|
- //
- // 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 */
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