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:
Kahrl 2016-01-15 02:16:21 +01:00
parent 3c6b2ffb10
commit da686160c3

@ -210,22 +210,22 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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);
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)
vertices[i].Color = colorX;
vertex->Color = colorX;
else if (y >= z)
vertices[i].Color = colorY;
vertex->Color = colorY;
else
vertices[i].Color = colorZ;
vertex->Color = colorZ;
}
}
@ -234,45 +234,39 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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)
{
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)
{
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);
}
}
@ -282,67 +276,66 @@ void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
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)
{
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)
vertices[i].Pos.rotateXZBy(-90);
vertex->Pos.rotateXZBy(-90);
else if (facedir == 2)
vertices[i].Pos.rotateXZBy(180);
vertex->Pos.rotateXZBy(180);
else if (facedir == 3)
vertices[i].Pos.rotateXZBy(90);
vertex->Pos.rotateXZBy(90);
break;
case 1: // z+
vertices[i].Pos.rotateYZBy(90);
vertex->Pos.rotateYZBy(90);
if (facedir == 1)
vertices[i].Pos.rotateXYBy(90);
vertex->Pos.rotateXYBy(90);
else if (facedir == 2)
vertices[i].Pos.rotateXYBy(180);
vertex->Pos.rotateXYBy(180);
else if (facedir == 3)
vertices[i].Pos.rotateXYBy(-90);
vertex->Pos.rotateXYBy(-90);
break;
case 2: //z-
vertices[i].Pos.rotateYZBy(-90);
vertex->Pos.rotateYZBy(-90);
if (facedir == 1)
vertices[i].Pos.rotateXYBy(-90);
vertex->Pos.rotateXYBy(-90);
else if (facedir == 2)
vertices[i].Pos.rotateXYBy(180);
vertex->Pos.rotateXYBy(180);
else if (facedir == 3)
vertices[i].Pos.rotateXYBy(90);
vertex->Pos.rotateXYBy(90);
break;
case 3: //x+
vertices[i].Pos.rotateXYBy(-90);
vertex->Pos.rotateXYBy(-90);
if (facedir == 1)
vertices[i].Pos.rotateYZBy(90);
vertex->Pos.rotateYZBy(90);
else if (facedir == 2)
vertices[i].Pos.rotateYZBy(180);
vertex->Pos.rotateYZBy(180);
else if (facedir == 3)
vertices[i].Pos.rotateYZBy(-90);
vertex->Pos.rotateYZBy(-90);
break;
case 4: //x-
vertices[i].Pos.rotateXYBy(90);
vertex->Pos.rotateXYBy(90);
if (facedir == 1)
vertices[i].Pos.rotateYZBy(-90);
vertex->Pos.rotateYZBy(-90);
else if (facedir == 2)
vertices[i].Pos.rotateYZBy(180);
vertex->Pos.rotateYZBy(180);
else if (facedir == 3)
vertices[i].Pos.rotateYZBy(90);
vertex->Pos.rotateYZBy(90);
break;
case 5:
vertices[i].Pos.rotateXYBy(-180);
vertex->Pos.rotateXYBy(-180);
if (facedir == 1)
vertices[i].Pos.rotateXZBy(90);
vertex->Pos.rotateXZBy(90);
else if (facedir == 2)
vertices[i].Pos.rotateXZBy(180);
vertex->Pos.rotateXZBy(180);
else if (facedir == 3)
vertices[i].Pos.rotateXZBy(-90);
vertex->Pos.rotateXZBy(-90);
break;
default:
break;
@ -355,8 +348,7 @@ 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)
@ -370,16 +362,45 @@ 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();
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(vertices, buf->getVertexCount(),
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;
}