PolySceneMesh.cpp 7.1 KB

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  1. /*
  2. * PolySceneMesh.cpp
  3. * Poly
  4. *
  5. * Created by Ivan Safrin on 3/18/08.
  6. * Copyright 2008 __MyCompanyName__. All rights reserved.
  7. *
  8. */
  9. #include "PolySceneMesh.h"
  10. using namespace Polycode;
  11. SceneMesh::SceneMesh(String fileName) : SceneEntity(), texture(NULL), material(NULL) {
  12. mesh = new Mesh(fileName);
  13. bBoxRadius = mesh->getRadius();
  14. bBox = mesh->calculateBBox();
  15. skeleton = NULL;
  16. lightmapIndex=0;
  17. showVertexNormals = false;
  18. useVertexBuffer = false;
  19. }
  20. SceneMesh::SceneMesh(Mesh *mesh) : SceneEntity(), texture(NULL), material(NULL) {
  21. this->mesh = mesh;
  22. bBoxRadius = mesh->getRadius();
  23. bBox = mesh->calculateBBox();
  24. skeleton = NULL;
  25. lightmapIndex=0;
  26. showVertexNormals = false;
  27. useVertexBuffer = false;
  28. }
  29. SceneMesh::SceneMesh(int meshType) : texture(NULL), material(NULL) {
  30. mesh = new Mesh(meshType);
  31. bBoxRadius = mesh->getRadius();
  32. bBox = mesh->calculateBBox();
  33. skeleton = NULL;
  34. lightmapIndex=0;
  35. showVertexNormals = false;
  36. useVertexBuffer = false;
  37. }
  38. void SceneMesh::setMesh(Mesh *mesh) {
  39. this->mesh = mesh;
  40. bBoxRadius = mesh->getRadius();
  41. bBox = mesh->calculateBBox();
  42. showVertexNormals = false;
  43. useVertexBuffer = false;
  44. }
  45. SceneMesh::~SceneMesh() {
  46. }
  47. Mesh *SceneMesh::getMesh() {
  48. return mesh;
  49. }
  50. void SceneMesh::setTexture(Texture *texture) {
  51. this->texture = texture;
  52. }
  53. void SceneMesh::setMaterial(Material *material) {
  54. this->material = material;
  55. localShaderOptions = material->getShader(0)->createBinding();
  56. }
  57. void SceneMesh::setMaterial(String materialName) {
  58. Material *material = (Material*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_MATERIAL, materialName);
  59. if(!material)
  60. return;
  61. setMaterial(material);
  62. }
  63. Texture *SceneMesh::getTexture() {
  64. return texture;
  65. }
  66. void SceneMesh::loadTexture(String fileName,bool clamp) {
  67. texture = CoreServices::getInstance()->getMaterialManager()->createTextureFromFile(fileName, clamp);
  68. }
  69. ShaderBinding *SceneMesh::getLocalShaderOptions() {
  70. return localShaderOptions;
  71. }
  72. void SceneMesh::loadSkeleton(String fileName) {
  73. skeleton = new Skeleton(fileName);
  74. addEntity(skeleton);
  75. setSkeleton(skeleton);
  76. }
  77. void SceneMesh::setSkeleton(Skeleton *skeleton) {
  78. this->skeleton = skeleton;
  79. for(int i=0; i < mesh->getPolygonCount(); i++) {
  80. Polygon *polygon = mesh->getPolygon(i);
  81. unsigned int vCount = polygon->getVertexCount();
  82. for(int j=0; j < vCount; j++) {
  83. Vertex *vertex = polygon->getVertex(j);
  84. for(int k=0; k < vertex->getNumBoneAssignments(); k++) {
  85. vertex->getBoneAssignment(k)->bone = skeleton->getBone(vertex->getBoneAssignment(k)->boneID);
  86. }
  87. }
  88. }
  89. }
  90. Material *SceneMesh::getMaterial() {
  91. return material;
  92. }
  93. Skeleton *SceneMesh::getSkeleton() {
  94. return skeleton;
  95. }
  96. void SceneMesh::renderMeshLocally() {
  97. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  98. if(skeleton) {
  99. for(int i=0; i < mesh->getPolygonCount(); i++) {
  100. Polygon *polygon = mesh->getPolygon(i);
  101. unsigned int vCount = polygon->getVertexCount();
  102. for(int j=0; j < vCount; j++) {
  103. Vertex *vert = polygon->getVertex(j);
  104. Vector3 norm;
  105. Vector3 aPos = vert->restPosition;
  106. Vector3 tPos;
  107. Number mult = 0;
  108. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  109. BoneAssignment *bas = vert->getBoneAssignment(b);
  110. mult += bas->weight;
  111. }
  112. mult = 1.0f/mult;
  113. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  114. BoneAssignment *bas = vert->getBoneAssignment(b);
  115. Bone *bone = bas->bone;
  116. if(bone) {
  117. Matrix4 restMatrix = bone->getRestMatrix();
  118. Matrix4 finalMatrix = bone->getFinalMatrix();
  119. Vector3 vec = restMatrix * aPos;
  120. tPos += finalMatrix * vec * (bas->weight*mult);
  121. Vector3 nvec = vert->restNormal;
  122. nvec = restMatrix.rotateVector(nvec);
  123. nvec = finalMatrix.rotateVector(nvec);
  124. norm += nvec * (bas->weight*mult);
  125. }
  126. }
  127. vert->x = tPos.x;
  128. vert->y = tPos.y;
  129. vert->z = tPos.z;
  130. norm.Normalize();
  131. vert->setNormal(norm.x, norm.y, norm.z);
  132. }
  133. }
  134. mesh->arrayDirtyMap[RenderDataArray::VERTEX_DATA_ARRAY] = true;
  135. mesh->arrayDirtyMap[RenderDataArray::NORMAL_DATA_ARRAY] = true;
  136. }
  137. /*
  138. Matrix4 boneMat;
  139. for(int i=0; i < mesh->getPolygonCount(); i++) {
  140. Polygon *polygon = mesh->getPolygon(i);
  141. CoreServices::getInstance()->getRenderer()->setNormal(polygon->getFaceNormal());
  142. unsigned int vCount = polygon->getVertexCount();
  143. for(int j=0; j < vCount; j++) {
  144. Vertex *vert = polygon->getVertex(j);
  145. Vector3 norm = *vert->normal;
  146. if(skeleton) {
  147. Vector3 aPos = vert->restPosition;
  148. Vector3 tPos;
  149. for(int b =0; b < vert->getNumBoneAssignments(); b++) {
  150. BoneAssignment *bas = vert->getBoneAssignment(b);
  151. Bone *bone = bas->bone;
  152. if(bone) {
  153. Vector3 vec = bone->getFullRestMatrix().inverse() * aPos;
  154. tPos += bone->getFinalMatrix() * vec * bas->weight;
  155. }
  156. }
  157. vert->x = tPos.x;
  158. vert->y = tPos.y;
  159. vert->z = tPos.z;
  160. norm.x += tPos.x;
  161. norm.y += tPos.y;
  162. norm.z += tPos.z;
  163. }
  164. if(polygon->useVertexNormals) {
  165. CoreServices::getInstance()->getRenderer()->setNormal(norm);
  166. }
  167. if(polygon->usesFaceUV()) {
  168. if(polygon->hasSecUVs)
  169. CoreServices::getInstance()->getRenderer()->draw3DVertex2UV(vert, polygon->getTexCoord(j), polygon->getTexCoord2(j));
  170. else
  171. CoreServices::getInstance()->getRenderer()->draw3DVertex(vert, polygon->getTexCoord(j));
  172. } else {
  173. CoreServices::getInstance()->getRenderer()->draw3DVertex(vert, NULL);
  174. }
  175. }
  176. //CoreServices::getInstance()->getRenderer()->draw3DPolygon(mesh->getPolygon(i));
  177. }
  178. */
  179. if(mesh->useVertexColors) {
  180. renderer->pushDataArrayForMesh(mesh, RenderDataArray::COLOR_DATA_ARRAY);
  181. }
  182. renderer->pushDataArrayForMesh(mesh, RenderDataArray::VERTEX_DATA_ARRAY);
  183. renderer->pushDataArrayForMesh(mesh, RenderDataArray::NORMAL_DATA_ARRAY);
  184. renderer->pushDataArrayForMesh(mesh, RenderDataArray::TEXCOORD_DATA_ARRAY);
  185. renderer->drawArrays(mesh->getMeshType());
  186. }
  187. void SceneMesh::cacheToVertexBuffer(bool cache) {
  188. if(cache && !mesh->hasVertexBuffer()) {
  189. CoreServices::getInstance()->getRenderer()->createVertexBufferForMesh(mesh);
  190. }
  191. useVertexBuffer = cache;
  192. }
  193. void SceneMesh::Render() {
  194. Renderer *renderer = CoreServices::getInstance()->getRenderer();
  195. if(material) {
  196. renderer->applyMaterial(material, localShaderOptions,0);
  197. } else {
  198. if(texture)
  199. renderer->setTexture(texture);
  200. else
  201. renderer->setTexture(NULL);
  202. }
  203. if(useVertexBuffer) {
  204. renderer->drawVertexBuffer(mesh->getVertexBuffer());
  205. } else {
  206. renderMeshLocally();
  207. }
  208. if(material)
  209. renderer->clearShader();
  210. if(showVertexNormals) {
  211. renderer->setTexture(NULL);
  212. /*
  213. for(int i=0; i < mesh->getPolygonCount(); i++) {
  214. Polygon *polygon = mesh->getPolygon(i);
  215. unsigned int vCount = polygon->getVertexCount();
  216. for(int j=0; j < vCount; j++) {
  217. Vertex *vert = polygon->getVertex(j);
  218. Vector3 norm = *vert->normal;
  219. CoreServices::getInstance()->getRenderer()->draw3DLine(*vert, norm, 0.4f, Color(0.0f,0.7f,1.0f,0.5f));
  220. }
  221. }
  222. */
  223. }
  224. }