|
buffer->drop();
|
|
}
|
|
|
|
clone->recalculateBoundingBox();
|
|
return clone;
|
|
}
|
|
|
|
|
|
//! Returns amount of polygons in mesh.
|
|
s32 CMeshManipulator::getPolyCount(scene::IMesh* mesh) const
|
|
{
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
s32 trianglecount = 0;
|
|
|
|
for (u32 g=0; g<mesh->getMeshBufferCount(); ++g)
|
|
trianglecount += mesh->getMeshBuffer(g)->getIndexCount() / 3;
|
|
|
|
return trianglecount;
|
|
}
|
|
|
|
|
|
//! Returns amount of polygons in mesh.
|
|
s32 CMeshManipulator::getPolyCount(scene::IAnimatedMesh* mesh) const
|
|
{
|
|
if (mesh && mesh->getFrameCount() != 0)
|
|
return getPolyCount(mesh->getMesh(0));
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//! create a new AnimatedMesh and adds the mesh to it
|
|
IAnimatedMesh * CMeshManipulator::createAnimatedMesh(scene::IMesh* mesh, scene::E_ANIMATED_MESH_TYPE type) const
|
|
{
|
|
return new SAnimatedMesh(mesh, type);
|
|
}
|
|
|
|
namespace
|
|
{
|
|
|
|
struct vcache
|
|
{
|
|
core::array<u32> tris;
|
|
float score;
|
|
s16 cachepos;
|
|
u16 NumActiveTris;
|
|
};
|
|
|
|
struct tcache
|
|
{
|
|
u16 ind[3];
|
|
float score;
|
|
bool drawn;
|
|
};
|
|
|
|
const u16 cachesize = 32;
|
|
|
|
float FindVertexScore(vcache *v)
|
|
{
|
|
const float CacheDecayPower = 1.5f;
|
|
const float LastTriScore = 0.75f;
|
|
const float ValenceBoostScale = 2.0f;
|
|
const float ValenceBoostPower = 0.5f;
|
|
const float MaxSizeVertexCache = 32.0f;
|
|
|
|
if (v->NumActiveTris == 0)
|
|
{
|
|
// No tri needs this vertex!
|
|
return -1.0f;
|
|
}
|
|
|
|
float Score = 0.0f;
|
|
int CachePosition = v->cachepos;
|
|
if (CachePosition < 0)
|
|
{
|
|
// Vertex is not in FIFO cache - no score.
|
|
}
|
|
else
|
|
{
|
|
if (CachePosition < 3)
|
|
{
|
|
// This vertex was used in the last triangle,
|
|
// so it has a fixed score.
|
|
Score = LastTriScore;
|
|
}
|
|
else
|
|
{
|
|
// Points for being high in the cache.
|
|
const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
|
|
Score = 1.0f - (CachePosition - 3) * Scaler;
|
|
Score = powf(Score, CacheDecayPower);
|
|
}
|
|
}
|
|
|
|
// Bonus points for having a low number of tris still to
|
|
// use the vert, so we get rid of lone verts quickly.
|
|
float ValenceBoost = powf(v->NumActiveTris,
|
|
-ValenceBoostPower);
|
|
Score += ValenceBoostScale * ValenceBoost;
|
|
|
|
return Score;
|
|
}
|
|
|
|
/*
|
|
A specialized LRU cache for the Forsyth algorithm.
|
|
*/
|
|
|
|
class f_lru
|
|
{
|
|
|
|
public:
|
|
f_lru(vcache *v, tcache *t): vc(v), tc(t)
|
|
{
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
cache[i] = -1;
|
|
}
|
|
}
|
|
|
|
// Adds this vertex index and returns the highest-scoring triangle index
|
|
u32 add(u16 vert, bool updatetris = false)
|
|
{
|
|
bool found = false;
|
|
|
|
// Mark existing pos as empty
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
if (cache[i] == vert)
|
|
{
|
|
// Move everything down
|
|
for (u16 j = i; j; j--)
|
|
{
|
|
cache[j] = cache[j - 1];
|
|
}
|
|
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
if (cache[cachesize-1] != -1)
|
|
vc[cache[cachesize-1]].cachepos = -1;
|
|
|
|
// Move everything down
|
|
for (u16 i = cachesize - 1; i; i--)
|
|
{
|
|
cache[i] = cache[i - 1];
|
|
}
|
|
}
|
|
|
|
cache[0] = vert;
|
|
|
|
u32 highest = 0;
|
|
float hiscore = 0;
|
|
|
|
if (updatetris)
|
|
{
|
|
// Update cache positions
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
if (cache[i] == -1)
|
|
break;
|
|
|
|
vc[cache[i]].cachepos = i;
|
|
vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
|
|
}
|
|
|
|
// Update triangle scores
|
|
for (u16 i = 0; i < cachesize; i++)
|
|
{
|
|
if (cache[i] == -1)
|
|
break;
|
|
|
|
const u16 trisize = vc[cache[i]].tris.size();
|
|
for (u16 t = 0; t < trisize; t++)
|
|
{
|
|
tcache *tri = &tc[vc[cache[i]].tris[t]];
|
|
|
|
tri->score =
|
|
vc[tri->ind[0]].score +
|
|
vc[tri->ind[1]].score +
|
|
vc[tri->ind[2]].score;
|
|
|
|
if (tri->score > hiscore)
|
|
{
|
|
hiscore = tri->score;
|
|
highest = vc[cache[i]].tris[t];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return highest;
|
|
}
|
|
|
|
private:
|
|
s32 cache[cachesize];
|
|
vcache *vc;
|
|
tcache *tc;
|
|
};
|
|
|
|
} // end anonymous namespace
|
|
|
|
/**
|
|
Vertex cache optimization according to the Forsyth paper:
|
|
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
|
|
|
|
The function is thread-safe (read: you can optimize several meshes in different threads)
|
|
|
|
\param mesh Source mesh for the operation. */
|
|
IMesh* CMeshManipulator::createForsythOptimizedMesh(const IMesh *mesh) const
|
|
{
|
|
if (!mesh)
|
|
return 0;
|
|
|
|
SMesh *newmesh = new SMesh();
|
|
newmesh->BoundingBox = mesh->getBoundingBox();
|
|
|
|
const u32 mbcount = mesh->getMeshBufferCount();
|
|
|
|
for (u32 b = 0; b < mbcount; ++b)
|
|
{
|
|
const IMeshBuffer *mb = mesh->getMeshBuffer(b);
|
|
|
|
if (mb->getIndexType() != video::EIT_16BIT)
|
|
{
|
|
os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
|
|
newmesh->drop();
|
|
return 0;
|
|
}
|
|
|
|
const u32 icount = mb->getIndexCount();
|
|
const u32 tcount = icount / 3;
|
|
const u32 vcount = mb->getVertexCount();
|
|
const u16 *ind = mb->getIndices();
|
|
|
|
vcache *vc = new vcache[vcount];
|
|
tcache *tc = new tcache[tcount];
|
|
|
|
f_lru lru(vc, tc);
|
|
|
|
// init
|
|
for (u16 i = 0; i < vcount; i++)
|
|
{
|
|
vc[i].score = 0;
|
|
vc[i].cachepos = -1;
|
|
vc[i].NumActiveTris = 0;
|
|
}
|
|
|
|
// First pass: count how many times a vert is used
|
|
for (u32 i = 0; i < icount; i += 3)
|
|
{
|
|
vc[ind[i]].NumActiveTris++;
|
|
vc[ind[i + 1]].NumActiveTris++;
|
|
vc[ind[i + 2]].NumActiveTris++;
|
|
|
|
const u32 tri_ind = i/3;
|
|
tc[tri_ind].ind[0] = ind[i];
|
|
tc[tri_ind].ind[1] = ind[i + 1];
|
|
tc[tri_ind].ind[2] = ind[i + 2];
|
|
}
|
|
|
|
// Second pass: list of each triangle
|
|
for (u32 i = 0; i < tcount; i++)
|
|
{
|
|
vc[tc[i].ind[0]].tris.push_back(i);
|
|
vc[tc[i].ind[1]].tris.push_back(i);
|
|
vc[tc[i].ind[2]].tris.push_back(i);
|
|
|
|
tc[i].drawn = false;
|
|
}
|
|
|
|
// Give initial scores
|
|
for (u16 i = 0; i < vcount; i++)
|
|
{
|
|
vc[i].score = FindVertexScore(&vc[i]);
|
|
}
|
|
for (u32 i = 0; i < tcount; i++)
|
|
{
|
|
tc[i].score =
|
|
vc[tc[i].ind[0]].score +
|
|
vc[tc[i].ind[1]].score +
|
|
vc[tc[i].ind[2]].score;
|
|
}
|
|
|
|
switch(mb->getVertexType())
|
|
{
|
|
case video::EVT_STANDARD:
|
|
{
|
|
video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();
|
|
|
|
SMeshBuffer *buf = new SMeshBuffer();
|
|
buf->Material = mb->getMaterial();
|
|
|
|
buf->Vertices.reallocate(vcount);
|
|
buf->Indices.reallocate(icount);
|
|
|
|
core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
|
|
typedef core::map<const video::S3DVertex, const u16>::Node snode;
|
|
|
|
// Main algorithm
|
|
u32 highest = 0;
|
|
u32 drawcalls = 0;
|
|
for (;;)
|
|
{
|
|
if (tc[highest].drawn)
|
|
{
|
|
bool found = false;
|
|
float hiscore = 0;
|
|
for (u32 t = 0; t < tcount; t++)
|
|
{
|
|
if (!tc[t].drawn)
|
|
{
|
|
if (tc[t].score > hiscore)
|
|
{
|
|
highest = t;
|
|
hiscore = tc[t].score;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
break;
|
|
}
|
|
|
|
// Output the best triangle
|
|
u16 newind = buf->Vertices.size();
|
|
|
|
snode *s = sind.find(v[tc[highest].ind[0]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[0]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[0]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[1]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[1]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[1]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[2]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[2]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[2]], newind);
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
vc[tc[highest].ind[0]].NumActiveTris--;
|
|
vc[tc[highest].ind[1]].NumActiveTris--;
|
|
vc[tc[highest].ind[2]].NumActiveTris--;
|
|
|
|
tc[highest].drawn = true;
|
|
|
|
for (u16 j = 0; j < 3; j++)
|
|
{
|
|
vcache *vert = &vc[tc[highest].ind[j]];
|
|
for (u16 t = 0; t < vert->tris.size(); t++)
|
|
{
|
|
if (highest == vert->tris[t])
|
|
{
|
|
vert->tris.erase(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
lru.add(tc[highest].ind[0]);
|
|
lru.add(tc[highest].ind[1]);
|
|
highest = lru.add(tc[highest].ind[2], true);
|
|
drawcalls++;
|
|
}
|
|
|
|
buf->setBoundingBox(mb->getBoundingBox());
|
|
newmesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
break;
|
|
case video::EVT_2TCOORDS:
|
|
{
|
|
video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();
|
|
|
|
SMeshBufferLightMap *buf = new SMeshBufferLightMap();
|
|
buf->Material = mb->getMaterial();
|
|
|
|
buf->Vertices.reallocate(vcount);
|
|
buf->Indices.reallocate(icount);
|
|
|
|
core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
|
|
typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;
|
|
|
|
// Main algorithm
|
|
u32 highest = 0;
|
|
u32 drawcalls = 0;
|
|
for (;;)
|
|
{
|
|
if (tc[highest].drawn)
|
|
{
|
|
bool found = false;
|
|
float hiscore = 0;
|
|
for (u32 t = 0; t < tcount; t++)
|
|
{
|
|
if (!tc[t].drawn)
|
|
{
|
|
if (tc[t].score > hiscore)
|
|
{
|
|
highest = t;
|
|
hiscore = tc[t].score;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
break;
|
|
}
|
|
|
|
// Output the best triangle
|
|
u16 newind = buf->Vertices.size();
|
|
|
|
snode *s = sind.find(v[tc[highest].ind[0]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[0]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[0]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[1]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[1]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[1]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[2]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[2]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[2]], newind);
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
vc[tc[highest].ind[0]].NumActiveTris--;
|
|
vc[tc[highest].ind[1]].NumActiveTris--;
|
|
vc[tc[highest].ind[2]].NumActiveTris--;
|
|
|
|
tc[highest].drawn = true;
|
|
|
|
for (u16 j = 0; j < 3; j++)
|
|
{
|
|
vcache *vert = &vc[tc[highest].ind[j]];
|
|
for (u16 t = 0; t < vert->tris.size(); t++)
|
|
{
|
|
if (highest == vert->tris[t])
|
|
{
|
|
vert->tris.erase(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
lru.add(tc[highest].ind[0]);
|
|
lru.add(tc[highest].ind[1]);
|
|
highest = lru.add(tc[highest].ind[2]);
|
|
drawcalls++;
|
|
}
|
|
|
|
buf->setBoundingBox(mb->getBoundingBox());
|
|
newmesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
|
|
}
|
|
break;
|
|
case video::EVT_TANGENTS:
|
|
{
|
|
video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices();
|
|
|
|
SMeshBufferTangents *buf = new SMeshBufferTangents();
|
|
buf->Material = mb->getMaterial();
|
|
|
|
buf->Vertices.reallocate(vcount);
|
|
buf->Indices.reallocate(icount);
|
|
|
|
core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation
|
|
typedef core::map<const video::S3DVertexTangents, const u16>::Node snode;
|
|
|
|
// Main algorithm
|
|
u32 highest = 0;
|
|
u32 drawcalls = 0;
|
|
for (;;)
|
|
{
|
|
if (tc[highest].drawn)
|
|
{
|
|
bool found = false;
|
|
float hiscore = 0;
|
|
for (u32 t = 0; t < tcount; t++)
|
|
{
|
|
if (!tc[t].drawn)
|
|
{
|
|
if (tc[t].score > hiscore)
|
|
{
|
|
highest = t;
|
|
hiscore = tc[t].score;
|
|
found = true;
|
|
}
|
|
}
|
|
}
|
|
if (!found)
|
|
break;
|
|
}
|
|
|
|
// Output the best triangle
|
|
u16 newind = buf->Vertices.size();
|
|
|
|
snode *s = sind.find(v[tc[highest].ind[0]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[0]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[0]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[1]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[1]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[1]], newind);
|
|
newind++;
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
s = sind.find(v[tc[highest].ind[2]]);
|
|
|
|
if (!s)
|
|
{
|
|
buf->Vertices.push_back(v[tc[highest].ind[2]]);
|
|
buf->Indices.push_back(newind);
|
|
sind.insert(v[tc[highest].ind[2]], newind);
|
|
}
|
|
else
|
|
{
|
|
buf->Indices.push_back(s->getValue());
|
|
}
|
|
|
|
vc[tc[highest].ind[0]].NumActiveTris--;
|
|
vc[tc[highest].ind[1]].NumActiveTris--;
|
|
vc[tc[highest].ind[2]].NumActiveTris--;
|
|
|
|
tc[highest].drawn = true;
|
|
|
|
for (u16 j = 0; j < 3; j++)
|
|
{
|
|
vcache *vert = &vc[tc[highest].ind[j]];
|
|
for (u16 t = 0; t < vert->tris.size(); t++)
|
|
{
|
|
if (highest == vert->tris[t])
|
|
{
|
|
vert->tris.erase(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
lru.add(tc[highest].ind[0]);
|
|
lru.add(tc[highest].ind[1]);
|
|
highest = lru.add(tc[highest].ind[2]);
|
|
drawcalls++;
|
|
}
|
|
|
|
buf->setBoundingBox(mb->getBoundingBox());
|
|
newmesh->addMeshBuffer(buf);
|
|
buf->drop();
|
|
}
|
|
break;
|
|
}
|
|
|
|
delete [] vc;
|
|
delete [] tc;
|
|
|
|
} // for each meshbuffer
|
|
|
|
return newmesh;
|
|
}
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|