mirror of
https://github.com/minetest/minetest.git
synced 2024-12-23 22:52:25 +01:00
Make all mesh manipulators in mesh.cpp work with any vertex type
cloneMesh() has to use a switch in order to create a different mesh buffer type depending on vertex type. (Credit: the new cloneMesh was written by RealBadAngel.) To avoid repetitive code, all other methods use getVertexPitchFromType() to automatically adapt the indexing to the vertex type at runtime.
This commit is contained in:
parent
3c6b2ffb10
commit
da686160c3
269
src/mesh.cpp
269
src/mesh.cpp
@ -206,146 +206,139 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
||||
const video::SColor &colorY,
|
||||
const video::SColor &colorZ)
|
||||
{
|
||||
if(mesh == NULL)
|
||||
if (mesh == NULL)
|
||||
return;
|
||||
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
for (u16 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
f32 x = fabs(vertices[i].Normal.X);
|
||||
f32 y = fabs(vertices[i].Normal.Y);
|
||||
f32 z = fabs(vertices[i].Normal.Z);
|
||||
if(x >= y && x >= z)
|
||||
vertices[i].Color = colorX;
|
||||
else if(y >= z)
|
||||
vertices[i].Color = colorY;
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *)buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++) {
|
||||
video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
|
||||
f32 x = fabs(vertex->Normal.X);
|
||||
f32 y = fabs(vertex->Normal.Y);
|
||||
f32 z = fabs(vertex->Normal.Z);
|
||||
if (x >= y && x >= z)
|
||||
vertex->Color = colorX;
|
||||
else if (y >= z)
|
||||
vertex->Color = colorY;
|
||||
else
|
||||
vertices[i].Color = colorZ;
|
||||
vertex->Color = colorZ;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees)
|
||||
{
|
||||
void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
|
||||
{
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j = 0; j < mc; j++)
|
||||
{
|
||||
for (u16 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i = 0; i < vc; i++)
|
||||
{
|
||||
vertices[i].Pos.rotateXYBy(degrees);
|
||||
}
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *)buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++)
|
||||
((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
|
||||
}
|
||||
}
|
||||
|
||||
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees)
|
||||
{
|
||||
void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
|
||||
{
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j = 0; j < mc; j++)
|
||||
{
|
||||
for (u16 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i = 0; i < vc; i++)
|
||||
{
|
||||
vertices[i].Pos.rotateXZBy(degrees);
|
||||
}
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *)buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++)
|
||||
((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
|
||||
}
|
||||
}
|
||||
|
||||
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees)
|
||||
{
|
||||
void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
|
||||
{
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j = 0; j < mc; j++)
|
||||
{
|
||||
for (u16 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i = 0; i < vc; i++)
|
||||
{
|
||||
vertices[i].Pos.rotateYZBy(degrees);
|
||||
}
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *)buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++)
|
||||
((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
|
||||
}
|
||||
}
|
||||
|
||||
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
|
||||
{
|
||||
int axisdir = facedir>>2;
|
||||
{
|
||||
int axisdir = facedir >> 2;
|
||||
facedir &= 0x03;
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j = 0; j < mc; j++)
|
||||
{
|
||||
for (u16 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
switch (axisdir)
|
||||
{
|
||||
case 0:
|
||||
if(facedir == 1)
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
else if(facedir == 2)
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
else if(facedir == 3)
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
break;
|
||||
case 1: // z+
|
||||
vertices[i].Pos.rotateYZBy(90);
|
||||
if(facedir == 1)
|
||||
vertices[i].Pos.rotateXYBy(90);
|
||||
else if(facedir == 2)
|
||||
vertices[i].Pos.rotateXYBy(180);
|
||||
else if(facedir == 3)
|
||||
vertices[i].Pos.rotateXYBy(-90);
|
||||
break;
|
||||
case 2: //z-
|
||||
vertices[i].Pos.rotateYZBy(-90);
|
||||
if(facedir == 1)
|
||||
vertices[i].Pos.rotateXYBy(-90);
|
||||
else if(facedir == 2)
|
||||
vertices[i].Pos.rotateXYBy(180);
|
||||
else if(facedir == 3)
|
||||
vertices[i].Pos.rotateXYBy(90);
|
||||
break;
|
||||
case 3: //x+
|
||||
vertices[i].Pos.rotateXYBy(-90);
|
||||
if(facedir == 1)
|
||||
vertices[i].Pos.rotateYZBy(90);
|
||||
else if(facedir == 2)
|
||||
vertices[i].Pos.rotateYZBy(180);
|
||||
else if(facedir == 3)
|
||||
vertices[i].Pos.rotateYZBy(-90);
|
||||
break;
|
||||
case 4: //x-
|
||||
vertices[i].Pos.rotateXYBy(90);
|
||||
if(facedir == 1)
|
||||
vertices[i].Pos.rotateYZBy(-90);
|
||||
else if(facedir == 2)
|
||||
vertices[i].Pos.rotateYZBy(180);
|
||||
else if(facedir == 3)
|
||||
vertices[i].Pos.rotateYZBy(90);
|
||||
break;
|
||||
case 5:
|
||||
vertices[i].Pos.rotateXYBy(-180);
|
||||
if(facedir == 1)
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
else if(facedir == 2)
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
else if(facedir == 3)
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *)buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++) {
|
||||
video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
|
||||
switch (axisdir) {
|
||||
case 0:
|
||||
if (facedir == 1)
|
||||
vertex->Pos.rotateXZBy(-90);
|
||||
else if (facedir == 2)
|
||||
vertex->Pos.rotateXZBy(180);
|
||||
else if (facedir == 3)
|
||||
vertex->Pos.rotateXZBy(90);
|
||||
break;
|
||||
case 1: // z+
|
||||
vertex->Pos.rotateYZBy(90);
|
||||
if (facedir == 1)
|
||||
vertex->Pos.rotateXYBy(90);
|
||||
else if (facedir == 2)
|
||||
vertex->Pos.rotateXYBy(180);
|
||||
else if (facedir == 3)
|
||||
vertex->Pos.rotateXYBy(-90);
|
||||
break;
|
||||
case 2: //z-
|
||||
vertex->Pos.rotateYZBy(-90);
|
||||
if (facedir == 1)
|
||||
vertex->Pos.rotateXYBy(-90);
|
||||
else if (facedir == 2)
|
||||
vertex->Pos.rotateXYBy(180);
|
||||
else if (facedir == 3)
|
||||
vertex->Pos.rotateXYBy(90);
|
||||
break;
|
||||
case 3: //x+
|
||||
vertex->Pos.rotateXYBy(-90);
|
||||
if (facedir == 1)
|
||||
vertex->Pos.rotateYZBy(90);
|
||||
else if (facedir == 2)
|
||||
vertex->Pos.rotateYZBy(180);
|
||||
else if (facedir == 3)
|
||||
vertex->Pos.rotateYZBy(-90);
|
||||
break;
|
||||
case 4: //x-
|
||||
vertex->Pos.rotateXYBy(90);
|
||||
if (facedir == 1)
|
||||
vertex->Pos.rotateYZBy(-90);
|
||||
else if (facedir == 2)
|
||||
vertex->Pos.rotateYZBy(180);
|
||||
else if (facedir == 3)
|
||||
vertex->Pos.rotateYZBy(90);
|
||||
break;
|
||||
case 5:
|
||||
vertex->Pos.rotateXYBy(-180);
|
||||
if (facedir == 1)
|
||||
vertex->Pos.rotateXZBy(90);
|
||||
else if (facedir == 2)
|
||||
vertex->Pos.rotateXZBy(180);
|
||||
else if (facedir == 3)
|
||||
vertex->Pos.rotateXZBy(-90);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -355,11 +348,10 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
|
||||
{
|
||||
core::aabbox3d<f32> bbox;
|
||||
bbox.reset(0,0,0);
|
||||
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
|
||||
{
|
||||
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
|
||||
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
|
||||
buf->recalculateBoundingBox();
|
||||
if(j == 0)
|
||||
if (j == 0)
|
||||
bbox = buf->getBoundingBox();
|
||||
else
|
||||
bbox.addInternalBox(buf->getBoundingBox());
|
||||
@ -370,18 +362,47 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
|
||||
scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
|
||||
{
|
||||
scene::SMesh* dst_mesh = new scene::SMesh();
|
||||
for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
|
||||
{
|
||||
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
|
||||
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
|
||||
temp_buf->append(vertices, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
switch (buf->getVertexType()) {
|
||||
case video::EVT_STANDARD: {
|
||||
video::S3DVertex *v =
|
||||
(video::S3DVertex *) buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
|
||||
temp_buf->append(v, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
break;
|
||||
}
|
||||
case video::EVT_2TCOORDS: {
|
||||
video::S3DVertex2TCoords *v =
|
||||
(video::S3DVertex2TCoords *) buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBufferTangents *temp_buf =
|
||||
new scene::SMeshBufferTangents();
|
||||
temp_buf->append(v, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
break;
|
||||
}
|
||||
case video::EVT_TANGENTS: {
|
||||
video::S3DVertexTangents *v =
|
||||
(video::S3DVertexTangents *) buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBufferTangents *temp_buf =
|
||||
new scene::SMeshBufferTangents();
|
||||
temp_buf->append(v, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return dst_mesh;
|
||||
return dst_mesh;
|
||||
}
|
||||
|
||||
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
|
||||
|
Loading…
Reference in New Issue
Block a user