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- //
- // 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"
-
- extern char const *lolfx_shiny;
-
- namespace lol
- {
-
- EasyMesh::EasyMesh()
- : m_color(0), m_color2(0), m_ignore_winding_on_scale(0)
- {
- m_cursors.Push(0, 0);
- }
-
- bool EasyMesh::Compile(char const *command)
- {
- EasyMeshCompiler mc(*this);
- return mc.ParseString(command);
- }
-
- void EasyMesh::OpenBrace()
- {
- m_cursors.Push(m_vert.Count(), m_indices.Count());
- }
-
- void EasyMesh::CloseBrace()
- {
- m_cursors.Pop();
- }
-
- void EasyMesh::MeshConvert(Shader* provided_shader)
- {
- if(provided_shader == NULL)
- {
- m_gpu.shader = Shader::Create(lolfx_shiny);
- }
- else
- {
- m_gpu.shader = provided_shader;
- }
-
- m_gpu.modelview = m_gpu.shader->GetUniformLocation("in_ModelView");
- m_gpu.view = m_gpu.shader->GetUniformLocation("in_View");
- m_gpu.invview = m_gpu.shader->GetUniformLocation("in_Inv_View");
- m_gpu.proj = m_gpu.shader->GetUniformLocation("in_Proj");
- m_gpu.normalmat = m_gpu.shader->GetUniformLocation("in_NormalMat");
- m_gpu.damage = m_gpu.shader->GetUniformLocation("in_Damage");
- m_gpu.coord = m_gpu.shader->GetAttribLocation("in_Vertex",
- VertexUsage::Position, 0);
- m_gpu.norm = m_gpu.shader->GetAttribLocation("in_Normal",
- VertexUsage::Normal, 0);
- m_gpu.color = m_gpu.shader->GetAttribLocation("in_Color",
- VertexUsage::Color, 0);
-
- m_gpu.vdecl = new VertexDeclaration(
- VertexStream<vec3,vec3,u8vec4>(VertexUsage::Position,
- VertexUsage::Normal,
- VertexUsage::Color));
-
- Array<vec3,vec3,u8vec4> vertexlist;
- for (int i = 0; i < m_vert.Count(); i++)
- vertexlist.Push(m_vert[i].m1,
- m_vert[i].m2,
- (u8vec4)(m_vert[i].m3 * 255.f));
-
- Array<uint16_t> indexlist;
- for (int i = 0; i < m_indices.Count(); i += 3)
- {
- indexlist << m_indices[i + 0];
- indexlist << m_indices[i + 1];
- indexlist << m_indices[i + 2];
- }
-
- m_gpu.vbo = new VertexBuffer(vertexlist.Bytes());
- void *mesh = m_gpu.vbo->Lock(0, 0);
- memcpy(mesh, &vertexlist[0], vertexlist.Bytes());
- m_gpu.vbo->Unlock();
-
- m_gpu.ibo = new IndexBuffer(indexlist.Bytes());
- void *indices = m_gpu.ibo->Lock(0, 0);
- memcpy(indices, &indexlist[0], indexlist.Bytes());
- m_gpu.ibo->Unlock();
-
- m_gpu.vertexcount = vertexlist.Count();
- m_gpu.indexcount = indexlist.Count();
- }
-
- void EasyMesh::Render(mat4 const &model, float damage)
- {
- mat4 modelview = Scene::GetDefault()->GetViewMatrix() * model;
- mat3 normalmat = transpose(inverse(mat3(modelview)));
-
- m_gpu.shader->Bind();
- m_gpu.shader->SetUniform(m_gpu.modelview, modelview);
- m_gpu.shader->SetUniform(m_gpu.view, Scene::GetDefault()->GetViewMatrix());
- m_gpu.shader->SetUniform(m_gpu.invview, inverse(Scene::GetDefault()->GetViewMatrix()));
- m_gpu.shader->SetUniform(m_gpu.proj, Scene::GetDefault()->GetProjMatrix());
- m_gpu.shader->SetUniform(m_gpu.normalmat, normalmat);
- m_gpu.shader->SetUniform(m_gpu.damage, damage);
- m_gpu.vdecl->Bind();
- m_gpu.vdecl->SetStream(m_gpu.vbo, m_gpu.coord, m_gpu.norm, m_gpu.color);
- m_gpu.ibo->Bind();
- m_gpu.vdecl->DrawIndexedElements(MeshPrimitive::Triangles,
- 0, 0, m_gpu.vertexcount,
- 0, m_gpu.indexcount);
- m_gpu.ibo->Unbind();
- m_gpu.vdecl->Unbind();
- }
-
-
- //-------------------
- // "Collisions" functions
- //-------------------
- #define VX_ALONE -2
- #define VX_MASTER -1
-
- //helpers func to retrieve a vertex.
- int FindVertexInDict(int search_idx, Array< int, int > const &vertex_dict)
- {
- //Resolve current vertex idx in the dictionnary (if exist)
- for (int j = 0; j < vertex_dict.Count(); j++)
- if (vertex_dict[j].m1 == search_idx)
- return j;
- return -1;
- }
-
- //helpers func to retrieve a triangle.
- int FindTriangleInDict(int search_idx, Array< int, Array< vec3, vec3, vec3 > > const &triangle_isec)
- {
- //Resolve current vertex idx in the dictionnary (if exist)
- for (int j = 0; j < triangle_isec.Count(); j++)
- if (triangle_isec[j].m1 == search_idx)
- return j;
- return -1;
- }
-
- //Will update the given list with all the vertices on the same spot.
- void EasyMesh::UpdateVertexDict(Array< int, int > &vertex_dict)
- {
- //First, build the vertex Dictionnary
- for (int i = 0; i < m_vert.Count(); i++)
- {
- int CurIdx = FindVertexInDict(i, vertex_dict);
-
- //go through all vertices and do the match-up.
- if (CurIdx == -1)
- {
- for (int j = i + 1; j < m_vert.Count(); j++)
- {
- if (sqlength(m_vert[i].m1 - m_vert[j].m1) < CSG_EPSILON)
- {
- if (CurIdx == -1)
- {
- CurIdx = vertex_dict.Count();
- vertex_dict.Push(i, VX_MASTER);
- }
- vertex_dict.Push(j, CurIdx);
- }
- }
- }
- }
- }
-
- void EasyMesh::MeshCsg(int 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]].m1, m_vert[m_indices[i + 1]].m1, m_vert[m_indices[i + 2]].m1);
- }
-
- //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]].m1, m_vert[m_indices[i + 1]].m1, m_vert[m_indices[i + 2]].m1, 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].m2;
- n1 = m_vert[P1].m2;
- SetCurVertNormal(normalize(n0 + (n1 - n0) * vert_list[k].m4));
-
- #if 1
- //Color
- c0 = m_vert[P0].m3;
- c1 = m_vert[P1].m3;
- 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 == CSG_UNION && tri_list[k].m1 == LEAF_BACK) ||
- //csgs : CSGSubstract() -> m0_Outside + m1_Inside-inverted
- (csg_operation == CSG_SUBSTRACT &&
- ((mesh_id == 0 && tri_list[k].m1 == LEAF_BACK) ||
- (mesh_id == 1 && tri_list[k].m1 == LEAF_FRONT))) ||
- //csga : CSGAnd() -> Inside + Inside
- (csg_operation == CSG_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 == CSG_SUBSTRACT && mesh_id == 1 && tri_list[k].m1 == LEAF_BACK) ||
- //csgx : CSGXor() -> Outside/Inside-inverted + Outside/Inside-inverted
- (csg_operation == CSG_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 == CSG_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].m2) < 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();
-
- #if 0
- UpdateVertexDict(vertex_dict);
-
- for (int t0 = 0; t0 < m_indices.Count(); t0 += 3)
- {
- for (int t1 = t0 + 3; t1 < m_indices.Count(); t1 += 3)
- {
- int CommonVertices = 0;
- //Search for common vertices, if > 1 the two triangle share a side, so no split is required.
- for (int k = 0; k < 3; k++)
- {
- int ref_master = FindVertexInDict(m_indices[t0 + k], vertex_dict);
- if (ref_master != -1)
- {
- if (vertex_dict[ref_master].m2 != VX_MASTER)
- ref_master = vertex_dict[ref_master].m2;
- for (int l = 0; l < 3; l++)
- {
- int test_master = FindVertexInDict(m_indices[t1 + l], vertex_dict);
- if (test_master != -1)
- {
- if (vertex_dict[test_master].m2 != VX_MASTER)
- test_master = vertex_dict[test_master].m2;
- if (test_master == ref_master)
- {
- CommonVertices++;
- break;
- }
- }
- }
- }
- }
-
- if (CommonVertices < 2)
- {
- vec3 iP0, iP1;
- //Build the triangle intersection list
- if (TriangleIsectTriangle(m_vert[m_indices[t0]].m1, m_vert[m_indices[t0 + 1]].m1, m_vert[m_indices[t0 + 2]].m1,
- m_vert[m_indices[t1]].m1, m_vert[m_indices[t1 + 1]].m1, m_vert[m_indices[t1 + 2]].m1,
- iP0, iP1))
- {
- int CurIdx = FindTriangleInDict(t0, triangle_isec);
- if (CurIdx == -1)
- {
- CurIdx = triangle_isec.Count();
- triangle_isec.Push(t0, Array<vec3, vec3, vec3>());
- }
- triangle_isec[CurIdx].m2.Push(iP0, iP1, vec3(.0f));
- CurIdx = FindTriangleInDict(t1, triangle_isec);
- if (CurIdx == -1)
- {
- CurIdx = triangle_isec.Count();
- triangle_isec.Push(t1, Array<vec3, vec3, vec3>());
- }
- triangle_isec[CurIdx].m2.Push(iP0, iP1, vec3(.0f));
- }
- }
- }
- }
-
- /* seems to be counter-productive in some rare cases. */
- /*
- //Every intersection has been found, let's remove those that exist twice.
- for(int i = 0; i < triangle_isec.Count(); i++)
- {
- for(int j = 0; j < triangle_isec[i].m2.Count(); j++)
- {
- for(int k = j + 1; k < triangle_isec[i].m2.Count(); k++)
- {
- //if the two Dir-vector are parallel & the fist Dir-vector is parallel to the (P0, P1)-vector, this is the same intersection, so kill it.
- if (abs(dot(normalize(triangle_isec[i].m2[j].m2 - triangle_isec[i].m2[j].m1),
- normalize(triangle_isec[i].m2[k].m2 - triangle_isec[i].m2[k].m1)))
- >= 1.0 &&
- abs(dot(normalize(triangle_isec[i].m2[j].m2 - triangle_isec[i].m2[j].m1),
- normalize(triangle_isec[i].m2[k].m1 - triangle_isec[i].m2[j].m1)))
- >= 1.0 )
- triangle_isec[i].m2.Remove(k--);
- }
- }
- }
- */
-
- //Now, the triangle intersection tab should be nice and cosy, so we can start actually cutting some triangles.
- vec3 isecV[2] = { vec3(.0f), vec3(.0f) };
- int isecI[2] = { -1, -1 };
- int v_idx0 = 0; int v_idx1 = 0;
- int new_v_idx[2] = { 0, 0 };
- vec3 n0(.0f); vec3 n1(.0f);
- vec4 c0(.0f); vec4 c1(.0f);
- for(int i = 0; i < triangle_isec.Count(); i++)
- {
- int tri_idx = triangle_isec[i].m1;
- for(int j = 0; j < triangle_isec[i].m2.Count(); j++)
- {
- //Get intersection on actual triangle sides.
- if (RayIsectTriangleSide(m_vert[m_indices[tri_idx]].m1, m_vert[m_indices[tri_idx + 1]].m1, m_vert[m_indices[tri_idx + 2]].m1,
- triangle_isec[i].m2[j].m1, triangle_isec[i].m2[j].m2,
- isecV[0], isecI[0], isecV[1], isecI[1]))
- {
- //Check if the found intersections point are in the triangle. If not, ignore.
- //Cases are :
- // 1) at least one dot is negative (one point in the triangle).
- // 2) the two dot are positive but the intersection point are on all parts of the triangle, and therefore negative.
- //If one of the point is on one side, some calculations tweak are needed.
- //If the two points are on the triangle sides, just go with it.
- bool should_proceed_with_cutting = true;
- //find out if points are on one of the side
- int p0_tri_idx = ((sqlength(triangle_isec[i].m2[j].m1 - isecV[0]) < CSG_EPSILON)?(0):(
- (sqlength(triangle_isec[i].m2[j].m1 - isecV[1]) < CSG_EPSILON)?(1):(-1)));
- int p1_tri_idx = ((sqlength(triangle_isec[i].m2[j].m2 - isecV[0]) < CSG_EPSILON)?(0):(
- (sqlength(triangle_isec[i].m2[j].m2 - isecV[1]) < CSG_EPSILON)?(1):(-1)));
- if (p0_tri_idx < 0 || p1_tri_idx < 0)
- {
- float dot0 = (p0_tri_idx >= 0)?(1.0f):(dot(triangle_isec[i].m2[j].m1 - isecV[0],
- triangle_isec[i].m2[j].m1 - isecV[1]));
- float dot1 = (p1_tri_idx >= 0)?(1.0f):(dot(triangle_isec[i].m2[j].m2 - isecV[0],
- triangle_isec[i].m2[j].m2 - isecV[1]));
- float dot2 = dot(triangle_isec[i].m2[j].m1 - isecV[(p0_tri_idx == -1)?(0):(1 - p0_tri_idx)],
- triangle_isec[i].m2[j].m2 - isecV[(p1_tri_idx == -1)?(0):(1 - p1_tri_idx)]);
- should_proceed_with_cutting = (((dot0 < .0f) || dot1 < .0f) || (dot0 > .0f && dot1 > .0f && dot2 < .0f));
- }
- if (should_proceed_with_cutting)
- {
- //Add the new vertices
- int b_idx = 0;
- for(int k = 0; k < 2; k++)
- {
- if (b_idx == isecI[k])
- b_idx++;
-
- new_v_idx[k] = m_vert.Count();
- AddVertex(isecV[k]);
- //bad calculations of normal there.
- n0 = m_vert[m_indices[tri_idx + isecI[k]]].m2;
- n1 = m_vert[m_indices[tri_idx + (isecI[k] + 1) % 3]].m2;
- SetCurVertNormal(normalize((n0 + n1) * .5f));
- //color
- #if 0
- c0 = m_vert[m_indices[tri_idx + isecI[k]]].m3;
- c1 = m_vert[m_indices[tri_idx + (isecI[k] + 1) % 3]].m3;
- SetCurVertColor((c0 + c1) * .5f);
- #else
- SetCurVertColor(vec4(1.0f, 0.0f, 0.0f, 1.0f));
- #endif
- }
-
- //small trick, b_idx is the side index that has no intersection.
- v_idx0 = (b_idx == 1)?(1):(0);
- v_idx1 = (b_idx == 1)?(0):(1);
-
- //Add the new triangles
- AppendTriangle(m_indices[tri_idx + b_idx], new_v_idx[v_idx0], new_v_idx[v_idx1], 0);
- AppendTriangle(m_indices[tri_idx + ((b_idx + 2) % 3)], new_v_idx[v_idx1], new_v_idx[v_idx0], 0);
- //Replace the current triangle by on of the new one, instead of erasing it.
- m_indices[tri_idx + ((b_idx + 2) % 3)] = new_v_idx[v_idx0];
-
- if (j + 1 < triangle_isec[i].m2.Count())
- {
- triangle_isec[i].m2.Remove(j--);
- //add the two new triangle to the checklist.
- triangle_isec.Push(m_indices.Count() - 6, triangle_isec[i].m2);
- triangle_isec.Push(m_indices.Count() - 3, triangle_isec[i].m2);
- }
- }
- }
- }
- }
- #endif
- //DONE for the splitting !
- }
-
-
- //-------------------
-
- void EasyMesh::ToggleScaleWinding()
- {
- m_ignore_winding_on_scale = !m_ignore_winding_on_scale;
- }
-
- void EasyMesh::SetCurColor(vec4 const &color)
- {
- m_color = color;
- }
-
- void EasyMesh::SetCurColor2(vec4 const &color)
- {
- m_color2 = color;
- }
-
- void EasyMesh::AddVertex(vec3 const &coord)
- {
- m_vert.Push(coord, vec3(0.f, 1.f, 0.f), m_color);
- }
-
- void EasyMesh::AddDuplicateVertex(int i)
- {
- m_vert.Push(m_vert[i].m1, vec3(0.f, 1.f, 0.f), m_vert[i].m3);
- }
-
- 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]].m1
- - m_vert[m_indices[start + i + 0]].m1;
- vec3 v1 = m_vert[m_indices[start + i + 1]].m1
- - m_vert[m_indices[start + i + 0]].m1;
- vec3 n = normalize(cross(v1, v0));
-
- for (int j = 0; j < 3; j++)
- m_vert[m_indices[start + i + j]].m2 = n;
- }
- }
-
- void EasyMesh::SetVertColor(vec4 const &color)
- {
- for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
- m_vert[i].m3 = color;
- }
-
- void EasyMesh::SetCurVertNormal(vec3 const &normal)
- {
- m_vert[m_vert.Count() - 1].m2 = normal;
- }
-
- void EasyMesh::SetCurVertColor(vec4 const &color)
- {
- m_vert[m_vert.Count() - 1].m3 = color;
- }
-
- void EasyMesh::Translate(vec3 const &v)
- {
- for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
- m_vert[i].m1 += v;
- }
-
- void EasyMesh::RotateX(float t) { Rotate(t, vec3(1, 0, 0)); }
- void EasyMesh::RotateY(float t) { Rotate(t, vec3(0, 1, 0)); }
- void EasyMesh::RotateZ(float t) { Rotate(t, vec3(0, 0, 1)); }
-
- void EasyMesh::Rotate(float t, vec3 const &axis)
- {
- mat3 m = mat3::rotate(t, axis);
- for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
- {
- m_vert[i].m1 = m * m_vert[i].m1;
- m_vert[i].m2 = m * m_vert[i].m2;
- }
- }
-
- 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].m1 - m_vert[j].m1;
-
- 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].m1 *= 1.0f + RandF(r);
- else
- m_vert[i].m1 = m_vert[Welded[j]].m1;
- }
-
- ComputeNormals(m_cursors.Last().m2, m_indices.Count() - m_cursors.Last().m2);
- }
-
- void EasyMesh::TaperX(float y, float z, float xoff)
- {
- /* FIXME: this code breaks normals! */
- for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
- {
- m_vert[i].m1.y *= 1.f + (y * m_vert[i].m1.x + xoff);
- m_vert[i].m1.z *= 1.f + (z * m_vert[i].m1.x + xoff);
- }
- }
-
- void EasyMesh::TaperY(float x, float z, float yoff)
- {
- for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
- {
- m_vert[i].m1.x *= 1.f + (x * m_vert[i].m1.y + yoff);
- m_vert[i].m1.z *= 1.f + (z * m_vert[i].m1.y + yoff);
- }
- }
-
- void EasyMesh::TaperZ(float x, float y, float zoff)
- {
- for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
- {
- m_vert[i].m1.x *= 1.f + (x * m_vert[i].m1.z + zoff);
- m_vert[i].m1.y *= 1.f + (y * m_vert[i].m1.z + zoff);
- }
- }
-
- 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].m1 *= s;
- m_vert[i].m2 = normalize(m_vert[i].m2 * invs);
- }
-
- /* Flip winding if the scaling involves mirroring */
- if (!m_ignore_winding_on_scale && 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++)
- m_vert << m_vert[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 r1, float r2,
- int dualside, int smooth)
- {
- int vbase = m_vert.Count();
-
- mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f);
- vec3 p1(r1, -h * .5f, 0.f), p2(r2, h * .5f, 0.f), n;
-
- /* 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);
- AddVertex(p2); SetCurVertNormal(n);
- SetCurVertColor(m_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;
- p2 = rotmat * p2;
-
- if (!smooth)
- {
- AddVertex(p1); SetCurVertNormal(n);
- AddVertex(p2); SetCurVertNormal(n);
- SetCurVertColor(m_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;
- }
- }
-
- void EasyMesh::AppendCapsule(int ndivisions, float h, float r)
- {
- int ibase = m_indices.Count();
-
- Array<vec3> vertices;
-
- /* FIXME: we don't know how to handle even-divided capsules, so we
- * force the count to be odd. */
- if (h)
- ndivisions |= 1;
-
- /* 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 + x * vb + y * vc,
- p[0] + vb,
- p[0] + vc,
- p[0] + vb + vc };
-
- /* 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++)
- p[k] = normalize(p[k]) * r;
-
- /* If this is a capsule, grow in the Z 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 */
- if (y < line - 1)
- {
- AddVertex(p[0]);
- AddVertex(p[1]);
- AddVertex(p[2]);
- AppendTriangle(0, 2, 1, m_vert.Count() - 3);
- }
-
- if (y < line - 2)
- {
- AddVertex(p[1]);
- AddVertex(p[3]);
- AddVertex(p[2]);
- AppendTriangle(0, 2, 1, m_vert.Count() - 3);
- }
-
- y++;
- if (y == line)
- {
- x++;
- y = 0;
- line--;
- }
- }
- }
-
- ComputeNormals(ibase, m_indices.Count() - ibase);
- }
-
- void EasyMesh::AppendSphere(int ndivisions, vec3 const &size)
- {
- OpenBrace();
- AppendCapsule(ndivisions, 0.f, 1.f);
- Scale(size);
- CloseBrace();
- }
-
- void EasyMesh::AppendTorus(int ndivisions, float r1, float r2)
- {
- 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;
- float x = 0.5f * (r1 + r2) + 0.5f * (r2 - r1) * (float)lol::cos(2.0 * M_PI * i2 / nidiv);
- float y = 0.5f * (r2 - r1) * (float)lol::sin(2.0 * M_PI * i2 / nidiv);
- float z = 0.0f;
-
- float ca = (float)lol::cos(2.0 * M_PI * j2 / njdiv);
- float sa = (float)lol::sin(2.0 * M_PI * j2 / njdiv);
- float x2 = x * ca - z * sa;
- float z2 = z * ca + x * sa;
-
- AddVertex(vec3(x2, y, z2));
- }
-
- 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;
-
- AddVertex(vec3(-d.x, -d.y, -d.z - chamf));
- AddVertex(vec3(-d.x, +d.y, -d.z - chamf));
- AddVertex(vec3(+d.x, +d.y, -d.z - chamf));
- AddVertex(vec3(+d.x, -d.y, -d.z - chamf));
-
- AddVertex(vec3(-d.x - chamf, -d.y, +d.z));
- AddVertex(vec3(-d.x - chamf, +d.y, +d.z));
- AddVertex(vec3(-d.x - chamf, +d.y, -d.z));
- AddVertex(vec3(-d.x - chamf, -d.y, -d.z));
-
- AddVertex(vec3(+d.x, -d.y, +d.z + chamf));
- AddVertex(vec3(+d.x, +d.y, +d.z + chamf));
- AddVertex(vec3(-d.x, +d.y, +d.z + chamf));
- AddVertex(vec3(-d.x, -d.y, +d.z + chamf));
-
- AddVertex(vec3(+d.x + chamf, -d.y, -d.z));
- AddVertex(vec3(+d.x + chamf, +d.y, -d.z));
- AddVertex(vec3(+d.x + chamf, +d.y, +d.z));
- AddVertex(vec3(+d.x + chamf, -d.y, +d.z));
-
- AddVertex(vec3(-d.x, -d.y - chamf, +d.z));
- AddVertex(vec3(-d.x, -d.y - chamf, -d.z));
- AddVertex(vec3(+d.x, -d.y - chamf, -d.z));
- AddVertex(vec3(+d.x, -d.y - chamf, +d.z));
-
- AddVertex(vec3(-d.x, +d.y + chamf, -d.z));
- AddVertex(vec3(-d.x, +d.y + chamf, +d.z));
- AddVertex(vec3(+d.x, +d.y + chamf, +d.z));
- AddVertex(vec3(+d.x, +d.y + chamf, -d.z));
-
- /* 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 r1, float r2,
- int fade, int fade2)
- {
- int vbase = m_vert.Count();
-
- AddVertex(vec3(0.f, 0.f, 0.f));
-
- 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);
-
- p2 = rotmat * p2;
- rotmat = rotmat * rotmat;
-
- for (int i = 0; i < nbranches; i++)
- {
- AddVertex(p1);
- if (fade2)
- SetCurVertColor(m_color2);
-
- AddVertex(p2);
- if (fade)
- SetCurVertColor(m_color2);
-
- AppendQuad(0, 2 * i + 1, 2 * i + 2, (2 * i + 3) % (2 * nbranches),
- vbase);
-
- p1 = rotmat * p1;
- p2 = rotmat * p2;
- }
- }
-
- void EasyMesh::AppendExpandedStar(int nbranches, float r1,
- float r2, float extrar)
- {
- int vbase = m_vert.Count();
-
- AddVertex(vec3(0.f, 0.f, 0.f));
-
- 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);;
-
- p2 = rotmat * p2;
- p4 = rotmat * p4;
- rotmat = rotmat * rotmat;
-
- for (int i = 0; i < nbranches; i++)
- {
- AddVertex(p1);
- AddVertex(p2);
- AddVertex(p3); SetCurVertColor(m_color2);
- AddVertex(p4); SetCurVertColor(m_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;
- p2 = rotmat * p2;
- p3 = rotmat * p3;
- p4 = rotmat * p4;
- }
- }
-
- void EasyMesh::AppendDisc(int nsides, float r, int fade)
- {
- int vbase = m_vert.Count();
-
- AddVertex(vec3(0.f, 0.f, 0.f));
-
- mat3 rotmat = mat3::rotate(360.0f / nsides, 0.f, 1.f, 0.f);
- vec3 p1(r, 0.f, 0.f);
-
- for (int i = 0; i < nsides; i++)
- {
- AddVertex(p1);
- if (fade)
- SetCurVertColor(m_color2);
- AppendTriangle(0, i + 1, ((i + 1) % nsides) + 1, vbase);
- p1 = rotmat * p1;
- }
- }
-
- void EasyMesh::AppendSimpleTriangle(float size, int fade)
- {
- mat3 m = mat3::rotate(120.f, 0.f, 1.f, 0.f);
- vec3 p(0.f, 0.f, size);
-
- AddVertex(p);
- p = m * p;
- AddVertex(p);
- if (fade)
- SetCurVertColor(m_color2);
- p = m * p;
- AddVertex(p);
- if (fade)
- SetCurVertColor(m_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)
- {
- AddVertex(vec3(p2.x, z, -p1.y));
- AddVertex(vec3(p2.x, z, -p2.y));
- AddVertex(vec3(p1.x, z, -p2.y));
- if (fade)
- SetCurVertColor(m_color2);
- AddVertex(vec3(p1.x, z, -p1.y));
- if (fade)
- SetCurVertColor(m_color2);
-
- AppendQuad(3, 2, 1, 0, m_vert.Count() - 4);
- ComputeNormals(m_indices.Count() - 6, 6);
- }
-
- void EasyMesh::AppendCog(int nbsides, float h, float r10, float r20,
- float r1, float r2, float r12, float r22,
- float sidemul, int offset)
- {
- 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];
-
- 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]);
-
- 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;
-
- for (int i = 0; i < nbsides; i++)
- {
- /* 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++)
- {
- AddVertex(p[n / 3]);
- if (n / 3 >= 6)
- SetCurVertColor(m_color2);
- }
-
- int j = 3 * 12 * i, k = 3 * 12 * ((i + 1) % nbsides);
-
- /* The top and bottom faces */
- AppendQuad(j, j + 6, j + 9, j + 3, vbase);
- AppendQuad(j + 21, j + 27, j + 24, j + 18, vbase);
- AppendQuad(j + 3, j + 9, k + 6, k, vbase);
- AppendQuad(k + 18, k + 24, j + 27, j + 21, vbase);
- AppendQuad(j + 9, j + 12, j + 15, k + 6, vbase);
- AppendQuad(k + 24, j + 33, j + 30, j + 27, vbase);
-
- /* The inner side quads */
- AppendQuad(j + 1, j + 4, j + 22, j + 19, vbase);
- AppendQuad(j + 5, k + 2, k + 20, j + 23, vbase);
-
- /* The outer side quads */
- AppendQuad(j + 10, j + 7, j + 25, j + 28, vbase);
- AppendQuad(j + 13, j + 11, j + 29, j + 31, vbase);
- AppendQuad(j + 16, j + 14, j + 32, j + 34, vbase);
- AppendQuad(k + 8, j + 17, j + 35, k + 26, 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]].m1 +
- m_vert[m_indices[i * 3 + 1]].m1 +
- m_vert[m_indices[i * 3 + 2]].m1);
- for (int k = 0; k < 3; k++)
- {
- vec3 &p = m_vert[m_indices[i * 3 + k]].m1;
- p -= normalize(p - bary) * f;
- }
- }
- }
-
- } /* namespace lol */
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