/****************************************************************************** 'MeshLod' represents a single level of detail, by containing an array of 'MeshPart's. /******************************************************************************/ struct MeshLod // Level of Detail, array of Mesh Part's { Flt dist2; // squared distance at which this level of detail should be rendered when using 90 deg FOV, negative version means that this LOD should be removed Mems parts; // mesh parts // manage MeshLod& del ( ); // delete MeshLod& create( Int num ); // create with 'num' empty MeshParts MeshLod& create(C MeshLod &src, UInt flag_and=~0); // create from 'src', 'flag_and'=MESH_BASE_FLAG void copyParams(C MeshLod &src); // copy only parameters without meshes #if EE_PRIVATE void zero(); void scaleParams(Flt scale); MeshLod& include (UInt flag); // include elements specified with 'flag' MESH_BASE_FLAG #endif MeshLod& exclude (UInt flag); // exclude elements specified with 'flag' MESH_BASE_FLAG MeshLod& keepOnly(UInt flag); // keep only elements specified with 'flag' MESH_BASE_FLAG // get Bool is ( )C {return parts.elms()>0;} // if has any parts UInt flag ( )C; // get MESH_BASE_FLAG UInt memUsage ( )C; // get memory usage Int vtxs ( )C; // get total number of vertexes Int edges ( )C; // get total number of edges Int tris ( )C; // get total number of triangles Int quads ( )C; // get total number of quads Int faces ( )C; // get total number of faces , faces =(triangles + quads ) Int trisTotal( )C; // get total number of triangles including quads, trisTotal=(triangles + quads*2) Bool getBox (Box &box, Bool skip_hidden_parts=true)C; // get box encapsulating the MeshLod, 'skip_hidden_parts'=if MeshParts with MSHP_HIDDEN should not be included in the box, returns false on fail (if no vertexes are present) Flt area (Vec *center=null )C; // get surface area of all mesh faces, 'center'=if specified then it will be calculated as the average surface center Flt dist ( )C; MeshLod& dist(Flt dist); // get/set LOD distance Bool hasDrawGroup ( Int draw_group_index)C; // check if at least one MeshPart has specified draw group enum index Bool hasDrawGroupMask(UInt draw_group_mask )C; // check if at least one MeshPart has specified draw group enum mask // set #if EE_PRIVATE MeshLod& setEdgeNormals(Bool flag=false); // recalculate edge 2D normals, 'flag'=if include ETQ_FLAG behavior MeshLod& setNormals2D (Bool flag=false); // recalculate edge and vertex 2D normals, 'flag'=if include ETQ_FLAG behavior #endif MeshLod& setNormals (); // recalculate vertex 3D normals MeshLod& setTangents (); // recalculate vertex 3D tangents MeshLod& setBinormals (); // recalculate vertex 3D binormals MeshLod& setFaceNormals(); // recalculate triangle and quad 3D normals MeshLod& setAutoTanBin (); // automatically calculate vertex tangents and binormals if needed, if they're not needed then they will be removed #if EE_PRIVATE MeshLod& setVtxColorAlphaAsTesselationIntensity(Bool tesselate_edges ); // set vertex color alpha (vtx.color.a) as tesselation intensity, 'tesselate_edges'=if tesselate non continuous edges MeshLod& setVtxDup2D (UInt flag=0, Flt pos_eps=EPS, Flt nrm_cos=EPS_COL_COS); // set vertex 2D duplicates (vtx.dup) #endif MeshLod& setVtxDup (UInt flag=0, Flt pos_eps=EPS, Flt nrm_cos=EPS_COL_COS); // set vertex 3D duplicates (vtx.dup) MeshLod& setAdjacencies(Bool faces=true, Bool edges=false ); // set adjacencies, 'faces'=if set face adjacencies ('tri.adjFace', 'quad.adjFace'), 'edges'=if set edges ('edge') and edge adjacencies ('tri.adjEdge', 'quad.adjEdge', 'edge.adjFace') MeshLod& delBase ( ); // delete all software meshes (MeshBase ) in this mesh MeshLod& delRender( ); // delete all hardware meshes (MeshRender) in this mesh #if EE_PRIVATE MeshLod& setRenderSS( ); // set rendering version of stencil shadow #endif MeshLod& setBase (Bool only_if_empty=true ); // set software version, convert 'MeshRender' to 'MeshBase', 'only_if_empty'=perform conversion only if the MeshBase is empty (if set to false then conversion is always performed) MeshLod& setRender(Bool optimize =true, Int lod_index=0); // set rendering version, convert 'MeshBase' to 'MeshRender', 'optimize'=if optimize the mesh by re-ordering the vertexes/triangles for optimal processing on the GPU, 'lod_index'=index of the LOD in the mesh (used to determine quality of the shader) MeshLod& setShader( Int lod_index=0); // reset shader, 'lod_index'=index of the LOD in the mesh (used to determine quality of the shader) MeshLod& material (C MaterialPtr &material, Int lod_index=0); // set material, 'lod_index'=index of the LOD in the mesh (used to determine quality of the shader, if it's <0 then shader will not be reset), 'material' must point to object in constant memory address (mesh will store only the pointer to the material and later use it if needed) // transform MeshLod& move ( C Vec &move ); // move MeshLod& scale (C Vec &scale ); // scale MeshLod& scaleMove (C Vec &scale, C Vec &move ); // scale and move MeshLod& scaleMoveBase(C Vec &scale, C Vec &move ); // scale and move (including the 'MeshBase' but without 'MeshRender') MeshLod& transform (C Matrix3 &matrix ); // transform by matrix MeshLod& transform (C Matrix &matrix ); // transform by matrix MeshLod& animate (C MemPtrN &matrixes ); // animate by matrixes MeshLod& animate (C AnimatedSkeleton &anim_skel); // animate by skeleton MeshLod& mirrorX ( ); // mirror in X axis MeshLod& mirrorY ( ); // mirror in Y axis MeshLod& mirrorZ ( ); // mirror in Z axis MeshLod& reverse ( ); // reverse faces #if EE_PRIVATE MeshLod& rightToLeft ( ); // convert from right hand to left hand coordinate system #endif #if EE_PRIVATE // texturize MeshLod& texMap( Flt scale=1, Byte tex_index=0); // map texture UV's according to vertex XY position and scale MeshLod& texMap(C Matrix &matrix , Byte tex_index=0); // map texture UV's according to matrix MeshLod& texMap(C Plane &plane , Byte tex_index=0); // map texture UV's according to plane MeshLod& texMap(C Ball &ball , Byte tex_index=0); // map texture UV's according to ball MeshLod& texMap(C Tube &tube , Byte tex_index=0); // map texture UV's according to tube #endif // texture transform MeshLod& texMove (C Vec2 &move , Byte tex_index=0); // move texture UV's MeshLod& texScale (C Vec2 &scale, Byte tex_index=0); // scale texture UV's MeshLod& texRotate( Flt angle, Byte tex_index=0); // rotate texture UV's // join / split MeshLod& join (Int i0, Int i1 , Flt weld_pos_eps=EPS); // join i0-th and i1-th parts together, 'weld_pos_eps'=epsilon used for welding vertexes after joining (use <0 to disable welding) MeshLod& joinAll(Bool test_material, Bool test_draw_group, Bool test_name, UInt test_vtx_flag=0, Flt weld_pos_eps=EPS); // join all parts, 'test_material'=join only those MeshParts which have the same material, 'test_draw_group'=join only those MeshParts which have the same draw group, 'test_name'=join only those MeshParts which have the same name, 'test_vtx_flag'=join only those MeshParts which have same vertex flag, 'weld_pos_eps'=epsilon used for welding vertexes after joining (use <0 to disable welding) #if EE_PRIVATE MeshPart* splitVtxs (Int i, C MemPtr &vtx_is ); // split i-th part by given 'is' array of vertexes to a new MeshPart, pointer to that MeshPart is returned or null if it wasn't created MeshPart* splitFaces(Int i, C MemPtr &edge_is, C MemPtr &tri_is, C MemPtr &quad_is); // split i-th part by given 'is' array of faces to a new MeshPart, pointer to that MeshPart is returned or null if it wasn't created MeshPart* splitBone (Int i, Int bone, C Skeleton *skeleton=null); // split i-th part by bone blend index to a new MeshPart, pointer to that MeshPart is returned or null if it wasn't created #endif MeshPart* splitVtxs (Int i, C MemPtr &vtxs ); // split i-th part by given array of vertexes to a new MeshPart, pointer to that MeshPart is returned or null if it wasn't created MeshPart* splitFaces(Int i, C MemPtr &faces ); // split i-th part by given array of faces to a new MeshPart, pointer to that MeshPart is returned or null if it wasn't created, here 'faces' indexes can point to both triangles and quads, if face is a triangle then "face=triangle_index", if face is a quad then "face=quad_index^SIGN_BIT" MeshPart* splitFaces(Int i, C MemPtr &edges, C MemPtr &tris, C MemPtr &quads); // split i-th part by given array of faces to a new MeshPart, pointer to that MeshPart is returned or null if it wasn't created // operations #if EE_PRIVATE MeshLod& weldEdge (); // weld edges MeshLod& weldVtx2D (UInt flag=0, Flt pos_eps=EPS, Flt nrm_cos=EPS_COL_COS, Flt remove_degenerate_faces_eps=EPS); // weld 2D vertexes , this function will weld vertexes together if they share the same position (ignoring Z), 'flag'=if selected elements aren't equal then don't weld (MESH_BASE_FLAG), 'remove_degenerate_faces_eps'=epsilon used for removing degenerate faces which may occur after welding vertexes (use <0 to disable removal) #endif MeshLod& weldVtx (UInt flag=0, Flt pos_eps=EPS, Flt nrm_cos=EPS_COL_COS, Flt remove_degenerate_faces_eps=EPS); // weld 3D vertexes , this function will weld vertexes together if they share the same position , 'flag'=if selected elements aren't equal then don't weld (MESH_BASE_FLAG), 'remove_degenerate_faces_eps'=epsilon used for removing degenerate faces which may occur after welding vertexes (use <0 to disable removal) MeshLod& weldVtxValues(UInt flag , Flt pos_eps=EPS, Flt nrm_cos=EPS_COL_COS, Flt remove_degenerate_faces_eps=EPS); // weld vertex values, this function will weld values of vertexes which share the same position , 'flag'= elements to weld (MESH_BASE_FLAG), 'remove_degenerate_faces_eps'=epsilon used for removing degenerate faces which may occur after welding vertexes (use <0 to disable removal) MeshLod& tesselate(); // smooth subdivide faces, preserving original vertexes MeshLod& subdivide(); // smooth subdivide faces, smoothing original vertexes MeshLod& boneRemap(C MemPtr &old_to_new); // remap vertex bone/matrix indexes according to bone 'old_to_new' remap void setUsedBones(Bool (&bones)[256])C; void includeUsedBones(Bool (&bones)[256])C; MeshLod& setVtxAO(Flt strength, Flt bias, Flt max, Flt ray_length, Flt pos_eps=EPS, Int rays=1024, MESH_AO_FUNC func=MAF_FULL, Threads *threads=null); // calculate per-vertex ambient occlusion in vertex colors, 'strength'=0..1 AO strength, 'bias'=0..1, 'max'=AO limit 0..1, 'ray_length'=max ray distance to test, 'rays'=number of rays to use for AO calculation, 'func'=falloff function MeshLod& freeOpenGLESData(); // this method is used only under OpenGL ES (on other platforms it is ignored), the method frees the software copy of the GPU data which increases available memory, however after calling this method the data can no longer be accessed on the CPU (can no longer be locked or saved to file) // fix MeshLod& fixTexOffset (Byte tex_index=0); // fix texture offset , this reduces big texture coordinates to small ones increasing texturing quality on low precision video cards MeshLod& fixTexWrapping(Byte tex_index=0); // fix texture wrapping, fixes texture coordinates created by spherical/tube mapping (this can add new vertexes to the mesh) // convert MeshLod& edgeToDepth(Bool tex_align =true ); // edges to depth (extrude 2D edges to 3D faces) MeshLod& edgeToTri (Bool set_id =false ); // edges to triangles (triangulation) MeshLod& triToQuad (Flt cos =EPS_COL_COS); // triangles to quads , 'cos'=minimum cosine between 2 triangle normals to weld them into 1 quad (0..1) MeshLod& quadToTri (Flt cos =2 ); // quads to triangles, 'cos'=minimum cosine between 2 quad triangle normals to leave them as 1 quad (0..1, value >1 converts all quads into triangles) // add / remove MeshLod& add(C MeshBase &src ); // add MeshBase to self MeshLod& add(C MeshPart &src ); // add MeshPart to self MeshLod& add(C MeshLod &src, C Mesh *src_mesh=null, C Mesh *this_mesh=null); // add MeshLod to self, 'src_mesh'=Mesh that 'src' belongs to, 'this_mesh'=Mesh that this belongs to, settings 'src_mesh' and 'this_mesh' is optional, it is used for remapping mesh part variations // optimize #if EE_PRIVATE MeshLod& sortByMaterials (); // sort MeshParts according to their materials MeshLod& removeDoubleEdges(); MeshLod& removeSingleFaces(Flt fraction ); // remove fraction of single faces (single triangles or quads not linked to any other face), 'fraction'=0..1 MeshLod& weldInlineEdges (Flt cos_edge=EPS_COL_COS, Flt cos_vtx=-1, Bool z_test=true); // weld inline edge vertexes, 'cos_edge'=minimum cosine between edge normals, 'cos_vtx'=minimum cosine between vertex normals, 'z_test'=if perform tests for inline 'z' vertex component #endif MeshLod& removeDegenerateFaces(Flt eps=EPS); Bool removeUnusedVtxs (Bool include_edge_references=true); // remove vertexes which aren't used by any face or edge, if 'include_edge_references' is set to false then only face references are tested (without the edges), returns true if any vertex was removed MeshLod& simplify(Flt intensity, Flt max_distance=1.0f, Flt max_uv=1.0f, Flt max_color=0.02f, Flt max_material=0.02f, Flt max_skin=1, Flt max_normal=PI, Bool keep_border=false, MESH_SIMPLIFY mode=SIMPLIFY_QUADRIC, Flt pos_eps=EPS, MeshLod *dest=null, Bool *stop=null); // simplify mesh by removing vertexes/faces, 'intensity'=how much to simplify (0..1, 0=no simplification, 1=full simplification), 'max_distance'=max distance between elements to merge them (0..Inf), 'max_uv'=max allowed vertex texture UV deviations (0..1), 'max_color'=max allowed vertex color deviations (0..1), 'max_material'=max allowed vertex material deviations (0..1), 'max_skin'=max allowed vertex skin deviations (0..1), 'max_normal'=max allowed vertex normal angle deviations (0..PI), 'keep_border'=if always keep border edges (edges that have faces only on one side), 'pos_eps'=vertex position epsilon, 'dest'=destination MeshBase (if set to null then the mesh will simplify itself), 'stop'=set to 'true' on secondary thread to stop this method, returns dest MeshLod& weldCoplanarFaces(Flt cos_face=EPS_COL_COS, Flt cos_vtx=-1, Bool safe=true, Flt max_face_length=-1); // weld coplanar faces, 'cos_face'=minimum cosine between face normals, 'cos_vtx'=minimum cosine between vertex normals, 'safe'=if process only faces without neighbors, 'max_face_length'=max allowed face length (-1=no limit) // draw #if EE_PRIVATE // helper drawing void draw2D (C Color &vtx_color, C Color &edge_color, C Color &face_color, Flt vtx_r=0.04f, Flt side_width=0.01f )C; // draw 2D void drawNormals2D( Flt length , C Color &edge_color, C Color &vtx_color=TRANSPARENT )C; // draw 2D normals void drawNormals ( Flt length , C Color &face_color, C Color &vtx_color=TRANSPARENT, C Color &tangent_color=TRANSPARENT, C Color &binormal_color=TRANSPARENT)C; // draw 3D normals #endif // default drawing, doesn't use automatic Frustum Culling, this doesn't draw the mesh immediately, instead it adds the mesh to a draw list void draw(C MatrixM &matrix, C Vec &vel, C Vec &ang_vel=VecZero)C; // add mesh to draw list using 'matrix' matrix, 'vel' velocity and 'ang_vel' angular velocity, this should be called only in RM_PREPARE, when used it will automatically draw meshes in following modes when needed: RM_EARLY_Z RM_SIMPLE RM_SOLID RM_SOLID_M RM_AMBIENT RM_BLEND void draw(C MatrixM &matrix )C; // add mesh to draw list using 'matrix' matrix and no velocities , this should be called only in RM_PREPARE, when used it will automatically draw meshes in following modes when needed: RM_EARLY_Z RM_SIMPLE RM_SOLID RM_SOLID_M RM_AMBIENT RM_BLEND void draw(C AnimatedSkeleton &anim_skel )C; // add mesh to draw list using 'anim_skel' matrixes and velocities , this should be called only in RM_PREPARE, when used it will automatically draw meshes in following modes when needed: RM_SIMPLE RM_SOLID RM_SOLID_M RM_AMBIENT RM_BLEND, 'anim_skel' must point to constant memory address (the pointer is stored through which the object can be accessed later during frame rendering) void draw(C AnimatedSkeleton &anim_skel, C Material &material )C; // add mesh to draw list using 'anim_skel' matrixes and velocities , this should be called only in RM_PREPARE, when used it will automatically draw meshes in following modes when needed: RM_SIMPLE RM_SOLID RM_SOLID_M RM_AMBIENT RM_BLEND, 'anim_skel' must point to constant memory address (the pointer is stored through which the object can be accessed later during frame rendering), 'material'=material used for rendering which overrides the default material, however for performance reasons, the default shader is used, which means that the 'material' should be similar to the default material, and if it's too different then some artifacts can occur void drawShadow(C MatrixM &matrix )C; // add mesh to shadow draw list using 'matrix' matrix , this should be called only in RM_SHADOW void drawShadow(C AnimatedSkeleton &anim_skel )C; // add mesh to shadow draw list using 'anim_skel' skeleton, this should be called only in RM_SHADOW, 'anim_skel' must point to constant memory address (the pointer is stored through which the object can be accessed later during frame rendering) void drawShadow(C AnimatedSkeleton &anim_skel, C Material &material)C; // add mesh to shadow draw list using 'anim_skel' skeleton, this should be called only in RM_SHADOW, 'anim_skel' must point to constant memory address (the pointer is stored through which the object can be accessed later during frame rendering), 'material'=material used for rendering which overrides the default material, however for performance reasons, the default shader is used, which means that the 'material' should be similar to the default material, and if it's too different then some artifacts can occur // draw blended, this is an alternative to default 'draw' (typically 'draw' draws blended meshes automatically for materials with technique in blend mode), this method however draws the mesh immediately (which allows to set custom shader parameters per draw call), it always uses blend shaders regardless if the material has technique set in blend mode, and provides additional control over material color, this can be called only in RM_BLEND rendering mode, doesn't use automatic Frustum culling void drawBlend(C Vec4 *color=null)C; // draw with current matrix, 'color'=pointer to optional Material color multiplication // draw mesh outline, this can be optionally called in RM_OUTLINE in order to outline the mesh, doesn't use automatic Frustum culling void drawOutline(C Color &color)C; // draw with current matrix // draw using the "behind" effect, this can be optionally called in RM_BEHIND, doesn't use automatic Frustum culling void drawBehind(C Color &color_perp, C Color &color_parallel)C; // draw with current matrix, 'color_perp'=color to be used for normals perpendicular to camera, 'color_parallel'=color to be used for normals parallel to camera #if EE_PRIVATE // io Bool save (File &f, CChar *path=null)C; // save, 'path'=path at which resource is located (this is needed so that the sub-resources can be accessed with relative path), false on fail Bool load (File &f, CChar *path=null) ; // load, 'path'=path at which resource is located (this is needed so that the sub-resources can be accessed with relative path), false on fail Bool saveData(File &f, CChar *path=null)C; // save, 'path'=path at which resource is located (this is needed so that the sub-resources can be accessed with relative path), false on fail Bool loadData(File &f, CChar *path=null) ; // load, 'path'=path at which resource is located (this is needed so that the sub-resources can be accessed with relative path), false on fail Bool loadOld (File &f, CChar *path=null) ; #endif void operator*=(C Matrix3 &m) {transform(m);} // transform by matrix void operator*=(C Matrix &m) {transform(m);} // transform by matrix MeshLod(); }; /******************************************************************************/ inline Int Elms(C MeshLod &mshl) {return mshl.parts.elms();} /******************************************************************************/