irrlicht/include/CDynamicMeshBuffer.h
cutealien a44e5e3d17 Add updateBoundingBox parameter to IMeshBuffer::append and some fixes and optimizations
Fix: When appending to an empty mesh boundingbox has to be initialized with first position
Adding updateBoundingBox parameter as there is a bit costs involved in updating that and it might not be necessary at that point
Default is still to do it - and with the default parameter it's at least compile compatible to old interface (unless users created their own meshbuffers).
Optimizing the copying of vertices in CDynamicMeshBuffer::append by using memset when possible instead of pushing each vertex (which goes through quite a few virtual functions)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6496 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-17 14:31:50 +00:00

273 lines
8.0 KiB
C++

// Copyright (C) 2008-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_DYNAMIC_MESHBUFFER_H_INCLUDED
#define IRR_C_DYNAMIC_MESHBUFFER_H_INCLUDED
#include "IDynamicMeshBuffer.h"
#include "CVertexBuffer.h"
#include "CIndexBuffer.h"
namespace irr
{
namespace scene
{
//! Implementation of the IMeshBuffer interface for which can work with 16 and 32 bit indices as well as different vertex types
class CDynamicMeshBuffer: public IDynamicMeshBuffer
{
public:
//! constructor
CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
: PrimitiveType(EPT_TRIANGLES)
{
VertexBuffer=new CVertexBuffer(vertexType);
IndexBuffer=new CIndexBuffer(indexType);
}
//! destructor
virtual ~CDynamicMeshBuffer()
{
if (VertexBuffer)
VertexBuffer->drop();
if (IndexBuffer)
IndexBuffer->drop();
}
virtual IVertexBuffer& getVertexBuffer() const IRR_OVERRIDE
{
return *VertexBuffer;
}
virtual IIndexBuffer& getIndexBuffer() const IRR_OVERRIDE
{
return *IndexBuffer;
}
virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer) IRR_OVERRIDE
{
if (newVertexBuffer)
newVertexBuffer->grab();
if (VertexBuffer)
VertexBuffer->drop();
VertexBuffer=newVertexBuffer;
}
virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer) IRR_OVERRIDE
{
if (newIndexBuffer)
newIndexBuffer->grab();
if (IndexBuffer)
IndexBuffer->drop();
IndexBuffer=newIndexBuffer;
}
//! Get Material of this buffer.
virtual const video::SMaterial& getMaterial() const IRR_OVERRIDE
{
return Material;
}
//! Get Material of this buffer.
virtual video::SMaterial& getMaterial() IRR_OVERRIDE
{
return Material;
}
//! Get bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE
{
return BoundingBox;
}
//! Set bounding box
virtual void setBoundingBox( const core::aabbox3df& box) IRR_OVERRIDE
{
BoundingBox = box;
}
//! Recalculate bounding box
virtual void recalculateBoundingBox() IRR_OVERRIDE
{
if (!getVertexBuffer().size())
BoundingBox.reset(0,0,0);
else
{
BoundingBox.reset(getVertexBuffer()[0].Pos);
for (u32 i=1; i<getVertexBuffer().size(); ++i)
BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
}
}
//! Append the vertices and indices to the current buffer
/** Only works for compatible vertex types.
\param vertices Pointer to a vertex array.
\param numVertices Number of vertices in the array.
\param indices Pointer to index array.
\param numIndices Number of indices in array. */
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices, bool updateBoundingBox=true) IRR_OVERRIDE
{
// We simply assume it has the same vertex and index type as this object. If other types are passed this will crash
append(getVertexType(), vertices, numVertices, getIndexType(), indices, numIndices, updateBoundingBox);
}
//! Append the meshbuffer to the current buffer
/** \param other Buffer to append to this one. */
virtual void append(const IMeshBuffer* const other, bool updateBoundingBox=true) IRR_OVERRIDE
{
append(other->getVertexType(), other->getVertices(), other->getVertexCount(), other->getIndexType(), other->getIndices(), other->getIndexCount(), updateBoundingBox);
}
void append(video::E_VERTEX_TYPE vertexType, const void* const vertices, u32 numVertices, video::E_INDEX_TYPE indexType, const void* const indices, u32 numIndices, bool updateBoundingBox)
{
if (vertices == getVertices() || indices == getIndices()) // can't do that because we're doing reallocations on those blocks
return;
const u32 vertexCount = getVertexCount();
VertexBuffer->reallocate(vertexCount+numVertices, false);
if ( vertexType == getVertexType() )
{
const irr::u32 typeSize = getVertexPitchFromType(vertexType);
VertexBuffer->set_used(vertexCount+numVertices);
irr::u8* target = &static_cast<irr::u8*>(VertexBuffer->pointer())[vertexCount*typeSize];
memcpy(target, vertices, numVertices*typeSize);
}
else
{
switch ( vertexType )
{
case video::EVT_STANDARD:
for (u32 i=0; i<numVertices; ++i)
{
VertexBuffer->push_back(static_cast<const video::S3DVertex*>(vertices)[i]);
}
break;
case video::EVT_2TCOORDS:
for (u32 i=0; i<numVertices; ++i)
{
VertexBuffer->push_back(static_cast<const video::S3DVertex2TCoords*>(vertices)[i]);
}
break;
case video::EVT_TANGENTS:
for (u32 i=0; i<numVertices; ++i)
{
VertexBuffer->push_back(static_cast<const video::S3DVertexTangents*>(vertices)[i]);
}
break;
}
}
if ( updateBoundingBox && numVertices > 0)
{
if ( vertexCount == 0 )
BoundingBox.reset( static_cast<const video::S3DVertex*>(vertices)[0].Pos );
const u32 typePitch = getVertexPitchFromType(vertexType);
const irr::u8* v8 = static_cast<const irr::u8*>(vertices);
for (u32 i=0; i<numVertices; ++i, v8 += typePitch)
{
BoundingBox.addInternalPoint(reinterpret_cast<const video::S3DVertex*>(v8)->Pos);
}
}
IndexBuffer->reallocate(getIndexCount()+numIndices, false);
switch ( indexType )
{
case video::EIT_16BIT:
{
const irr::u16* indices16 = reinterpret_cast<const irr::u16*>(indices);
for (u32 i=0; i<numIndices; ++i)
{
// Note: This can overflow, not checked. Will result in broken models, but no crashes.
IndexBuffer->push_back(indices16[i]+vertexCount);
}
break;
}
case video::EIT_32BIT:
{
const irr::u32* indices32 = reinterpret_cast<const irr::u32*>(indices);
for (u32 i=0; i<numIndices; ++i)
{
IndexBuffer->push_back(indices32[i]+vertexCount);
}
break;
}
}
setDirty();
}
//! Describe what kind of primitive geometry is used by the meshbuffer
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) IRR_OVERRIDE
{
PrimitiveType = type;
}
//! Get the kind of primitive geometry which is used by the meshbuffer
virtual E_PRIMITIVE_TYPE getPrimitiveType() const IRR_OVERRIDE
{
return PrimitiveType;
}
//! Returns type of the class implementing the IMeshBuffer
virtual EMESH_BUFFER_TYPE getType() const IRR_OVERRIDE
{
return EMBT_DYNAMIC;
}
//! Create copy of the meshbuffer
virtual IMeshBuffer* createClone(int cloneFlags) const IRR_OVERRIDE
{
CDynamicMeshBuffer* clone = new CDynamicMeshBuffer(VertexBuffer->getType(), IndexBuffer->getType());
if (cloneFlags & ECF_VERTICES)
{
const u32 numVertices = VertexBuffer->size();
clone->VertexBuffer->reallocate(numVertices);
for ( u32 i=0; i<numVertices; ++i )
{
clone->VertexBuffer->push_back((*VertexBuffer)[i]);
}
clone->BoundingBox = BoundingBox;
}
if (cloneFlags & ECF_INDICES)
{
const u32 numIndices = IndexBuffer->size();
clone->IndexBuffer->reallocate(numIndices);
for ( u32 i=0; i<numIndices; ++i )
{
clone->IndexBuffer->push_back((*IndexBuffer)[i]);
}
}
clone->VertexBuffer->setHardwareMappingHint(VertexBuffer->getHardwareMappingHint());
clone->IndexBuffer->setHardwareMappingHint(clone->IndexBuffer->getHardwareMappingHint());
clone->Material = Material;
clone->PrimitiveType = PrimitiveType;
return clone;
}
video::SMaterial Material;
core::aabbox3d<f32> BoundingBox;
//! Primitive type used for rendering (triangles, lines, ...)
E_PRIMITIVE_TYPE PrimitiveType;
private:
CDynamicMeshBuffer(const CDynamicMeshBuffer&); // = delete in c++11, prevent copying
IVertexBuffer *VertexBuffer;
IIndexBuffer *IndexBuffer;
};
} // end namespace scene
} // end namespace irr
#endif