// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net> // (c) 2009-2013 Cédric Lecacheur <jordx@free.fr> // (c) 2009-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com> // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // // // The EasyMesh class // ------------------ // #if defined HAVE_CONFIG_H # include "config.h" #endif #if defined _XBOX # define _USE_MATH_DEFINES /* for M_PI */ # include <xtl.h> # undef near /* Fuck Microsoft */ # undef far /* Fuck Microsoft again */ #elif defined _WIN32 # define _USE_MATH_DEFINES /* for M_PI */ # define WIN32_LEAN_AND_MEAN # include <windows.h> # undef near /* Fuck Microsoft */ # undef far /* Fuck Microsoft again */ #endif #include "core.h" #include "easymesh/easymesh-compiler.h" LOLFX_RESOURCE_DECLARE(shiny); LOLFX_RESOURCE_DECLARE(shinydebugwireframe); LOLFX_RESOURCE_DECLARE(shinydebuglighting); LOLFX_RESOURCE_DECLARE(shinydebugnormal); LOLFX_RESOURCE_DECLARE(shinydebugUV); LOLFX_RESOURCE_DECLARE(shiny_SK); namespace lol { //----------------------------------------------------------------------------- GpuShaderData::GpuShaderData() { m_render_mode = DebugRenderMode::Default; } //----------------------------------------------------------------------------- GpuShaderData::GpuShaderData(uint16_t vert_decl_flags, Shader* shader, DebugRenderMode render_mode) { m_render_mode = render_mode; m_shader = shader; m_vert_decl_flags = vert_decl_flags; } //----------------------------------------------------------------------------- GpuShaderData::~GpuShaderData() { m_shader_uniform.Empty(); m_shader_attrib.Empty(); } //----------------------------------------------------------------------------- void GpuShaderData::AddUniform(const lol::String &new_uniform) { m_shader_uniform.Push(new_uniform, m_shader->GetUniformLocation(new_uniform.C())); } //----------------------------------------------------------------------------- void GpuShaderData::AddAttribute(const lol::String &new_attribute, VertexUsage usage, int index) { m_shader_attrib.Push(new_attribute, m_shader->GetAttribLocation(new_attribute.C(), usage, index)); } //----------------------------------------------------------------------------- ShaderUniform const *GpuShaderData::GetUniform(const lol::String &uniform) { for (int i = 0; i < m_shader_uniform.Count(); ++i) if (m_shader_uniform[i].m1 == uniform) return &m_shader_uniform[i].m2; return NULL; } //----------------------------------------------------------------------------- ShaderAttrib const *GpuShaderData::GetAttribute(const lol::String &attribute) { for (int i = 0; i < m_shader_attrib.Count(); ++i) if (m_shader_attrib[i].m1 == attribute) return &m_shader_attrib[i].m2; return NULL; } //----------------------------------------------------------------------------- DefaultShaderData::DefaultShaderData(DebugRenderMode render_mode) { bool with_UV = false; m_render_mode = render_mode; m_vert_decl_flags = (1 << VertexUsage::Position) | (1 << VertexUsage::Normal) | (1 << VertexUsage::Color); if (render_mode == DebugRenderMode::Default) m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny)); else if (render_mode == DebugRenderMode::Wireframe) m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebugwireframe)); else if (render_mode == DebugRenderMode::Lighting) m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebuglighting)); else if (render_mode == DebugRenderMode::Normal) m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebugnormal)); else if (render_mode == DebugRenderMode::UV) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebugUV)); m_vert_decl_flags |= (1 << VertexUsage::TexCoord); with_UV = true; } SetupDefaultData(with_UV); } //----------------------------------------------------------------------------- DefaultShaderData::DefaultShaderData(uint16_t vert_decl_flags, Shader* shader, bool with_UV) : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default) { SetupDefaultData(with_UV); } //----------------------------------------------------------------------------- void DefaultShaderData::SetupDefaultData(bool with_UV) { AddUniform("in_ModelView"); AddUniform("in_Inv_ModelView"); AddUniform("in_View"); AddUniform("in_Inv_View"); AddUniform("in_Proj"); AddUniform("in_NormalMat"); AddUniform("in_Damage"); AddUniform("u_Lights"); AddAttribute("in_Vertex", VertexUsage::Position, 0); AddAttribute("in_Normal", VertexUsage::Normal, 0); AddAttribute("in_Color", VertexUsage::Color, 0); if (with_UV) AddAttribute("in_TexCoord", VertexUsage::TexCoord, 0); } //----------------------------------------------------------------------------- void DefaultShaderData::SetupShaderDatas(mat4 const &model) { mat4 modelview = Scene::GetDefault()->GetViewMatrix() * model; mat3 normalmat = transpose(inverse(mat3(modelview))); /* FIXME: this should be hidden in the shader */ /* FIXME: the 4th component of the position can be used for other things */ /* FIXME: GetUniform("blabla") is costly */ Array<Light *> const lights = Scene::GetDefault()->GetLights(); Array<vec4> light_data; for (int i = 0; i < lights.Count(); ++i) light_data << lights[i]->GetPosition() << lights[i]->GetColor(); while (light_data.Count() < 8) light_data << vec4(0.f) << vec4(0.f); m_shader->SetUniform(*GetUniform("u_Lights"), light_data); m_shader->SetUniform(*GetUniform("in_ModelView"), modelview); m_shader->SetUniform(*GetUniform("in_Inv_ModelView"), inverse(modelview)); m_shader->SetUniform(*GetUniform("in_View"), Scene::GetDefault()->GetViewMatrix()); m_shader->SetUniform(*GetUniform("in_Inv_View"), inverse(Scene::GetDefault()->GetViewMatrix())); m_shader->SetUniform(*GetUniform("in_Proj"), Scene::GetDefault()->GetProjMatrix()); m_shader->SetUniform(*GetUniform("in_NormalMat"), normalmat); m_shader->SetUniform(*GetUniform("in_Damage"), 0); } //----------------------------------------------------------------------------- GpuEasyMeshData::GpuEasyMeshData() { m_vertexcount = 0; m_indexcount = 0; m_ibo = NULL; } //----------------------------------------------------------------------------- GpuEasyMeshData::~GpuEasyMeshData() { m_gpudatas.Empty(); m_vdatas.Empty(); if (m_ibo) delete(m_ibo); } //----------------------------------------------------------------------------- void GpuEasyMeshData::AddGpuData(GpuShaderData* gpudata, EasyMesh* src_mesh) { SetupVertexData(gpudata->m_vert_decl_flags, src_mesh); if (!m_ibo) { Array<uint16_t> indexlist; for (int i = 0; i < src_mesh->m_indices.Count(); i += 3) { indexlist << src_mesh->m_indices[i + 0]; indexlist << src_mesh->m_indices[i + 1]; indexlist << src_mesh->m_indices[i + 2]; } m_ibo = new IndexBuffer(indexlist.Bytes()); void *indices = m_ibo->Lock(0, 0); memcpy(indices, &indexlist[0], indexlist.Bytes()); m_ibo->Unlock(); m_indexcount = indexlist.Count(); } if (m_gpudatas.Count() != DebugRenderMode::Max) { m_gpudatas.Reserve(DebugRenderMode::Max); for (int i = 0; i < DebugRenderMode::Max; i++) m_gpudatas << NULL; } m_gpudatas[gpudata->m_render_mode] = gpudata; } //----------------------------------------------------------------------------- void GpuEasyMeshData::SetupVertexData(uint16_t vdecl_flags, EasyMesh* src_mesh) { for (int i = 0; i < m_vdatas.Count(); ++i) if (m_vdatas[i].m1 == vdecl_flags) return; VertexDeclaration* new_vdecl = NULL; VertexBuffer* new_vbo = NULL; void *vbo_data = NULL; int vbo_bytes = 0; #define COPY_VBO \ new_vbo = new VertexBuffer(vbo_bytes); \ void *mesh = new_vbo->Lock(0, 0); \ memcpy(mesh, vbo_data, vbo_bytes); \ new_vbo->Unlock(); uint16_t baseflag = (1 << VertexUsage::Position) | (1 << VertexUsage::Normal) | (1 << VertexUsage::Color); if (vdecl_flags == (baseflag | (1 << VertexUsage::TexCoordExt)) || vdecl_flags == (baseflag | (1 << VertexUsage::TexCoord) | (1 << VertexUsage::TexCoordExt))) { new_vdecl = new VertexDeclaration( VertexStream<vec3,vec3,u8vec4,vec4>( VertexUsage::Position, VertexUsage::Normal, VertexUsage::Color, VertexUsage::TexCoord)); Array<vec3, vec3, u8vec4, vec4> vertexlist; for (int i = 0; i < src_mesh->m_vert.Count(); i++) vertexlist.Push(src_mesh->m_vert[i].m_coord, src_mesh->m_vert[i].m_normal, (u8vec4)(src_mesh->m_vert[i].m_color * 255.f), src_mesh->m_vert[i].m_texcoord); vbo_data = &vertexlist[0]; vbo_bytes = vertexlist.Bytes(); m_vertexcount = vertexlist.Count(); COPY_VBO; } else if (vdecl_flags == (baseflag | (1 << VertexUsage::TexCoord))) { new_vdecl = new VertexDeclaration( VertexStream<vec3,vec3,u8vec4,vec2>( VertexUsage::Position, VertexUsage::Normal, VertexUsage::Color, VertexUsage::TexCoord)); Array<vec3, vec3, u8vec4, vec2> vertexlist; for (int i = 0; i < src_mesh->m_vert.Count(); i++) vertexlist.Push(src_mesh->m_vert[i].m_coord, src_mesh->m_vert[i].m_normal, (u8vec4)(src_mesh->m_vert[i].m_color * 255.f), src_mesh->m_vert[i].m_texcoord.xy); vbo_data = &vertexlist[0]; vbo_bytes = vertexlist.Bytes(); m_vertexcount = vertexlist.Count(); COPY_VBO; } else if (vdecl_flags == baseflag) { new_vdecl = new VertexDeclaration( VertexStream<vec3,vec3,u8vec4>( VertexUsage::Position, VertexUsage::Normal, VertexUsage::Color)); Array<vec3,vec3,u8vec4> vertexlist; for (int i = 0; i < src_mesh->m_vert.Count(); i++) vertexlist.Push(src_mesh->m_vert[i].m_coord, src_mesh->m_vert[i].m_normal, (u8vec4)(src_mesh->m_vert[i].m_color * 255.f)); vbo_data = &vertexlist[0]; vbo_bytes = vertexlist.Bytes(); m_vertexcount = vertexlist.Count(); COPY_VBO; } m_vdatas.Push(vdecl_flags, new_vdecl, new_vbo); } //----------------------------------------------------------------------------- void GpuEasyMeshData::RenderMeshData(mat4 const &model) { DebugRenderMode d = Video::GetDebugRenderMode(); GpuShaderData& gpu_sd = *(m_gpudatas[d]); int vdecl_idx = 0; for (; vdecl_idx < m_vdatas.Count(); ++vdecl_idx) if (m_vdatas[vdecl_idx].m1 == gpu_sd.m_vert_decl_flags) break; if (vdecl_idx >= m_vdatas.Count()) return; uint16_t vflags = m_vdatas[vdecl_idx].m1; VertexDeclaration* vdecl = m_vdatas[vdecl_idx].m2; VertexBuffer* vbo = m_vdatas[vdecl_idx].m3; gpu_sd.m_shader->Bind(); gpu_sd.SetupShaderDatas(model); vdecl->Bind(); uint16_t baseflag = (1 << VertexUsage::Position) | (1 << VertexUsage::Normal) | (1 << VertexUsage::Color); if (vflags == (baseflag | (1 << VertexUsage::TexCoord)) || vflags == (baseflag | (1 << VertexUsage::TexCoordExt)) || vflags == (baseflag | (1 << VertexUsage::TexCoord) | (1 << VertexUsage::TexCoordExt))) { vdecl->SetStream(vbo, *gpu_sd.GetAttribute(lol::String("in_Vertex")), *gpu_sd.GetAttribute(lol::String("in_Normal")), *gpu_sd.GetAttribute(lol::String("in_Color")), *gpu_sd.GetAttribute(lol::String("in_TexCoord"))); } else if (vflags == baseflag) { vdecl->SetStream(vbo, *gpu_sd.GetAttribute(lol::String("in_Vertex")), *gpu_sd.GetAttribute(lol::String("in_Normal")), *gpu_sd.GetAttribute(lol::String("in_Color"))); } m_ibo->Bind(); vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, m_vertexcount, 0, m_indexcount); m_ibo->Unbind(); vdecl->Unbind(); } //----------------------------------------------------------------------------- EasyMesh::EasyMesh() : m_build_data(NULL) { m_cursors.Push(0, 0); } //----------------------------------------------------------------------------- bool EasyMesh::Compile(char const *command) { EasyMeshCompiler mc(*this); bool res = mc.ParseString(command); delete(m_build_data); return res; } //----------------------------------------------------------------------------- void EasyMesh::OpenBrace() { m_cursors.Push(m_vert.Count(), m_indices.Count()); } //----------------------------------------------------------------------------- void EasyMesh::CloseBrace() { m_cursors.Pop(); } //----------------------------------------------------------------------------- void EasyMesh::MeshConvert(GpuShaderData* new_gpu_sdata) { if (new_gpu_sdata) { m_gpu_data.AddGpuData(new_gpu_sdata, this); for (int i = DebugRenderMode::Default + 1; i < DebugRenderMode::Max; i++) m_gpu_data.AddGpuData(new DefaultShaderData(DebugRenderMode(i)), this); } } //----------------------------------------------------------------------------- void EasyMesh::MeshConvert(Shader* provided_shader) { if (provided_shader) { GpuShaderData *new_gpu_sdata = new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) | (1 << VertexUsage::Color)), provided_shader, false); m_gpu_data.AddGpuData(new_gpu_sdata, this); } else m_gpu_data.AddGpuData(new DefaultShaderData(DebugRenderMode::Default), this); for (int i = DebugRenderMode::Default + 1; i < DebugRenderMode::Max; i++) m_gpu_data.AddGpuData(new DefaultShaderData(DebugRenderMode(i)), this); } //----------------------------------------------------------------------------- void EasyMesh::Render(mat4 const &model, float damage) { m_gpu_data.RenderMeshData(model); } //------------------- // "Collisions" functions //------------------- #define VX_ALONE -2 #define VX_MASTER -1 //----------------------------------------------------------------------------- //helpers func to retrieve a vertex. int VertexDictionnary::FindVertexMaster(const int search_idx) { //Resolve current vertex idx in the dictionnary (if exist) for (int j = 0; j < vertex_list.Count(); j++) if (vertex_list[j].m1 == search_idx) return vertex_list[j].m3; return VDictType::DoesNotExist; } //----------------------------------------------------------------------------- //retrieve a list of matching vertices, doesn't include search_idx. bool VertexDictionnary::FindMatchingVertices(const int search_idx, Array<int> &matching_ids) { int cur_mast = FindVertexMaster(search_idx); if (cur_mast == VDictType::DoesNotExist || cur_mast == VDictType::Alone) return false; if (cur_mast == VDictType::Master) cur_mast = search_idx; else matching_ids << vertex_list[cur_mast].m1; for (int j = 0; j < vertex_list.Count(); j++) if (vertex_list[j].m3 == cur_mast && vertex_list[j].m1 != search_idx) matching_ids << vertex_list[j].m1; return (matching_ids.Count() > 0); } //----------------------------------------------------------------------------- //Will return connected vertices (through triangles), if returned vertex has matching ones, it only returns the master. bool VertexDictionnary::FindConnectedVertices(const int search_idx, const Array<uint16_t> &tri_list, const int tri0, Array<int> &connected_vert, Array<int> const *ignored_tri) { Array<int> connected_tri; FindConnectedTriangles(search_idx, tri_list, tri0, connected_tri, ignored_tri); for (int i = 0; i < connected_tri.Count(); i++) { for (int j = 0; j < 3; j++) { int v_indice = tri_list[connected_tri[i] + j]; if (v_indice != search_idx) { int found_master = FindVertexMaster(tri_list[connected_tri[i] + j]); if (found_master == VDictType::Alone || found_master == VDictType::Master) found_master = v_indice; if (found_master != search_idx) { bool already_exist = false; for (int k = 0; !already_exist && k < connected_vert.Count(); k++) if (connected_vert[k] == found_master) already_exist = true; if (!already_exist) connected_vert << found_master; } } } } return (connected_vert.Count() > 0); } //----------------------------------------------------------------------------- bool VertexDictionnary::FindConnectedTriangles(const int search_idx, const Array<uint16_t> &tri_list, const int tri0, Array<int> &connected_tri, Array<int> const *ignored_tri) { return FindConnectedTriangles(ivec3(search_idx, search_idx, search_idx), tri_list, tri0, connected_tri, ignored_tri); } //----------------------------------------------------------------------------- bool VertexDictionnary::FindConnectedTriangles(const ivec2 &search_idx, const Array<uint16_t> &tri_list, const int tri0, Array<int> &connected_tri, Array<int> const *ignored_tri) { return FindConnectedTriangles(ivec3(search_idx, search_idx.x), tri_list, tri0, connected_tri, ignored_tri); } //----------------------------------------------------------------------------- bool VertexDictionnary::FindConnectedTriangles(const ivec3 &search_idx, const Array<uint16_t> &tri_list, const int tri0, Array<int> &connected_tri, Array<int> const *ignored_tri) { int needed_validation = 0; Array<int> vert_list[3]; for (int i = 0; i < 3; i++) { //Small optim since above func will use this one if ((i == 1 && search_idx[0] == search_idx[1]) || (i == 2 && (search_idx[0] == search_idx[2] || search_idx[1] == search_idx[2]))) continue; else { //increment the validation info, hence empty list aren't taken into account. needed_validation++; vert_list[i] << search_idx[i]; FindMatchingVertices(search_idx[i], vert_list[i]); } } for (int i = tri0; i < tri_list.Count(); i += 3) { if (ignored_tri) { bool should_pass = false; for (int j = 0; !should_pass && j < ignored_tri->Count(); j++) if ((*ignored_tri)[j] == i) should_pass = true; if (should_pass) continue; } int found_validation = 0; for (int j = 0; j < 3; j++) { bool validated = false; for (int k = 0; !validated && k < vert_list[j].Count(); k++) for (int l = 0; !validated && l < 3; l++) if (vert_list[j][k] == tri_list[i + l]) validated = true; found_validation += (validated)?(1):(0); } //triangle is validated store it if (found_validation == needed_validation) connected_tri << i; } return (connected_tri.Count() > 0); } //----------------------------------------------------------------------------- //Will update the given list with all the vertices on the same spot. void VertexDictionnary::AddVertex(const int vert_id, const vec3 vert_coord) { for (int j = 0; j < vertex_list.Count(); j++) if (vertex_list[j].m1 == vert_id) return; //First, build the vertex Dictionnary int i = 0; for (; i < master_list.Count(); i++) { int cur_mast = master_list[i]; int cur_id = vertex_list[cur_mast].m1; vec3 cur_loc = vertex_list[cur_mast].m2; int &cur_type = vertex_list[cur_mast].m3; if (cur_id == vert_id) return; if (sqlength(cur_loc - vert_coord) < CSG_EPSILON) { if (cur_type == VDictType::Alone) cur_type = VDictType::Master; vertex_list.Push(vert_id, vert_coord, cur_mast); return; } } //We're here because we couldn't find any matching vertex master_list.Push(vertex_list.Count()); vertex_list.Push(vert_id, vert_coord, VDictType::Alone); } //----------------------------------------------------------------------------- void EasyMesh::MeshCsg(CSGUsage csg_operation) { //A vertex dictionnary for vertices on the same spot. Array< int, int > vertex_dict; //This list keeps track of the triangle that will need deletion at the end. Array< int > triangle_to_kill; //Listing for each triangle of the vectors intersecting it. <tri_Id, <Point0, Point1, tri_isec_Normal>> Array< int, Array< vec3, vec3, vec3 > > triangle_isec; //keep a track of the intersection point on the triangle. <pos, side_id> Array< vec3, int > triangle_vertex; for (int k = 0; k < 10; k++) triangle_vertex.Push(vec3(.0f), 0); //bsp infos CsgBsp mesh_bsp_0; CsgBsp mesh_bsp_1; if (m_cursors.Count() == 0) return; //BSP BUILD : We use the brace logic, csg should be used as : "[ exp .... [exp .... csg]]" int cursor_start = (m_cursors.Count() < 2)?(0):(m_cursors[(m_cursors.Count() - 2)].m2); for (int mesh_id = 0; mesh_id < 2; mesh_id++) { int start_point = (mesh_id == 0)?(cursor_start):(m_cursors.Last().m2); int end_point = (mesh_id == 0)?(m_cursors.Last().m2):(m_indices.Count()); CsgBsp &mesh_bsp = (mesh_id == 0)?(mesh_bsp_0):(mesh_bsp_1); for (int i = start_point; i < end_point; i += 3) mesh_bsp.AddTriangleToTree(i, m_vert[m_indices[i]].m_coord, m_vert[m_indices[i + 1]].m_coord, m_vert[m_indices[i + 2]].m_coord); } //BSP Useage : let's crunch all triangles on the correct BSP int indices_count = m_indices.Count(); for (int mesh_id = 0; mesh_id < 2; mesh_id++) { int start_point = (mesh_id == 0)?(cursor_start):(m_cursors.Last().m2); int end_point = (mesh_id == 0)?(m_cursors.Last().m2):(indices_count); CsgBsp &mesh_bsp = (mesh_id == 0)?(mesh_bsp_1):(mesh_bsp_0); Array< vec3, int, int, float > vert_list; Array< int, int, int, int > tri_list; vec3 n0(.0f); vec3 n1(.0f); vec4 c0(.0f); vec4 c1(.0f); //Reserve some memory vert_list.Reserve(3); tri_list.Reserve(3); for (int i = start_point; i < end_point; i += 3) { int Result = mesh_bsp.TestTriangleToTree(m_vert[m_indices[i]].m_coord, m_vert[m_indices[i + 1]].m_coord, m_vert[m_indices[i + 2]].m_coord, vert_list, tri_list); int tri_base_idx = m_indices.Count(); //one split has been done, we need to had the new vertices & the new triangles. if (Result == 1) { triangle_to_kill.Push(i); #if 1 int base_idx = m_vert.Count(); for (int k = 3; k < vert_list.Count(); k++) { int P0 = (vert_list[k].m2 < 3)?(m_indices[i + vert_list[k].m2]):(base_idx + vert_list[k].m2 - 3); int P1 = (vert_list[k].m3 < 3)?(m_indices[i + vert_list[k].m3]):(base_idx + vert_list[k].m3 - 3); AddVertex(vert_list[k].m1); //Normal : bad calculations there. n0 = m_vert[P0].m_normal; n1 = m_vert[P1].m_normal; SetCurVertNormal(normalize(n0 + (n1 - n0) * vert_list[k].m4)); #if 1 //Color c0 = m_vert[P0].m_color; c1 = m_vert[P1].m_color; vec4 res = c0 + ((c1 - c0) * vert_list[k].m4); SetCurVertColor(res); #else if (mesh_id == 0) SetCurVertColor(vec4(1.0f, .0f, .0f, 1.0f)); else SetCurVertColor(vec4(.0f, 1.0f, 1.0f, 1.0f)); #endif } for (int k = 0; k < tri_list.Count(); k++) { int P0 = (tri_list[k].m2 < 3)?(m_indices[i + tri_list[k].m2]):(base_idx + (tri_list[k].m2 - 3)); int P1 = (tri_list[k].m3 < 3)?(m_indices[i + tri_list[k].m3]):(base_idx + (tri_list[k].m3 - 3)); int P2 = (tri_list[k].m4 < 3)?(m_indices[i + tri_list[k].m4]):(base_idx + (tri_list[k].m4 - 3)); AppendTriangle(P0, P1, P2, 0); } #endif } #if 1 //Main case if (Result >= 0) { for (int k = 0; k < tri_list.Count(); k++) { int tri_idx = ((tri_list.Count() == 1)?(i):(tri_base_idx + k * 3)); //Triangle Kill Test if (//csgu : CSGUnion() -> m0_Outside + m1_Outside (csg_operation == CSGUsage::Union && tri_list[k].m1 == LEAF_BACK) || //csgs : CSGSubstract() -> m0_Outside + m1_Inside-inverted (csg_operation == CSGUsage::Substract && ((mesh_id == 0 && tri_list[k].m1 == LEAF_BACK) || (mesh_id == 1 && tri_list[k].m1 == LEAF_FRONT))) || //csgs : CSGSubstractLoss() -> m0_Outside (csg_operation == CSGUsage::SubstractLoss && ((mesh_id == 0 && tri_list[k].m1 == LEAF_BACK) || mesh_id == 1)) || //csga : CSGAnd() -> m0_Inside + m1_Inside (csg_operation == CSGUsage::And && tri_list[k].m1 == LEAF_FRONT)) { triangle_to_kill.Push(tri_idx); } //Triangle Invert Test if (//csgs : CSGSubstract() -> m0_Outside + m1_Inside-inverted (csg_operation == CSGUsage::Substract && mesh_id == 1 && tri_list[k].m1 == LEAF_BACK) || //csgx : CSGXor() -> m0_Outside/m0_Inside-inverted + m1_Outside/m1_Inside-inverted (csg_operation == CSGUsage::Xor && tri_list[k].m1 == LEAF_BACK)) { //a Xor means we will share vertices with the outside, so duplicate the vertices. //TODO : This operation disconnect all triangle, in some cases, not a good thing. if (csg_operation == CSGUsage::Xor) { for (int l = 0; l < 3; l++) { AddDuplicateVertex(m_indices[tri_idx + l]); m_indices[tri_idx + l] = m_vert.Count() - 1; } } m_indices[tri_idx + 1] += m_indices[tri_idx + 2]; m_indices[tri_idx + 2] = m_indices[tri_idx + 1] - m_indices[tri_idx + 2]; m_indices[tri_idx + 1] = m_indices[tri_idx + 1] - m_indices[tri_idx + 2]; ComputeNormals(tri_idx, 3); } } } #endif vert_list.Empty(); tri_list.Empty(); } } for (int i = 0; i < m_vert.Count(); i++) if (length(m_vert[i].m_normal) < 1.0f) i = i; int dir = 1; for (int i = 0; i >= 0 && i < triangle_to_kill.Count() - 1; i += dir) { if (triangle_to_kill[i] < triangle_to_kill[i + 1] && dir < 0) dir = 1; if (triangle_to_kill[i] == triangle_to_kill[i + 1]) { triangle_to_kill.Remove(i); dir = -1; } if (triangle_to_kill[i] > triangle_to_kill[i + 1]) { triangle_to_kill[i] += triangle_to_kill[i + 1]; triangle_to_kill[i + 1] = triangle_to_kill[i] - triangle_to_kill[i + 1]; triangle_to_kill[i] = triangle_to_kill[i] - triangle_to_kill[i + 1]; dir = -1; } if (i == 0 && dir == -1) dir = 1; } for (int i = triangle_to_kill.Count() - 1; i >= 0; i--) m_indices.Remove(triangle_to_kill[i], 3); m_cursors.Last().m1 = m_vert.Count(); m_cursors.Last().m2 = m_indices.Count(); //DONE for the splitting ! } //----------------------------------------------------------------------------- void EasyMesh::ToggleScaleWinding() { BD()->Toggle(MeshBuildOperation::Scale_Winding); } //----------------------------------------------------------------------------- void EasyMesh::SetCurColor(vec4 const &color) { BD()->Color() = color; } //----------------------------------------------------------------------------- void EasyMesh::SetCurColor2(vec4 const &color) { BD()->Color2() = color; } //----------------------------------------------------------------------------- void EasyMesh::AddVertex(vec3 const &coord) { m_vert.Push(VertexData(coord, vec3(0.f, 1.f, 0.f), BD()->Color())); } //----------------------------------------------------------------------------- void EasyMesh::AddDuplicateVertex(int i) { m_vert << m_vert[i]; } //----------------------------------------------------------------------------- void EasyMesh::AddLerpVertex(int i, int j, float alpha) { m_vert.Push(VertexData( lol::lerp(m_vert[i].m_coord, m_vert[j].m_coord, alpha), lol::lerp(m_vert[i].m_normal, m_vert[j].m_normal, alpha), lol::lerp(m_vert[i].m_color, m_vert[j].m_color, alpha), lol::lerp(m_vert[i].m_texcoord, m_vert[j].m_texcoord, alpha), ((alpha < .5f) ? (m_vert[i].m_bone_id) : (m_vert[j].m_bone_id)), /* FIXME ? */ lol::lerp(m_vert[i].m_bone_weight, m_vert[j].m_bone_weight, alpha))); } //----------------------------------------------------------------------------- void EasyMesh::AppendQuad(int i1, int i2, int i3, int i4, int base) { m_indices << base + i1; m_indices << base + i2; m_indices << base + i3; m_indices << base + i4; m_indices << base + i1; m_indices << base + i3; } //----------------------------------------------------------------------------- void EasyMesh::AppendQuadDuplicateVerts(int i1, int i2, int i3, int i4, int base) { m_indices << m_vert.Count(); AddDuplicateVertex(base + i1); m_indices << m_vert.Count(); AddDuplicateVertex(base + i2); m_indices << m_vert.Count(); AddDuplicateVertex(base + i3); m_indices << m_vert.Count(); AddDuplicateVertex(base + i4); m_indices << m_vert.Count(); AddDuplicateVertex(base + i1); m_indices << m_vert.Count(); AddDuplicateVertex(base + i3); } //----------------------------------------------------------------------------- void EasyMesh::AppendTriangle(int i1, int i2, int i3, int base) { m_indices << base + i1; m_indices << base + i2; m_indices << base + i3; } //----------------------------------------------------------------------------- void EasyMesh::AppendTriangleDuplicateVerts(int i1, int i2, int i3, int base) { m_indices << m_vert.Count(); AddDuplicateVertex(base + i1); m_indices << m_vert.Count(); AddDuplicateVertex(base + i2); m_indices << m_vert.Count(); AddDuplicateVertex(base + i3); } //----------------------------------------------------------------------------- void EasyMesh::ComputeNormals(int start, int vcount) { for (int i = 0; i < vcount; i += 3) { vec3 v0 = m_vert[m_indices[start + i + 2]].m_coord - m_vert[m_indices[start + i + 0]].m_coord; vec3 v1 = m_vert[m_indices[start + i + 1]].m_coord - m_vert[m_indices[start + i + 0]].m_coord; vec3 n = normalize(cross(v1, v0)); for (int j = 0; j < 3; j++) m_vert[m_indices[start + i + j]].m_normal = n; } } //----------------------------------------------------------------------------- void EasyMesh::ComputeTexCoord(float uv_scale, int uv_offset) { #if 0 VertexDictionnary vert_dict; Array<int> tri_list; tri_list.Reserve(m_indices.Count() - m_cursors.Last().m2); for (int i = m_cursors.Last().m2; i < m_indices.Count(); i++) { vert_dict.AddVertex(m_indices[i], m_vert[m_indices[i]].m_coord); tri_list << m_indices[i]; } //full triangle count Array<int> tri_done; Array<int> tri_check; int tri_count = (m_indices.Count() - m_cursors.Last().m2) / 3; tri_check << tri_list[0]; while (tri_check.Count()) { int cur_tri = tri_check[0]; int v[3] = { tri_list[cur_tri + uv_offset % 3], tri_list[cur_tri + (1 + uv_offset) % 3], tri_list[cur_tri + (2 + uv_offset) % 3] }; vec2 uv[3] = { m_vert[tri_list[cur_tri]].m_texcoord.xy, m_vert[tri_list[cur_tri + 1]].m_texcoord.xy, m_vert[tri_list[cur_tri + 2]].m_texcoord.xy }; for (int j = 0; j < 3; j++) { if (uv[j] != vec2(-1.0f) && uv[j] == uv[(j + 1) % 3]) { uv[0] = vec2(-1.0f); uv[1] = vec2(-1.0f); uv[2] = vec2(-1.0f); break; } } int uv_set = 0; for (int j = 0; j < 3; j++) uv_set += (uv[j].x < 0.f)?(0):(1); //this case shouldn't happen. if (uv_set == 1) { /* for (int j = 0; j < 3; j++) { if (uv[j] != vec2(-1.0f)) { uv[(j + 1) % 2] = uv[j] + vec2(.0f, uv_scale * length(m_vert[v[j]].m1 - m_vert[v[(j + 1) % 3]].m1)); uv_set = 2; break; } } */ } //No UV is set, let's do the arbitrary set and use the basic method. if (uv_set == 0) { float new_dot = FLT_MAX; int base_i = 0; for (int j = 0; j < 3; j++) { float tmp_dot = abs(dot(normalize(m_vert[v[(j + 1) % 3]].m_coord - m_vert[v[j]].m_coord), normalize(m_vert[v[(j + 2) % 3]].m_coord - m_vert[v[j]].m_coord))); if (tmp_dot < new_dot) { base_i = j; new_dot = tmp_dot; } } uv[base_i] = vec2(.0f); uv[(base_i + 1) % 3] = vec2(.0f, uv_scale * length(m_vert[v[base_i]].m_coord - m_vert[v[(base_i + 1) % 3]].m_coord)); uv_set = 2; } //2 points have been set, let's figure the third if (uv_set == 2) { { //invert values so the two set uv are in [0, 1] slots. int new_v[3]; vec2 new_uv[3]; bool ignore_set = false; if (uv[0].x >= 0.f && uv[1].x < 0.f) { new_v[0] = v[2]; new_v[1] = v[0]; new_v[2] = v[1]; new_uv[0] = uv[2]; new_uv[1] = uv[0]; new_uv[2] = uv[1]; } else if (uv[0].x < 0.f && uv[1].x >= 0.f) { new_v[0] = v[1]; new_v[1] = v[2]; new_v[2] = v[0]; new_uv[0] = uv[1]; new_uv[1] = uv[2]; new_uv[2] = uv[0]; } else ignore_set = true; if (!ignore_set) { v[0] = new_v[0]; v[1] = new_v[1]; v[2] = new_v[2]; uv[0] = new_uv[0]; uv[1] = new_uv[1]; uv[2] = new_uv[2]; } } //Do this to be sure the normal is OK. ComputeNormals(cur_tri, 3); vec3 v01 = normalize(m_vert[v[1]].m_coord - m_vert[v[0]].m_coord); vec3 v02 = m_vert[v[2]].m_coord - m_vert[v[0]].m_coord; vec3 v_dir = normalize(cross(m_vert[m_indices[cur_tri]].m_normal, v01)); vec2 texu_dir = uv[1] - uv[0]; vec2 texv_dir = vec2(texu_dir.y, texu_dir.x); //Final calculations uv[2] = texu_dir * dot(v01, v02) + texv_dir * dot(v_dir, v02); //Set UV on ALL matching vertices! Array<int> matching_vert; for (int i = 0; i < 3; i++) { #if 1 //This marks all same position UV to the same values //Deactivation is a test. matching_vert << v[i]; vert_dict.FindMatchingVertices(v[i], matching_vert); for (int j = 0; j < matching_vert.Count(); j++) if (m_vert[matching_vert[j]].m_texcoord.xy == vec2(-1.0f)) m_vert[matching_vert[j]].m_texcoord = vec4(abs(uv[i]), m_vert[matching_vert[j]].m_texcoord.zw); #else m_vert[v[i]].m_texcoord = abs(uv[i]); #endif } tri_done << cur_tri; tri_check.Remove(0); //Get connected triangles and go from there. for (int j = 0; j < 3; j++) { #if 1 //This finds triangle that are connected to this triangle vert_dict.FindConnectedTriangles(ivec2(v[j], v[(j + 1) % 3]), tri_list, tri_check, &tri_done); #else //This finds triangle that are connected to the vertices of this triangle vert_dict.FindConnectedTriangles(v[j], tri_list, tri_check, &tri_done); #endif } } else if (uv_set == 3) { for (int j = 0; j < 3; j++) { m_vert[tri_list[cur_tri]].m_texcoord = vec4(vec2(-1.0f), m_vert[tri_list[cur_tri]].m_texcoord.zw); m_vert[tri_list[cur_tri + 1]].m_texcoord = vec4(vec2(-1.0f), m_vert[tri_list[cur_tri + 1]].m_texcoord.zw); m_vert[tri_list[cur_tri + 2]].m_texcoord = vec4(vec2(-1.0f), m_vert[tri_list[cur_tri + 2]].m_texcoord.zw); } //uv[0] = vec2(-1.0f); //uv[1] = vec2(-1.0f); //uv[2] = vec2(-1.0f); /* bool tri_present = false; for (int j = 0; j < tri_done.Count(); j++) if (cur_tri == tri_done[j]) tri_present = true; if (!tri_present) tri_done << cur_tri; tri_check.Remove(0); */ } if (tri_check.Count() == 0 && tri_done.Count() != tri_count) { //look for unset triangle for (int i = 0; !tri_check.Count() && i < tri_list.Count(); i += 3) { bool tri_present = false; for (int j = 0; j < tri_done.Count(); j++) if (i == tri_done[j]) tri_present = true; if (!tri_present) tri_check << i; } } } #endif } //----------------------------------------------------------------------------- void EasyMesh::SetVertColor(vec4 const &color) { for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) m_vert[i].m_color = color; } //----------------------------------------------------------------------------- void EasyMesh::SetTexCoordData(vec2 const &new_offset, vec2 const &new_scale) { BD()->TexCoordOffset() = new_offset; BD()->TexCoordScale() = new_scale; } //----------------------------------------------------------------------------- void EasyMesh::SetTexCoordData2(vec2 const &new_offset, vec2 const &new_scale) { BD()->TexCoordOffset2() = new_offset; BD()->TexCoordScale2() = new_scale; } //----------------------------------------------------------------------------- void EasyMesh::SetCurVertNormal(vec3 const &normal) { m_vert[m_vert.Count() - 1].m_normal = normal; } //----------------------------------------------------------------------------- void EasyMesh::SetCurVertColor(vec4 const &color) { m_vert[m_vert.Count() - 1].m_color = color; } //----------------------------------------------------------------------------- void EasyMesh::SetCurVertTexCoord(vec2 const &texcoord) { m_vert[m_vert.Count() - 1].m_texcoord = vec4(texcoord, m_vert[m_vert.Count() - 1].m_texcoord.zw); } //----------------------------------------------------------------------------- void EasyMesh::SetCurVertTexCoord2(vec2 const &texcoord) { m_vert[m_vert.Count() - 1].m_texcoord = vec4(m_vert[m_vert.Count() - 1].m_texcoord.xy, texcoord); } //----------------------------------------------------------------------------- void EasyMesh::Translate(vec3 const &v) { for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) m_vert[i].m_coord += v; } //----------------------------------------------------------------------------- void EasyMesh::RotateX(float angle) { Rotate(angle, vec3(1, 0, 0)); } void EasyMesh::RotateY(float angle) { Rotate(angle, vec3(0, 1, 0)); } void EasyMesh::RotateZ(float angle) { Rotate(angle, vec3(0, 0, 1)); } //----------------------------------------------------------------------------- void EasyMesh::Rotate(float angle, vec3 const &axis) { mat3 m = mat3::rotate(angle, axis); for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) { m_vert[i].m_coord = m * m_vert[i].m_coord; m_vert[i].m_normal = m * m_vert[i].m_normal; } } //----------------------------------------------------------------------------- void EasyMesh::RadialJitter(float r) { Array<int> Welded; Welded.Push(-1); for (int i = m_cursors.Last().m1 + 1; i < m_vert.Count(); i++) { int j, k; for (j = m_cursors.Last().m1, k = 0; j < i; j++, k++) { if(Welded[k] < 0) { vec3 diff = m_vert[i].m_coord - m_vert[j].m_coord; if(diff.x > 0.1f || diff.x < -0.1f) continue; if(diff.y > 0.1f || diff.y < -0.1f) continue; if(diff.z > 0.1f || diff.z < -0.1f) continue; break; } } if(j == i) Welded.Push(-1); else Welded.Push(j); } int i, j; for (i = m_cursors.Last().m1, j = 0; i < m_vert.Count(); i++, j++) { if(Welded[j] == -1) m_vert[i].m_coord *= 1.0f + RandF(r); else m_vert[i].m_coord = m_vert[Welded[j]].m_coord; } ComputeNormals(m_cursors.Last().m2, m_indices.Count() - m_cursors.Last().m2); } //----------------------------------------------------------------------------- void EasyMesh::TaperX(float ny, float nz, float xoff, int absolute) { DoMeshTransform(MeshTransform::Taper, Axis::X, Axis::X, ny, nz, xoff, absolute); } void EasyMesh::TaperY(float nx, float nz, float yoff, int absolute) { DoMeshTransform(MeshTransform::Taper, Axis::Y, Axis::Y, nz, nx, yoff, absolute); } void EasyMesh::TaperZ(float nx, float ny, float zoff, int absolute) { DoMeshTransform(MeshTransform::Taper, Axis::Z, Axis::Z, nx, ny, zoff, absolute); } //----------------------------------------------------------------------------- void EasyMesh::TwistX(float t, float toff) { DoMeshTransform(MeshTransform::Twist, Axis::X, Axis::X, t, t, toff, 0); } void EasyMesh::TwistY(float t, float toff) { DoMeshTransform(MeshTransform::Twist, Axis::Y, Axis::Y, t, t, toff, 0); } void EasyMesh::TwistZ(float t, float toff) { DoMeshTransform(MeshTransform::Twist, Axis::Z, Axis::Z, t, t, toff, 0); } //----------------------------------------------------------------------------- void EasyMesh::ShearX(float ny, float nz, float xoff, int absolute) { DoMeshTransform(MeshTransform::Shear, Axis::X, Axis::X, ny, nz, xoff, absolute); } void EasyMesh::ShearY(float nx, float nz, float yoff, int absolute) { DoMeshTransform(MeshTransform::Shear, Axis::Y, Axis::Y, nz, nx, yoff, absolute); } void EasyMesh::ShearZ(float nx, float ny, float zoff, int absolute) { DoMeshTransform(MeshTransform::Shear, Axis::Z, Axis::Z, nx, ny, zoff, absolute); } //----------------------------------------------------------------------------- void EasyMesh::StretchX(float ny, float nz, float xoff) { DoMeshTransform(MeshTransform::Stretch, Axis::X, Axis::X, ny, nz, xoff, 0); } void EasyMesh::StretchY(float nx, float nz, float yoff) { DoMeshTransform(MeshTransform::Stretch, Axis::Y, Axis::Y, nz, nx, yoff, 0); } void EasyMesh::StretchZ(float nx, float ny, float zoff) { DoMeshTransform(MeshTransform::Stretch, Axis::Z, Axis::Z, nx, ny, zoff, 0); } //----------------------------------------------------------------------------- void EasyMesh::BendXY(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::X, Axis::Y, t, t, toff, 0); } void EasyMesh::BendXZ(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::X, Axis::Z, t, t, toff, 0); } void EasyMesh::BendYX(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Y, Axis::X, t, t, toff, 0); } void EasyMesh::BendYZ(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Y, Axis::Z, t, t, toff, 0); } void EasyMesh::BendZX(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Z, Axis::X, t, t, toff, 0); } void EasyMesh::BendZY(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Z, Axis::Y, t, t, toff, 0); } //----------------------------------------------------------------------------- void EasyMesh::DoMeshTransform(MeshTransform ct, Axis axis0, Axis axis1, float n0, float n1, float noff, int absolute) { for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) { switch (ct) { case MeshTransform::Taper: { float value = m_vert[i].m_coord[axis0]; if (absolute) value = abs(value); m_vert[i].m_coord[(axis0 + 1) % 3] *= max(0.f, 1.f + (n0 * value + noff)); m_vert[i].m_coord[(axis0 + 2) % 3] *= max(0.f, 1.f + (n1 * value + noff)); break; } case MeshTransform::Twist: { vec3 rotaxis = vec3(1.f); rotaxis[(axis0 + 1) % 3] = .0f; rotaxis[(axis0 + 2) % 3] = .0f; m_vert[i].m_coord = mat3::rotate(m_vert[i].m_coord[axis0] * n0 + noff, rotaxis) * m_vert[i].m_coord; break; } case MeshTransform::Shear: { float value = m_vert[i].m_coord[axis0]; if (absolute) value = abs(value); m_vert[i].m_coord[(axis0 + 1) % 3] += (n0 * value + noff); m_vert[i].m_coord[(axis0 + 2) % 3] += (n1 * value + noff); break; } case MeshTransform::Stretch: { //float value = abs(m_vert[i].m1[axis0]); //m_vert[i].m1[(axis0 + 1) % 3] += (lol::pow(value, n0) + noff); //m_vert[i].m1[(axis0 + 2) % 3] += (lol::pow(value, n1) + noff); break; } case MeshTransform::Bend: { vec3 rotaxis = vec3(1.f); rotaxis[(axis1 + 1) % 3] = .0f; rotaxis[(axis1 + 2) % 3] = .0f; m_vert[i].m_coord = mat3::rotate(m_vert[i].m_coord[axis0] * n0 + noff, rotaxis) * m_vert[i].m_coord; break; } } } ComputeNormals(m_cursors.Last().m2, m_indices.Count() - m_cursors.Last().m2); } //----------------------------------------------------------------------------- void EasyMesh::Scale(vec3 const &s) { vec3 const invs = vec3(1) / s; for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) { m_vert[i].m_coord *= s; m_vert[i].m_normal = normalize(m_vert[i].m_normal * invs); } /* Flip winding if the scaling involves mirroring */ if (!BD()->IsEnabled(MeshBuildOperation::Scale_Winding) && s.x * s.y * s.z < 0) { for (int i = m_cursors.Last().m2; i < m_indices.Count(); i += 3) { uint16_t tmp = m_indices[i + 0]; m_indices[i + 0] = m_indices[i + 1]; m_indices[i + 1] = tmp; } } } //----------------------------------------------------------------------------- void EasyMesh::MirrorX() { DupAndScale(vec3(-1, 1, 1)); } void EasyMesh::MirrorY() { DupAndScale(vec3(1, -1, 1)); } void EasyMesh::MirrorZ() { DupAndScale(vec3(1, 1, -1)); } //----------------------------------------------------------------------------- void EasyMesh::DupAndScale(vec3 const &s) { int vlen = m_vert.Count() - m_cursors.Last().m1; int tlen = m_indices.Count() - m_cursors.Last().m2; for (int i = 0; i < vlen; i++) AddDuplicateVertex(m_cursors.Last().m1++); for (int i = 0; i < tlen; i++) m_indices << m_indices[m_cursors.Last().m2++] + vlen; Scale(s); m_cursors.Last().m1 -= vlen; m_cursors.Last().m2 -= tlen; } //----------------------------------------------------------------------------- void EasyMesh::AppendCylinder(int nsides, float h, float d1, float d2, int dualside, int smooth, int close) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r1 = d1 * .5f; float r2 = d2 * .5f; //SAVE vec4 Saved_Color = BD()->Color(); vec4 Saved_Color2 = BD()->Color2(); vec2 Save_texcoord_offset = BD()->TexCoordOffset(); vec2 Save_texcoord_scale = BD()->TexCoordScale(); int vbase = m_vert.Count(); mat3 rotmat = mat3::rotate(360.0f / (float)nsides, 0.f, 1.f, 0.f); vec3 p1(r1, -h * .5f, 0.f), p2(r2, h * .5f, 0.f), n; vec2 uv1(.0f, .0f), uv2(.0f, 1.0f), uvadd(1.0f / (float)nsides, .0f); if (close) SetTexCoordData(vec2(.0f), vec2(1.0f, .5f)); /* Construct normal */ if (r2 != .0f) n = vec3(r2, h * .5f, 0.f); else n = vec3(r1, h * .5f, 0.f); n.y = r1 * (r1 - r2) / h; if (!smooth) n = mat3::rotate(180.0f / nsides, 0.f, 1.f, 0.f) * n; n = normalize(n); /* FIXME: normals should be flipped in two-sided mode, but that * means duplicating the vertices again... */ for (int i = 0; i < nsides; i++) { AddVertex(p1); SetCurVertNormal(n); SetCurVertTexCoord(uv1); SetCurVertTexCoord2(uv1); AddVertex(p2); SetCurVertNormal(n); SetCurVertTexCoord(uv2); SetCurVertTexCoord2(uv2); SetCurVertColor(BD()->Color2()); if (smooth) { int j = (i + 1) % nsides; AppendQuad(j * 2, j * 2 + 1, i * 2 + 1, i * 2, vbase); if (dualside) AppendQuad(i * 2, i * 2 + 1, j * 2 + 1, j * 2, vbase); } p1 = rotmat * p1; uv1 += uvadd; p2 = rotmat * p2; uv2 += uvadd; if (!smooth) { AddVertex(p1); SetCurVertNormal(n); SetCurVertTexCoord(uv1); SetCurVertTexCoord2(uv1); AddVertex(p2); SetCurVertNormal(n); SetCurVertTexCoord(uv2); SetCurVertTexCoord2(uv2); SetCurVertColor(BD()->Color2()); AppendQuad(i * 4 + 2, i * 4 + 3, i * 4 + 1, i * 4, vbase); if (dualside) AppendQuad(i * 4, i * 4 + 1, i * 4 + 3, i * 4 + 2, vbase); } n = rotmat * n; } if (close) { //START OpenBrace(); //LOWER DISC SetTexCoordData(vec2(.0f, .5f), vec2(.5f, .5f)); SetCurColor(BD()->Color()); AppendDisc(nsides, d1); Translate(vec3(.0f, h, .0f)); RotateX(180.0f); //UPPER DISC SetTexCoordData(vec2(.5f, .5f), vec2(.5f, .5f)); SetCurColor(BD()->Color2()); AppendDisc(nsides, d2); Translate(vec3(.0f, h * .5f, .0f)); CloseBrace(); } //RESTORE SetCurColor(Saved_Color); SetCurColor2(Saved_Color2); SetTexCoordData(Save_texcoord_offset, Save_texcoord_scale); } //----------------------------------------------------------------------------- void EasyMesh::AppendSphere(int ndivisions, float d) { AppendCapsule(ndivisions, 0.f, d); } //----------------------------------------------------------------------------- void EasyMesh::AppendCapsule(int ndivisions, float h, float d) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r = d * .5f; int ibase = m_indices.Count(); Array<vec3> vertices; float uv_h = 0; float uv_r = 0; /* FIXME: we don't know how to handle even-divided capsules, so we * force the count to be odd. */ if (h) { ndivisions |= 1; //calculate uv h&r percents uv_h = (float)h / (float)(h + r * 2); uv_r = (float)r / (float)(h + r * 2); } /* Fill in the icosahedron vertices, rotating them so that there * is a vertex at [0 1 0] and [0 -1 0] after normalisation. */ float phi = 0.5f + 0.5f * sqrt(5.f); mat3 mat = mat3::rotate(asin(1.f / sqrt(2.f + phi)) * (180.f / (float)M_PI), vec3(0.f, 0.f, 1.f)); for (int i = 0; i < 4; i++) { float x = (i & 1) ? 0.5f : -0.5f; float y = (i & 2) ? phi * 0.5f : phi * -0.5f; vertices << mat * vec3(x, y, 0.f); vertices << mat * vec3(0.f, x, y); vertices << mat * vec3(y, 0.f, x); } static int const trilist[] = { 0, 1, 2, 2, 4, 6, 3, 8, 1, 9, 4, 8, 7, 0, 5, 7, 11, 3, 10, 5, 6, 10, 9, 11, 0, 3, 1, 7, 3, 0, 1, 4, 2, 8, 4, 1, 2, 5, 0, 6, 5, 2, 6, 9, 10, 4, 9, 6, 7, 10, 11, 5, 10, 7, 8, 11, 9, 3, 11, 8 }; for (unsigned i = 0; i < sizeof(trilist) / sizeof(*trilist); i += 3) { vec3 const &a = vertices[trilist[i]]; vec3 const &b = vertices[trilist[i + 1]]; vec3 const &c = vertices[trilist[i + 2]]; vec3 const vb = 1.f / ndivisions * (b - a); vec3 const vc = 1.f / ndivisions * (c - a); int line = ndivisions + 1; for (int v = 0, x = 0, y = 0; x < ndivisions + 1; v++) { vec3 p[] = { a + (float)x * vb + (float)y * vc, p[0] + vb, p[0] + vc, p[0] + vb + vc }; vec2 uv[4]; /* FIXME: when we normalise here, we get a volume that is slightly * smaller than the sphere of radius 1, since we are not using * the midradius. */ for (int k = 0; k < 4; k++) { //keep normalized until the end of the UV calculations p[k] = normalize(p[k]); uv[k].x = (lol::atan2(p[k].z, p[k].x) + (float)M_PI) / ((float)M_PI * 2.f); if (abs(p[k].y) >= 1.0f) uv[k].x = -1.f; uv[k].y = lol::atan2(p[k].y, dot(p[k], normalize(p[k] * vec3(1.f,0.f,1.f)))) / (float)M_PI + 0.5f; if (h) { if (uv[k].y > .5f) uv[k].y = uv_r + uv_h + (uv[k].y - .5f) * uv_r * 2.f; else uv[k].y *= uv_r * 2.f; } p[k] *= r; } /* If this is a capsule, grow in the Y direction */ if (h > 0.f) { for (int k = 0; k < 4; k++) p[k].y += (p[k].y > 0.f) ? 0.5f * h : -0.5f * h; } /* Add zero, one or two triangles */ int id[] = { 0, 1, 2, 1, 3 ,2 }; int l = 6; while ((l -= 3) >= 0) { if ((l == 0 && y < line - 1) || (l == 3 && y < line - 2)) { int k = -1; while (++k < 3) { int rid[] = { id[k + l], id[(k + 1) % 3 + l] }; if (uv[rid[0]].x >= .0f && uv[rid[1]].x >= .0f && abs(uv[rid[0]].x - uv[rid[1]].x) > .5f) { if (uv[rid[0]].x < uv[rid[1]].x) uv[rid[0]].x += 1.0f; else uv[rid[1]].x += 1.0f; } } k = -1; while (++k < 3) { int rid[] = { id[k + l], id[(k + 1) % 3 + l], id[(k + 2) % 3 + l] }; AddVertex(p[rid[0]]); vec2 new_uv; if (uv[rid[0]].x < .0f) new_uv = vec2((uv[rid[1]].x + uv[rid[2]].x) * .5f, uv[rid[0]].y); else new_uv = uv[rid[0]]; SetCurVertTexCoord(vec2(0.f, 1.f) - new_uv); SetCurVertTexCoord2(vec2(0.f, 1.f) - new_uv); } AppendTriangle(0, 2, 1, m_vert.Count() - 3); } } y++; if (y == line) { x++; y = 0; line--; } } } ComputeNormals(ibase, m_indices.Count() - ibase); } //----------------------------------------------------------------------------- void EasyMesh::AppendTorus(int ndivisions, float d1, float d2) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r1 = d1 * .5f; float r2 = d2 * .5f; int ibase = m_indices.Count(); int nidiv = ndivisions; /* Cross-section */ int njdiv = ndivisions; /* Full circumference */ for (int j = 0; j < njdiv; j++) for (int i = 0; i < 2 * nidiv; i++) { for (int di = 0; di < 2; di++) for (int dj = 0; dj < 2; dj++) { int i2 = (i + di) % nidiv; int j2 = (j + dj) % njdiv; //Location on the donut float x = 0.5f * (r2 - r1) * (float)lol::cos(2.0 * M_PI * i2 / nidiv) + 0.5f * (r1 + r2); float y = 0.5f * (r2 - r1) * (float)lol::sin(2.0 * M_PI * i2 / nidiv); float z = 0.0f; //Center circle float ca = (float)lol::cos(2.0 * M_PI * j2 / njdiv); float sa = (float)lol::sin(2.0 * M_PI * j2 / njdiv); //Actual location float x2 = x * ca - z * sa; float z2 = z * ca + x * sa; AddVertex(vec3(x2, y, z2)); SetCurVertTexCoord(vec2((float)(i + di) / (float)nidiv, (float)(j + dj) / (float)nidiv)); SetCurVertTexCoord2(vec2((float)(i + di) / (float)nidiv, (float)(j + dj) / (float)nidiv)); } AppendTriangle(0, 2, 3, m_vert.Count() - 4); AppendTriangle(0, 3, 1, m_vert.Count() - 4); } ComputeNormals(ibase, m_indices.Count() - ibase); } //----------------------------------------------------------------------------- void EasyMesh::AppendBox(vec3 const &size, float chamf) { AppendBox(size, chamf, false); } //----------------------------------------------------------------------------- void EasyMesh::AppendSmoothChamfBox(vec3 const &size, float chamf) { AppendBox(size, chamf, true); } //----------------------------------------------------------------------------- void EasyMesh::AppendFlatChamfBox(vec3 const &size, float chamf) { AppendBox(size, chamf, false); } //----------------------------------------------------------------------------- void EasyMesh::AppendBox(vec3 const &size, float chamf, bool smooth) { if (chamf < 0.0f) { AppendBox(size + vec3(chamf * 2.0f), -chamf, smooth); return; } int vbase = m_vert.Count(); int ibase = m_indices.Count(); vec3 d = size * 0.5f; MeshType mt = MeshType::Box; TexCoordPos bl = TexCoordPos::BL; TexCoordPos br = TexCoordPos::BR; TexCoordPos tl = TexCoordPos::TL; TexCoordPos tr = TexCoordPos::TR; //-- //Side vertices //-- MeshFaceType mft = MeshFaceType::BoxFront; AddVertex(vec3(-d.x, -d.y, -d.z - chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x, +d.y, -d.z - chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, +d.y, -d.z - chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, -d.y, -d.z - chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- mft = MeshFaceType::BoxLeft; AddVertex(vec3(-d.x - chamf, -d.y, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x - chamf, +d.y, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x - chamf, +d.y, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x - chamf, -d.y, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- mft = MeshFaceType::BoxBack; AddVertex(vec3(+d.x, -d.y, +d.z + chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, +d.y, +d.z + chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x, +d.y, +d.z + chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x, -d.y, +d.z + chamf)); SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- mft = MeshFaceType::BoxRight; AddVertex(vec3(+d.x + chamf, -d.y, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x + chamf, +d.y, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x + chamf, +d.y, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x + chamf, -d.y, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- //Bottom vertices //-- mft = MeshFaceType::BoxBottom; AddVertex(vec3(-d.x, -d.y - chamf, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x, -d.y - chamf, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, -d.y - chamf, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, -d.y - chamf, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- //Top vertices //-- mft = MeshFaceType::BoxTop; AddVertex(vec3(-d.x, +d.y + chamf, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(-d.x, +d.y + chamf, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, +d.y + chamf, +d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); //-- AddVertex(vec3(+d.x, +d.y + chamf, -d.z)); SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); /* The 6 quads on each side of the box */ for (int i = 0; i < 24; i += 4) AppendQuad(i, i + 1, i + 2, i + 3, vbase); ComputeNormals(ibase, m_indices.Count() - ibase); ibase = m_indices.Count(); /* The 8 quads at each edge of the box */ if (chamf) { static int const quadlist[48] = { 0, 3, 18, 17, 4, 7, 17, 16, 8, 11, 16, 19, 12, 15, 19, 18, 2, 1, 20, 23, 6, 5, 21, 20, 10, 9, 22, 21, 14, 13, 23, 22, 1, 0, 7, 6, 5, 4, 11, 10, 9, 8, 15, 14, 13, 12, 3, 2, }; for (int i = 0; i < 48; i += 4) { if (smooth) AppendQuad(quadlist[i], quadlist[i + 1], quadlist[i + 2], quadlist[i + 3], vbase); else AppendQuadDuplicateVerts(quadlist[i], quadlist[i + 1], quadlist[i + 2], quadlist[i + 3], vbase); } } /* The 8 triangles at each corner of the box */ if (chamf) { static int const trilist[24] = { 3, 12, 18, 15, 8, 19, 11, 4, 16, 7, 0, 17, 2, 23, 13, 14, 22, 9, 10, 21, 5, 6, 20, 1, }; for (int i = 0; i < 24; i += 3) { if (smooth) AppendTriangle(trilist[i], trilist[i + 1], trilist[i + 2], vbase); else AppendTriangleDuplicateVerts(trilist[i], trilist[i + 1], trilist[i + 2], vbase); } } if (!smooth) ComputeNormals(ibase, m_indices.Count() - ibase); } //----------------------------------------------------------------------------- void EasyMesh::AppendStar(int nbranches, float d1, float d2, int fade, int fade2) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r1 = d1 * .5f; float r2 = d2 * .5f; //TODO: It would probably be good to think of another way of UV painting this, like "branch repeating" int vbase = m_vert.Count(); float maxr = max(r1, r2); AddVertex(vec3(0.f, 0.f, 0.f)); SetCurVertTexCoord(vec2(.5f, .5f)); SetCurVertTexCoord2(vec2(.5f, .5f)); mat3 rotmat = mat3::rotate(180.0f / nbranches, 0.f, 1.f, 0.f); vec3 p1(r1, 0.f, 0.f), p2(r2, 0.f, 0.f); vec3 uv1(0.f, 0.f, -.5f * ((float)r1 / maxr)), uv2(0.f, 0.f, -.5f * ((float)r2 / maxr)); p2 = rotmat * p2; uv2 = rotmat * uv2; rotmat = rotmat * rotmat; for (int i = 0; i < nbranches; i++) { AddVertex(p1); SetCurVertTexCoord(uv1.xz + vec2(.5f)); SetCurVertTexCoord2(uv1.xz + vec2(.5f)); if (fade2) SetCurVertColor(BD()->Color2()); AddVertex(p2); SetCurVertTexCoord(uv2.xz + vec2(.5f)); SetCurVertTexCoord2(uv2.xz + vec2(.5f)); if (fade) SetCurVertColor(BD()->Color2()); AppendQuad(0, 2 * i + 1, 2 * i + 2, (2 * i + 3) % (2 * nbranches), vbase); p1 = rotmat * p1; uv1 = rotmat * uv1; p2 = rotmat * p2; uv2 = rotmat * uv2; } } //----------------------------------------------------------------------------- void EasyMesh::AppendExpandedStar(int nbranches, float d1, float d2, float extrad) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r1 = d1 * .5f; float r2 = d2 * .5f; float extrar = extrad * .5f; int vbase = m_vert.Count(); float maxr = (float)max(max(r1, r2), max(r1 + extrar, r2 + extrar)); AddVertex(vec3(0.f, 0.f, 0.f)); SetCurVertTexCoord(vec2(.5f, .5f)); SetCurVertTexCoord2(vec2(.5f, .5f)); mat3 rotmat = mat3::rotate(180.0f / nbranches, 0.f, 1.f, 0.f); vec3 p1(r1, 0.f, 0.f), p2(r2, 0.f, 0.f), p3(r1 + extrar, 0.f, 0.f), p4(r2 + extrar, 0.f, 0.f);; vec3 uv1(0.f, 0.f, -.5f * ((float)r1 / maxr)), uv2(0.f, 0.f, -.5f * ((float)r2 / maxr)), uv3(0.f, 0.f, -.5f * ((float)(r1 + extrar) / maxr)), uv4(0.f, 0.f, -.5f * ((float)(r2 + extrar) / maxr)); p2 = rotmat * p2; uv2 = rotmat * uv2; p4 = rotmat * p4; uv4 = rotmat * uv4; rotmat = rotmat * rotmat; for (int i = 0; i < nbranches; i++) { AddVertex(p1); SetCurVertTexCoord(uv1.xz + vec2(.5f)); SetCurVertTexCoord2(uv1.xz + vec2(.5f)); AddVertex(p2); SetCurVertTexCoord(uv2.xz + vec2(.5f)); SetCurVertTexCoord2(uv2.xz + vec2(.5f)); AddVertex(p3); SetCurVertTexCoord(uv3.xz + vec2(.5f)); SetCurVertTexCoord2(uv3.xz + vec2(.5f)); SetCurVertColor(BD()->Color2()); AddVertex(p4); SetCurVertTexCoord(uv4.xz + vec2(.5f)); SetCurVertTexCoord2(uv4.xz + vec2(.5f)); SetCurVertColor(BD()->Color2()); int j = (i + 1) % nbranches; AppendQuad(0, 4 * i + 1, 4 * i + 2, 4 * j + 1, vbase); AppendQuad(4 * i + 1, 4 * i + 3, 4 * i + 4, 4 * i + 2, vbase); AppendQuad(4 * j + 1, 4 * i + 2, 4 * i + 4, 4 * j + 3, vbase); p1 = rotmat * p1; uv1 = rotmat * uv1; p2 = rotmat * p2; uv2 = rotmat * uv2; p3 = rotmat * p3; uv3 = rotmat * uv3; p4 = rotmat * p4; uv4 = rotmat * uv4; } } //----------------------------------------------------------------------------- void EasyMesh::AppendDisc(int nsides, float d, int fade) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r = d * .5f; int vbase = m_vert.Count(); AddVertex(vec3(0.f, 0.f, 0.f)); SetCurVertTexCoord(vec2(.5f, .5f)); SetCurVertTexCoord2(vec2(.5f, .5f)); mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f); vec3 p1(r, 0.f, 0.f); vec3 uv(.5f, .0f, .0f); for (int i = 0; i < nsides; i++) { AddVertex(p1); SetCurVertTexCoord(uv.xz + vec2(.5f, .5f)); SetCurVertTexCoord2(uv.xz + vec2(.5f, .5f)); if (fade) SetCurVertColor(BD()->Color2()); AppendTriangle(0, i + 1, ((i + 1) % nsides) + 1, vbase); p1 = rotmat * p1; uv = rotmat * uv; } } //----------------------------------------------------------------------------- void EasyMesh::AppendSimpleTriangle(float d, int fade) { //XXX : This operation is done to convert radius to diameter without changing all the code. float size = d * .5f; mat3 m = mat3::rotate(120.f, 0.f, 1.f, 0.f); vec3 p(0.f, 0.f, size); AddVertex(p); SetCurVertTexCoord(vec2(.5f, 0.133975f)); SetCurVertTexCoord2(vec2(.5f, 0.133975f)); p = m * p; AddVertex(p); SetCurVertTexCoord(vec2(0.f, 1.f)); SetCurVertTexCoord2(vec2(0.f, 1.f)); if (fade) SetCurVertColor(BD()->Color2()); p = m * p; AddVertex(p); SetCurVertTexCoord(vec2(1.f, 1.f)); SetCurVertTexCoord2(vec2(1.f, 1.f)); if (fade) SetCurVertColor(BD()->Color2()); AppendTriangle(0, 1, 2, m_vert.Count() - 3); } //----------------------------------------------------------------------------- void EasyMesh::AppendSimpleQuad(float size, int fade) { AppendSimpleQuad(vec2(size * .5f), vec2(size * -.5f), 0.f, fade); } //----------------------------------------------------------------------------- void EasyMesh::AppendSimpleQuad(vec2 p1, vec2 p2, float z, int fade) { MeshType mt = MeshType::Quad; MeshFaceType mft = MeshFaceType::QuadDefault; //-- AddVertex(vec3(p2.x, z, -p1.y)); TexCoordPos br = TexCoordPos::BR; SetCurVertTexCoord(BD()->TexCoord(mt, br, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, br, mft)); //-- AddVertex(vec3(p2.x, z, -p2.y)); TexCoordPos bl = TexCoordPos::BL; SetCurVertTexCoord(BD()->TexCoord(mt, bl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, bl, mft)); //-- AddVertex(vec3(p1.x, z, -p2.y)); TexCoordPos tl = TexCoordPos::TL; SetCurVertTexCoord(BD()->TexCoord(mt, tl, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tl, mft)); if (fade) SetCurVertColor(BD()->Color2()); //-- AddVertex(vec3(p1.x, z, -p1.y)); TexCoordPos tr = TexCoordPos::TR; SetCurVertTexCoord(BD()->TexCoord(mt, tr, mft)); SetCurVertTexCoord2(BD()->TexCoord2(mt, tr, mft)); if (fade) SetCurVertColor(BD()->Color2()); AppendQuad(0, 1, 2, 3, m_vert.Count() - 4); ComputeNormals(m_indices.Count() - 6, 6); } //----------------------------------------------------------------------------- void EasyMesh::AppendCog(int nbsides, float h, float d10, float d20, float d1, float d2, float d12, float d22, float sidemul, int offset) { //XXX : This operation is done to convert radius to diameter without changing all the code. float r10 = d10 * .5f; float r20 = d20 * .5f; float r1 = d1 * .5f; float r2 = d2 * .5f; float r12 = d12 * .5f; float r22 = d22 * .5f; int ibase = m_indices.Count(); int vbase = m_vert.Count(); /* FIXME: enforce this some other way */ if (r12 < 0) h = -h; mat3 rotmat = mat3::rotate(180.0f / nbsides, 0.f, 1.f, 0.f); mat3 smat1 = mat3::rotate(sidemul * 180.0f / nbsides, 0.f, 1.f, 0.f); mat3 smat2 = mat3::rotate(sidemul * -360.0f / nbsides, 0.f, 1.f, 0.f); vec3 p[12]; //Upper points p[0] = vec3(r10, h * .5f, 0.f); p[1] = rotmat * p[0]; p[2] = vec3(r1, h * .5f, 0.f); p[3] = rotmat * p[2]; p[4] = smat1 * (rotmat * vec3(r1 + r12, h * .5f, 0.f)); p[5] = smat2 * (rotmat * p[4]); //Lower points p[6] = vec3(r20, h * -.5f, 0.f); p[7] = rotmat * p[6]; p[8] = vec3(r2, h * -.5f, 0.f); p[9] = rotmat * p[8]; p[10] = smat1 * (rotmat * vec3(r2 + r22, h * -.5f, 0.f)); p[11] = smat2 * (rotmat * p[10]); if (offset & 1) for (int n = 0; n < 12; n++) p[n] = rotmat * p[n]; rotmat = rotmat * rotmat; //UV base computation float maxr = max(max(r1 + r12, r2 + r22), max(r10, r20)); float InLn = length(p[1] - p[0]); float CogLn[8] = { .0f, .0f, .0f, .0f, .0f, .0f, .0f, .0f }; for (int i = 0; i < 3; i++) { for (int j = 0, k = 2; j < 8 && k < 12; j += 4, k += 6) { CogLn[j + i] = length(p[k + i + 1] - p[k + i]); CogLn[j + 3] += CogLn[j + i]; if (i == 1) //Add 3to4 twice since it's automatically completed by +1 loop. CogLn[j + 3] += CogLn[j + i]; } } //Choose the biggest cog length int CogSrc = (CogLn[7] > CogLn[3])?(4):(0); CogLn[3] = CogLn[CogSrc + 3]; for (int i = 0; i < 3; i++) CogLn[i] = CogLn[CogSrc + i] / CogLn[CogSrc + 3]; //Calculate Cog Modifiers vec2 InUV[2] = { vec2(.0f), vec2(.5f) }; vec2 CogUV[2] = { vec2(.0f), vec2(.5f) }; vec2 upadd = vec2(.25f, .75f); vec2 lowadd = vec2(.75f, .75f); { if (h < InLn) { InUV[0].x = 1.0f; InUV[0].y = h / InLn; InUV[1].x = .0f; InUV[1].y -= InUV[0].y * .5f; } else { InUV[0].x = InLn / h; InUV[0].y = 1.0f; InUV[1].x -= InUV[0].x * .5f; InUV[1].y = .0f; } if (h < CogLn[3]) { CogUV[0].x = 1.0f; CogUV[0].y = h / CogLn[3]; CogUV[1].x = .0f; CogUV[1].y -= CogUV[0].y * .5f; } else { CogUV[0].x = CogLn[3] / h; CogUV[0].y = 1.0f; CogUV[1].x -= CogUV[0].x * .5f; CogUV[1].y = .0f; } if (InUV[0].x + CogUV[0].x < .5f) { InUV[1].x = .0f; CogUV[1].x = .5f - CogUV[0].x; upadd = vec2(.75f, .25f); lowadd = vec2(.75f, .75f); } else if (InUV[0].y + CogUV[0].y < .5f) { InUV[1].y = .0f; CogUV[1].y = .5f - CogUV[0].y; } else { InUV[0] *= .5f; InUV[1] *= .5f; CogUV[0] *= .5f; CogUV[1] *= .5f; InUV[1] += vec2(.5f, .0f); } } //Build UV tab vec2 uv[12]; float CogSz; //Upper points CogSz = 1.0f - CogLn[1]; uv[0] = vec2(0.f, 0.f) * InUV[0] + InUV[1]; uv[1] = vec2(1.f, 0.f) * InUV[0] + InUV[1]; uv[5] = vec2(CogSz, 0.f) * CogUV[0] + CogUV[1]; CogSz -= CogLn[2]; uv[4] = vec2(CogSz, 0.f) * CogUV[0] + CogUV[1]; CogSz -= CogLn[1]; uv[3] = vec2(CogSz, 0.f) * CogUV[0] + CogUV[1]; CogSz -= CogLn[0]; uv[2] = vec2(0.f, 0.f) * CogUV[0] + CogUV[1]; //Lower points CogSz = 1.0f - CogLn[1]; uv[6] = vec2(0.f, 1.f) * InUV[0] + InUV[1]; uv[7] = vec2(1.f, 1.f) * InUV[0] + InUV[1]; uv[11] = vec2(CogSz, 1.f) * CogUV[0] + CogUV[1]; CogSz -= CogLn[2]; uv[10] = vec2(CogSz, 1.f) * CogUV[0] + CogUV[1]; CogSz -= CogLn[1]; uv[ 9] = vec2(CogSz, 1.f) * CogUV[0] + CogUV[1]; CogSz -= CogLn[0]; uv[ 8] = vec2(0.f, 1.f) * CogUV[0] + CogUV[1]; //Gear generation loop for (int i = 0; i < nbsides; i++) { int j = 3 * 12 * i, k = 3 * 12 * ((i + 1) % nbsides); int q[] = { /* The top and bottom faces */ j, j, j, j, j, j, j, j, j, j, k, k, k, k, j, j, j, j, j, k, k, j, j, j, /* The inner side quads */ j, j, j, j, j, k, k, j, /* The outer side quads */ j, j, j, j, j, j, j, j, j, j, j, j, k, j, j, k }; int m[] = { /* The top and bottom faces */ 0, 2, 3, 1, 7, 9, 8, 6, 1, 3, 2, 0, 6, 8, 9, 7, 3, 4, 5, 2, 8, 11, 10, 9, /* The inner side quads */ 0, 1, 7, 6, 1, 0, 6, 7, /* The outer side quads */ 3, 2, 8, 9, 4, 3, 9, 10, 5, 4, 10, 11, 2, 5, 11, 8 }; int a[] = { /* The top and bottom faces */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, /* The inner side quads */ 1, 1, 1, 1, 2, 2, 2, 2, /* The outer side quads */ 1, 1, 1, 1, 1, 2, 2, 1, 1, 2, 2, 1, 2, 2, 2, 2 }; /* Each vertex will share three faces, so three different * normals, therefore we add each vertex three times. */ for (int n = 0; n < 3 * 12; n++) { int d = n / 3; int m = d % 6; AddVertex(p[d]); if (n % 3 == 0) //Top-Bottom logic { vec2 tmp = (p[d].xz / maxr); vec2 add; if (d >= 6) { tmp *= -1.0f; add = lowadd; } else add = upadd; SetCurVertTexCoord(tmp * vec2(.25f) + add); SetCurVertTexCoord2(tmp * vec2(.25f) + add); } else if (m == 0 || m == 1) //inner Logic { SetCurVertTexCoord(uv[d]); SetCurVertTexCoord2(uv[d]); } else //Cog logic { if (m == 2 && n % 3 == 2) { SetCurVertTexCoord(vec2(1.f, (d == 2)?(0.f):(1.f)) * CogUV[0] + CogUV[1]); SetCurVertTexCoord2(vec2(1.f, (d == 2)?(0.f):(1.f)) * CogUV[0] + CogUV[1]); } else { SetCurVertTexCoord(uv[d]); SetCurVertTexCoord2(uv[d]); } } if (d >= 6) SetCurVertColor(BD()->Color2()); } int l = -4; while ((l += 4) < 48) AppendQuad(q[l + 0] + m[l + 0] * 3 + a[l + 0], q[l + 1] + m[l + 1] * 3 + a[l + 1], q[l + 2] + m[l + 2] * 3 + a[l + 2], q[l + 3] + m[l + 3] * 3 + a[l + 3], vbase); for (int n = 0; n < 12; n++) p[n] = rotmat * p[n]; } ComputeNormals(ibase, m_indices.Count() - ibase); } //----------------------------------------------------------------------------- void EasyMesh::Chamfer(float f) { int vlen = m_vert.Count() - m_cursors.Last().m1; int ilen = m_indices.Count() - m_cursors.Last().m2; /* Step 1: enumerate all faces. This is done by merging triangles * that are coplanar and share an edge. */ int *triangle_classes = new int[ilen / 3]; for (int i = 0; i < ilen / 3; i++) triangle_classes[i] = -1; for (int i = 0; i < ilen / 3; i++) { } /* Fun shit: reduce all triangles */ int *vertices = new int[vlen]; memset(vertices, 0, vlen * sizeof(int)); for (int i = 0; i < ilen; i++) vertices[m_indices[i]]++; for (int i = 0; i < ilen / 3; i++) { #if 0 if (vertices[m_indices[i * 3]] > 1) continue; if (vertices[m_indices[i * 3 + 1]] > 1) continue; if (vertices[m_indices[i * 3 + 2]] > 1) continue; #endif vec3 bary = 1.f / 3.f * (m_vert[m_indices[i * 3]].m_coord + m_vert[m_indices[i * 3 + 1]].m_coord + m_vert[m_indices[i * 3 + 2]].m_coord); for (int k = 0; k < 3; k++) { vec3 &p = m_vert[m_indices[i * 3 + k]].m_coord; p -= normalize(p - bary) * f; } } } //----------------------------------------------------------------------------- void EasyMesh::SplitTriangles(int pass) { SplitTriangles(pass, NULL); } //----------------------------------------------------------------------------- void EasyMesh::SplitTriangles(int pass, VertexDictionnary *vert_dict) { while (pass--) { int trimax = m_indices.Count(); for (int i = m_cursors.Last().m2; i < trimax; i += 3) { int vbase = m_vert.Count(); int j = -1; while (++j < 3) { AddLerpVertex(m_indices[i + j], m_indices[i + (j + 1) % 3], .5f); if (vert_dict) vert_dict->AddVertex(vbase + j, m_vert[vbase + j].m_coord); } //Add new triangles AppendTriangle(vbase, m_indices[i + 1], vbase + 1, 0); AppendTriangle(vbase + 2, vbase + 1, m_indices[i + 2], 0); AppendTriangle(vbase, vbase + 1, vbase + 2, 0); //Change current triangle m_indices[i + 1] = vbase; m_indices[i + 2] = vbase + 2; } } ComputeNormals(m_cursors.Last().m2, m_indices.Count() - m_cursors.Last().m2); } //----------------------------------------------------------------------------- //TODO : Add an half-edges implementation to refine smooth. //TODO : Smooth should only use connected vertices that are on edges of the mesh (See box). void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per_main_pass) { VertexDictionnary vert_dict; Array<vec3> smooth_buf[2]; Array<int> master_list; Array<int> matching_ids; Array<int> connected_vert; int smbuf = 0; for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) vert_dict.AddVertex(i, m_vert[i].m_coord); while (main_pass--) { int split_pass = split_per_main_pass; int smooth_pass = smooth_per_main_pass; SplitTriangles(split_pass, &vert_dict); matching_ids.Reserve(m_vert.Count() - m_cursors.Last().m1); connected_vert.Reserve(m_vert.Count() - m_cursors.Last().m1); smooth_buf[0].Resize(m_vert.Count() - m_cursors.Last().m1); smooth_buf[1].Resize(m_vert.Count() - m_cursors.Last().m1); for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++) smooth_buf[smbuf][i - m_cursors.Last().m1] = m_vert[i].m_coord; while (smooth_pass--) { master_list.Empty(); if (vert_dict.GetMasterList(master_list)) { for (int i = 0; i < master_list.Count(); i++) { connected_vert.Empty(); if (vert_dict.FindConnectedVertices(master_list[i], m_indices, m_cursors.Last().m2, connected_vert)) { //Calculate vertices sum vec3 vert_sum = vec3(.0f); for (int j = 0; j < connected_vert.Count(); j++) vert_sum += smooth_buf[smbuf][connected_vert[j] - m_cursors.Last().m1]; //Calculate new master vertex float n = (float)connected_vert.Count(); //b(n) = 5/4 - pow(3 + 2 * cos(2 * M_PI / n), 2) / 32 float beta = 3.f + 2.f * cos(2.f * (float)M_PI / n); beta = 5.f / 4.f - beta * beta / 32.f; //a(n) = n * (1 - b(n)) / b(n) float alpha = (n * (1 - beta)) / beta; //V = (a(n) * v + v1 + ... + vn) / (a(n) + n) vec3 new_vert = (alpha * smooth_buf[smbuf][master_list[i] - m_cursors.Last().m1] + vert_sum) / (alpha + n); //Set all matching vertices to new value matching_ids.Empty(); matching_ids << master_list[i]; vert_dict.FindMatchingVertices(master_list[i], matching_ids); for (int j = 0; j < matching_ids.Count(); j++) smooth_buf[1 - smbuf][matching_ids[j] - m_cursors.Last().m1] = new_vert; } } } smbuf = 1 - smbuf; } for (int i = 0; i < smooth_buf[smbuf].Count(); i++) m_vert[i + m_cursors.Last().m1].m_coord = smooth_buf[smbuf][i]; } } } /* namespace lol */