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@@ -45,32 +45,6 @@ LOLFX_RESOURCE_DECLARE(shiny_SK); |
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namespace lol |
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{ |
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//----------------------------------------------------------------------------- |
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EasyMesh::EasyMesh() |
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: m_color(0), m_color2(0), m_ignore_winding_on_scale(0), |
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m_texcoord_offset(vec2(.0f)), m_texcoord_scale(vec2(1.f)) |
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{ |
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m_cursors.Push(0, 0); |
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} |
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//----------------------------------------------------------------------------- |
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bool EasyMesh::Compile(char const *command) |
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{ |
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EasyMeshCompiler mc(*this); |
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return mc.ParseString(command); |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::OpenBrace() |
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{ |
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m_cursors.Push(m_vert.Count(), m_indices.Count()); |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::CloseBrace() |
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{ |
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m_cursors.Pop(); |
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} |
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//----------------------------------------------------------------------------- |
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GpuShaderData::GpuShaderData() |
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@@ -267,10 +241,8 @@ void GpuEasyMeshData::SetupVertexData(uint16_t vdecl_flags, EasyMesh* src_mesh) |
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memcpy(mesh, vbo_data, vbo_bytes); \ |
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new_vbo->Unlock(); |
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if (vdecl_flags == ((VertexUsage::Position<<1) | |
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(VertexUsage::Normal<<1) | |
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(VertexUsage::Color<<1) | |
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(VertexUsage::TexCoord<<1))) |
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if (vdecl_flags == ((VertexUsage::Position<<1) | (VertexUsage::Normal<<1) | |
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(VertexUsage::Color<<1) | (VertexUsage::TexCoord<<1))) |
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{ |
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new_vdecl = new VertexDeclaration( |
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VertexStream<vec3,vec3,u8vec4,vec2>( |
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@@ -281,10 +253,10 @@ void GpuEasyMeshData::SetupVertexData(uint16_t vdecl_flags, EasyMesh* src_mesh) |
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Array<vec3, vec3, u8vec4, vec2> vertexlist; |
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for (int i = 0; i < src_mesh->m_vert.Count(); i++) |
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vertexlist.Push(src_mesh->m_vert[i].m1, |
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src_mesh->m_vert[i].m2, |
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(u8vec4)(src_mesh->m_vert[i].m3 * 255.f), |
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src_mesh->m_vert[i].m4); |
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vertexlist.Push(src_mesh->m_vert[i].m_coord, |
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src_mesh->m_vert[i].m_normal, |
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(u8vec4)(src_mesh->m_vert[i].m_color * 255.f), |
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src_mesh->m_vert[i].m_texcoord.xy); |
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vbo_data = &vertexlist[0]; |
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vbo_bytes = vertexlist.Bytes(); |
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@@ -292,8 +264,30 @@ void GpuEasyMeshData::SetupVertexData(uint16_t vdecl_flags, EasyMesh* src_mesh) |
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COPY_VBO; |
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} |
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else if (vdecl_flags == ((VertexUsage::Position<<1) | |
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(VertexUsage::Normal<<1) | |
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else if (vdecl_flags == ((VertexUsage::Position<<1) | (VertexUsage::Normal<<1) | |
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(VertexUsage::Color<<1) | (VertexUsage::TexCoordExt<<1))) |
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{ |
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new_vdecl = new VertexDeclaration( |
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VertexStream<vec3,vec3,u8vec4,vec4>( |
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VertexUsage::Position, |
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VertexUsage::Normal, |
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VertexUsage::Color, |
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VertexUsage::TexCoord)); |
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Array<vec3, vec3, u8vec4, vec4> vertexlist; |
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for (int i = 0; i < src_mesh->m_vert.Count(); i++) |
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vertexlist.Push(src_mesh->m_vert[i].m_coord, |
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src_mesh->m_vert[i].m_normal, |
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(u8vec4)(src_mesh->m_vert[i].m_color * 255.f), |
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src_mesh->m_vert[i].m_texcoord); |
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vbo_data = &vertexlist[0]; |
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vbo_bytes = vertexlist.Bytes(); |
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m_vertexcount = vertexlist.Count(); |
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COPY_VBO; |
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} |
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else if (vdecl_flags == ((VertexUsage::Position<<1) | (VertexUsage::Normal<<1) | |
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(VertexUsage::Color<<1))) |
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{ |
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new_vdecl = new VertexDeclaration( |
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@@ -304,9 +298,9 @@ void GpuEasyMeshData::SetupVertexData(uint16_t vdecl_flags, EasyMesh* src_mesh) |
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Array<vec3,vec3,u8vec4> vertexlist; |
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for (int i = 0; i < src_mesh->m_vert.Count(); i++) |
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vertexlist.Push(src_mesh->m_vert[i].m1, |
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src_mesh->m_vert[i].m2, |
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(u8vec4)(src_mesh->m_vert[i].m3 * 255.f)); |
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vertexlist.Push(src_mesh->m_vert[i].m_coord, |
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src_mesh->m_vert[i].m_normal, |
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(u8vec4)(src_mesh->m_vert[i].m_color * 255.f)); |
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vbo_data = &vertexlist[0]; |
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vbo_bytes = vertexlist.Bytes(); |
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@@ -363,6 +357,32 @@ void GpuEasyMeshData::RenderMeshData(mat4 const &model) |
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vdecl->Unbind(); |
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} |
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//----------------------------------------------------------------------------- |
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EasyMesh::EasyMesh() |
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: m_color(0), m_color2(0), m_ignore_winding_on_scale(0), |
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m_texcoord_offset(vec2(.0f)), m_texcoord_scale(vec2(1.f)) |
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{ |
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m_cursors.Push(0, 0); |
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} |
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//----------------------------------------------------------------------------- |
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bool EasyMesh::Compile(char const *command) |
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{ |
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EasyMeshCompiler mc(*this); |
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return mc.ParseString(command); |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::OpenBrace() |
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{ |
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m_cursors.Push(m_vert.Count(), m_indices.Count()); |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::CloseBrace() |
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{ |
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m_cursors.Pop(); |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::MeshConvert(GpuShaderData* new_gpu_sdata) |
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{ |
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@@ -589,7 +609,9 @@ void EasyMesh::MeshCsg(CSGUsage csg_operation) |
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int end_point = (mesh_id == 0)?(m_cursors.Last().m2):(m_indices.Count()); |
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CsgBsp &mesh_bsp = (mesh_id == 0)?(mesh_bsp_0):(mesh_bsp_1); |
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for (int i = start_point; i < end_point; i += 3) |
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mesh_bsp.AddTriangleToTree(i, m_vert[m_indices[i]].m1, m_vert[m_indices[i + 1]].m1, m_vert[m_indices[i + 2]].m1); |
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mesh_bsp.AddTriangleToTree(i, m_vert[m_indices[i]].m_coord, |
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m_vert[m_indices[i + 1]].m_coord, |
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m_vert[m_indices[i + 2]].m_coord); |
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} |
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//BSP Useage : let's crunch all triangles on the correct BSP |
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@@ -610,7 +632,9 @@ void EasyMesh::MeshCsg(CSGUsage csg_operation) |
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for (int i = start_point; i < end_point; i += 3) |
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{ |
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int Result = mesh_bsp.TestTriangleToTree(m_vert[m_indices[i]].m1, m_vert[m_indices[i + 1]].m1, m_vert[m_indices[i + 2]].m1, vert_list, tri_list); |
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int Result = mesh_bsp.TestTriangleToTree(m_vert[m_indices[i]].m_coord, |
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m_vert[m_indices[i + 1]].m_coord, |
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m_vert[m_indices[i + 2]].m_coord, vert_list, tri_list); |
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int tri_base_idx = m_indices.Count(); |
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//one split has been done, we need to had the new vertices & the new triangles. |
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@@ -627,14 +651,14 @@ void EasyMesh::MeshCsg(CSGUsage csg_operation) |
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AddVertex(vert_list[k].m1); |
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//Normal : bad calculations there. |
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n0 = m_vert[P0].m2; |
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n1 = m_vert[P1].m2; |
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n0 = m_vert[P0].m_normal; |
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n1 = m_vert[P1].m_normal; |
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SetCurVertNormal(normalize(n0 + (n1 - n0) * vert_list[k].m4)); |
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#if 1 |
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//Color |
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c0 = m_vert[P0].m3; |
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c1 = m_vert[P1].m3; |
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c0 = m_vert[P0].m_color; |
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c1 = m_vert[P1].m_color; |
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vec4 res = c0 + ((c1 - c0) * vert_list[k].m4); |
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SetCurVertColor(res); |
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#else |
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@@ -707,7 +731,7 @@ void EasyMesh::MeshCsg(CSGUsage csg_operation) |
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} |
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for (int i = 0; i < m_vert.Count(); i++) |
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if (length(m_vert[i].m2) < 1.0f) |
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if (length(m_vert[i].m_normal) < 1.0f) |
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i = i; |
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int dir = 1; |
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@@ -760,18 +784,7 @@ void EasyMesh::SetCurColor2(vec4 const &color) |
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//----------------------------------------------------------------------------- |
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void EasyMesh::AddVertex(vec3 const &coord) |
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{ |
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m_vert.Push( |
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coord, vec3(0.f, 1.f, 0.f), m_color |
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#if VERTEX_USEAGE == VU_VANILLA |
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//-- VANILLA -- |
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#elif VERTEX_USEAGE == VU_BONES |
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//TODO : -- BONE SUPPORT -- |
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, ivec2(0), vec2(0) |
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#elif VERTEX_USEAGE == VU_TEX_UV |
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//-- UV SUPPORT -- |
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, vec2(-1) |
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#endif |
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); |
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m_vert.Push(VertexData(coord, vec3(0.f, 1.f, 0.f), m_color)); |
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} |
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//----------------------------------------------------------------------------- |
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@@ -783,21 +796,13 @@ void EasyMesh::AddDuplicateVertex(int i) |
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//----------------------------------------------------------------------------- |
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void EasyMesh::AddLerpVertex(int i, int j, float alpha) |
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{ |
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m_vert.Push( |
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lol::lerp(m_vert[i].m1, m_vert[j].m1, alpha), |
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lol::lerp(m_vert[i].m2, m_vert[j].m2, alpha), |
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lol::lerp(m_vert[i].m3, m_vert[j].m3, alpha) |
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#if VERTEX_USEAGE == VU_VANILLA |
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//-- VANILLA -- |
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#elif VERTEX_USEAGE == VU_BONES |
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//TODO : -- BONE SUPPORT -- |
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, lol::lerp(m_vert[i].m4, m_vert[j].m4, alpha), |
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lol::lerp(m_vert[i].m5, m_vert[j].m5, alpha) |
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#elif VERTEX_USEAGE == VU_TEX_UV |
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//-- UV SUPPORT -- |
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, lol::lerp(m_vert[i].m4, m_vert[j].m4, alpha) |
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#endif |
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); |
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m_vert.Push(VertexData( |
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lol::lerp(m_vert[i].m_coord, m_vert[j].m_coord, alpha), |
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lol::lerp(m_vert[i].m_normal, m_vert[j].m_normal, alpha), |
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lol::lerp(m_vert[i].m_color, m_vert[j].m_color, alpha), |
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lol::lerp(m_vert[i].m_texcoord, m_vert[j].m_texcoord, alpha), |
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((alpha < .5f) ? (m_vert[i].m_bone_id) : (m_vert[j].m_bone_id)), /* FIXME ? */ |
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lol::lerp(m_vert[i].m_bone_weight, m_vert[j].m_bone_weight, alpha))); |
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} |
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//----------------------------------------------------------------------------- |
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@@ -845,21 +850,21 @@ void EasyMesh::ComputeNormals(int start, int vcount) |
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{ |
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for (int i = 0; i < vcount; i += 3) |
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{ |
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vec3 v0 = m_vert[m_indices[start + i + 2]].m1 |
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- m_vert[m_indices[start + i + 0]].m1; |
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vec3 v1 = m_vert[m_indices[start + i + 1]].m1 |
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- m_vert[m_indices[start + i + 0]].m1; |
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vec3 v0 = m_vert[m_indices[start + i + 2]].m_coord |
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- m_vert[m_indices[start + i + 0]].m_coord; |
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vec3 v1 = m_vert[m_indices[start + i + 1]].m_coord |
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- m_vert[m_indices[start + i + 0]].m_coord; |
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vec3 n = normalize(cross(v1, v0)); |
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for (int j = 0; j < 3; j++) |
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m_vert[m_indices[start + i + j]].m2 = n; |
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m_vert[m_indices[start + i + j]].m_normal = n; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::ComputeTexCoord(float uv_scale, int uv_offset) |
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{ |
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#if 0//VERTEX_USEAGE == VU_TEX_UV |
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#if 1 |
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VertexDictionnary vert_dict; |
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Array<int> tri_list; |
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@@ -1043,7 +1048,7 @@ void EasyMesh::ComputeTexCoord(float uv_scale, int uv_offset) |
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void EasyMesh::SetVertColor(vec4 const &color) |
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{ |
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for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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m_vert[i].m3 = color; |
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m_vert[i].m_color = color; |
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} |
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//----------------------------------------------------------------------------- |
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@@ -1056,29 +1061,32 @@ void EasyMesh::SetTexCoordData(vec2 const &new_offset, vec2 const &new_scale) |
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//----------------------------------------------------------------------------- |
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void EasyMesh::SetCurVertNormal(vec3 const &normal) |
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{ |
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m_vert[m_vert.Count() - 1].m2 = normal; |
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m_vert[m_vert.Count() - 1].m_normal = normal; |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::SetCurVertColor(vec4 const &color) |
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{ |
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m_vert[m_vert.Count() - 1].m3 = color; |
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m_vert[m_vert.Count() - 1].m_color = color; |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::SetCurVertTexCoord(vec2 const &texcoord) |
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{ |
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#if VERTEX_USEAGE == VU_BONES |
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#elif VERTEX_USEAGE == VU_TEX_UV |
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m_vert[m_vert.Count() - 1].m4 = (texcoord * m_texcoord_scale) + m_texcoord_offset; |
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#endif |
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m_vert[m_vert.Count() - 1].m_texcoord = vec4(texcoord, m_vert[m_vert.Count() - 1].m_texcoord.zw); |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::SetCurVertTexCoord(vec4 const &texcoord) |
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{ |
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m_vert[m_vert.Count() - 1].m_texcoord = texcoord; |
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} |
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//----------------------------------------------------------------------------- |
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void EasyMesh::Translate(vec3 const &v) |
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{ |
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for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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m_vert[i].m1 += v; |
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m_vert[i].m_coord += v; |
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} |
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//----------------------------------------------------------------------------- |
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@@ -1092,8 +1100,8 @@ void EasyMesh::Rotate(float angle, vec3 const &axis) |
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mat3 m = mat3::rotate(angle, axis); |
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for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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{ |
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m_vert[i].m1 = m * m_vert[i].m1; |
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m_vert[i].m2 = m * m_vert[i].m2; |
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m_vert[i].m_coord = m * m_vert[i].m_coord; |
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m_vert[i].m_normal = m * m_vert[i].m_normal; |
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} |
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} |
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@@ -1109,7 +1117,7 @@ void EasyMesh::RadialJitter(float r) |
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{ |
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if(Welded[k] < 0) |
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{ |
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vec3 diff = m_vert[i].m1 - m_vert[j].m1; |
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vec3 diff = m_vert[i].m_coord - m_vert[j].m_coord; |
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if(diff.x > 0.1f || diff.x < -0.1f) |
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continue; |
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@@ -1134,9 +1142,9 @@ void EasyMesh::RadialJitter(float r) |
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for (i = m_cursors.Last().m1, j = 0; i < m_vert.Count(); i++, j++) |
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{ |
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if(Welded[j] == -1) |
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m_vert[i].m1 *= 1.0f + RandF(r); |
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m_vert[i].m_coord *= 1.0f + RandF(r); |
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else |
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m_vert[i].m1 = m_vert[Welded[j]].m1; |
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m_vert[i].m_coord = m_vert[Welded[j]].m_coord; |
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} |
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ComputeNormals(m_cursors.Last().m2, m_indices.Count() - m_cursors.Last().m2); |
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@@ -1179,24 +1187,24 @@ void EasyMesh::DoMeshTransform(MeshTransform ct, Axis axis0, Axis axis1, float n |
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{ |
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case MeshTransform::Taper: |
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{ |
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float value = m_vert[i].m1[axis0]; |
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float value = m_vert[i].m_coord[axis0]; |
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if (absolute) value = abs(value); |
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m_vert[i].m1[(axis0 + 1) % 3] *= max(0.f, 1.f + (n0 * value + noff)); |
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m_vert[i].m1[(axis0 + 2) % 3] *= max(0.f, 1.f + (n1 * value + noff)); |
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m_vert[i].m_coord[(axis0 + 1) % 3] *= max(0.f, 1.f + (n0 * value + noff)); |
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m_vert[i].m_coord[(axis0 + 2) % 3] *= max(0.f, 1.f + (n1 * value + noff)); |
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break; |
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} |
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case MeshTransform::Twist: |
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{ |
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vec3 rotaxis = vec3(1.f); rotaxis[(axis0 + 1) % 3] = .0f; rotaxis[(axis0 + 2) % 3] = .0f; |
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m_vert[i].m1 = mat3::rotate(m_vert[i].m1[axis0] * n0 + noff, rotaxis) * m_vert[i].m1; |
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m_vert[i].m_coord = mat3::rotate(m_vert[i].m_coord[axis0] * n0 + noff, rotaxis) * m_vert[i].m_coord; |
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break; |
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} |
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case MeshTransform::Shear: |
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{ |
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float value = m_vert[i].m1[axis0]; |
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float value = m_vert[i].m_coord[axis0]; |
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if (absolute) value = abs(value); |
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m_vert[i].m1[(axis0 + 1) % 3] += (n0 * value + noff); |
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m_vert[i].m1[(axis0 + 2) % 3] += (n1 * value + noff); |
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m_vert[i].m_coord[(axis0 + 1) % 3] += (n0 * value + noff); |
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m_vert[i].m_coord[(axis0 + 2) % 3] += (n1 * value + noff); |
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break; |
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} |
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case MeshTransform::Stretch: |
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@@ -1209,7 +1217,7 @@ void EasyMesh::DoMeshTransform(MeshTransform ct, Axis axis0, Axis axis1, float n |
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case MeshTransform::Bend: |
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{ |
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vec3 rotaxis = vec3(1.f); rotaxis[(axis1 + 1) % 3] = .0f; rotaxis[(axis1 + 2) % 3] = .0f; |
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m_vert[i].m1 = mat3::rotate(m_vert[i].m1[axis0] * n0 + noff, rotaxis) * m_vert[i].m1; |
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m_vert[i].m_coord = mat3::rotate(m_vert[i].m_coord[axis0] * n0 + noff, rotaxis) * m_vert[i].m_coord; |
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break; |
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} |
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} |
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@@ -1224,8 +1232,8 @@ void EasyMesh::Scale(vec3 const &s) |
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for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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{ |
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m_vert[i].m1 *= s; |
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m_vert[i].m2 = normalize(m_vert[i].m2 * invs); |
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m_vert[i].m_coord *= s; |
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m_vert[i].m_normal = normalize(m_vert[i].m_normal * invs); |
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} |
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/* Flip winding if the scaling involves mirroring */ |
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@@ -2121,12 +2129,12 @@ void EasyMesh::Chamfer(float f) |
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continue; |
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#endif |
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vec3 bary = 1.f / 3.f * (m_vert[m_indices[i * 3]].m1 + |
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m_vert[m_indices[i * 3 + 1]].m1 + |
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m_vert[m_indices[i * 3 + 2]].m1); |
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vec3 bary = 1.f / 3.f * (m_vert[m_indices[i * 3]].m_coord + |
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m_vert[m_indices[i * 3 + 1]].m_coord + |
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m_vert[m_indices[i * 3 + 2]].m_coord); |
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for (int k = 0; k < 3; k++) |
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{ |
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vec3 &p = m_vert[m_indices[i * 3 + k]].m1; |
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vec3 &p = m_vert[m_indices[i * 3 + k]].m_coord; |
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p -= normalize(p - bary) * f; |
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} |
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} |
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@@ -2149,7 +2157,7 @@ void EasyMesh::SplitTriangles(int pass, VertexDictionnary *vert_dict) |
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{ |
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AddLerpVertex(m_indices[i + j], m_indices[i + (j + 1) % 3], .5f); |
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if (vert_dict) |
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vert_dict->AddVertex(vbase + j, m_vert[vbase + j].m1); |
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vert_dict->AddVertex(vbase + j, m_vert[vbase + j].m_coord); |
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} |
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//Add new triangles |
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AppendTriangle(vbase, m_indices[i + 1], vbase + 1, 0); |
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@@ -2164,6 +2172,8 @@ void EasyMesh::SplitTriangles(int pass, VertexDictionnary *vert_dict) |
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} |
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//----------------------------------------------------------------------------- |
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//TODO : Add an half-edges implementation to refine smooth. |
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//TODO : Smooth should only use connected vertices that are on edges of the mesh (See box). |
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void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per_main_pass) |
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{ |
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VertexDictionnary vert_dict; |
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@@ -2174,7 +2184,7 @@ void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per |
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int smbuf = 0; |
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for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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vert_dict.AddVertex(i, m_vert[i].m1); |
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vert_dict.AddVertex(i, m_vert[i].m_coord); |
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while (main_pass--) |
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{ |
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@@ -2189,7 +2199,7 @@ void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per |
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smooth_buf[1].Resize(m_vert.Count() - m_cursors.Last().m1); |
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for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) |
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smooth_buf[smbuf][i - m_cursors.Last().m1] = m_vert[i].m1; |
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smooth_buf[smbuf][i - m_cursors.Last().m1] = m_vert[i].m_coord; |
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while (smooth_pass--) |
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{ |
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@@ -2229,7 +2239,7 @@ void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per |
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} |
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for (int i = 0; i < smooth_buf[smbuf].Count(); i++) |
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m_vert[i + m_cursors.Last().m1].m1 = smooth_buf[smbuf][i]; |
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m_vert[i + m_cursors.Last().m1].m_coord = smooth_buf[smbuf][i]; |
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} |
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} |
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