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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "ts/loader/appMesh.h"
- #include "ts/loader/tsShapeLoader.h"
- Vector<AppMaterial*> AppMesh::appMaterials;
- AppMesh::AppMesh()
- : flags(0), vertsPerFrame(0),numFrames(0), numMatFrames(0), detailSize(1)
- {
- }
- AppMesh::~AppMesh()
- {
- }
- void AppMesh::computeBounds(Box3F& bounds)
- {
- bounds = Box3F::Invalid;
- if ( isSkin() )
- {
- // Need to skin the mesh before we can compute the bounds
- // Setup bone transforms
- Vector<MatrixF> boneTransforms;
- boneTransforms.setSize( nodeIndex.size() );
- for (S32 iBone = 0; iBone < boneTransforms.size(); iBone++)
- {
- MatrixF nodeMat = bones[iBone]->getNodeTransform( TSShapeLoader::DefaultTime );
- TSShapeLoader::zapScale(nodeMat);
- boneTransforms[iBone].mul( nodeMat, initialTransforms[iBone] );
- }
- // Multiply verts by weighted bone transforms
- for (S32 iVert = 0; iVert < initialVerts.size(); iVert++)
- points[iVert].set( Point3F::Zero );
- for (S32 iWeight = 0; iWeight < vertexIndex.size(); iWeight++)
- {
- const S32& vertIndex = vertexIndex[iWeight];
- const MatrixF& deltaTransform = boneTransforms[ boneIndex[iWeight] ];
- Point3F v;
- deltaTransform.mulP( initialVerts[vertIndex], &v );
- v *= weight[iWeight];
- points[vertIndex] += v;
- }
- // compute bounds for the skinned mesh
- for (S32 iVert = 0; iVert < initialVerts.size(); iVert++)
- bounds.extend( points[iVert] );
- }
- else
- {
- MatrixF transform = getMeshTransform(TSShapeLoader::DefaultTime);
- TSShapeLoader::zapScale(transform);
- for (S32 iVert = 0; iVert < points.size(); iVert++)
- {
- Point3F p;
- transform.mulP(points[iVert], &p);
- bounds.extend(p);
- }
- }
- }
- void AppMesh::computeNormals()
- {
- // Clear normals
- normals.setSize( points.size() );
- for (S32 iNorm = 0; iNorm < normals.size(); iNorm++)
- normals[iNorm] = Point3F::Zero;
- // Sum triangle normals for each vertex
- for (S32 iPrim = 0; iPrim < primitives.size(); iPrim++)
- {
- const TSDrawPrimitive& prim = primitives[iPrim];
- for (S32 iInd = 0; iInd < prim.numElements; iInd += 3)
- {
- // Compute the normal for this triangle
- S32 idx0 = indices[prim.start + iInd + 0];
- S32 idx1 = indices[prim.start + iInd + 1];
- S32 idx2 = indices[prim.start + iInd + 2];
- const Point3F& v0 = points[idx0];
- const Point3F& v1 = points[idx1];
- const Point3F& v2 = points[idx2];
- Point3F n;
- mCross(v2 - v0, v1 - v0, &n);
- n.normalize(); // remove this to use 'weighted' normals (large triangles will have more effect)
- normals[idx0] += n;
- normals[idx1] += n;
- normals[idx2] += n;
- }
- }
- // Normalize the vertex normals (this takes care of averaging the triangle normals)
- for (S32 iNorm = 0; iNorm < normals.size(); iNorm++)
- normals[iNorm].normalize();
- }
- TSMesh* AppMesh::constructTSMesh()
- {
- TSMesh* tsmesh;
- if (isSkin())
- {
- TSSkinMesh* tsskin = new TSSkinMesh();
- tsmesh = tsskin;
- // Copy skin elements
- tsskin->weight = weight;
- tsskin->boneIndex = boneIndex;
- tsskin->vertexIndex = vertexIndex;
- tsskin->batchData.nodeIndex = nodeIndex;
- tsskin->batchData.initialTransforms = initialTransforms;
- tsskin->batchData.initialVerts = initialVerts;
- tsskin->batchData.initialNorms = initialNorms;
- }
- else
- {
- tsmesh = new TSMesh();
- }
- // Copy mesh elements
- tsmesh->mVerts = points;
- tsmesh->mNorms = normals;
- tsmesh->mTverts = uvs;
- tsmesh->mPrimitives = primitives;
- tsmesh->mIndices = indices;
- tsmesh->mColors = colors;
- tsmesh->mTverts2 = uv2s;
- // Finish initializing the shape
- tsmesh->setFlags(flags);
- tsmesh->updateMeshFlags();
- tsmesh->computeBounds();
- tsmesh->numFrames = numFrames;
- tsmesh->numMatFrames = numMatFrames;
- tsmesh->vertsPerFrame = vertsPerFrame;
- tsmesh->createTangents(tsmesh->mVerts, tsmesh->mNorms);
- tsmesh->mEncodedNorms.set(NULL,0);
- return tsmesh;
- }
- bool AppMesh::isBillboard()
- {
- return !dStrnicmp(getName(),"BB::",4) || !dStrnicmp(getName(),"BB_",3) || isBillboardZAxis();
- }
- bool AppMesh::isBillboardZAxis()
- {
- return !dStrnicmp(getName(),"BBZ::",5) || !dStrnicmp(getName(),"BBZ_",4);
- }
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