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- /*
- Copyright (C) 2011 by Ivan Safrin
- 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 <map>
- #include "PolyMesh.h"
- #include "PolyLogger.h"
- #include "OSBasics.h"
- using std::min;
- using std::max;
- using std::vector;
- using namespace Polycode;
- Mesh::Mesh(const String& fileName)
- : vertexPositionArray(RenderDataArray::VERTEX_DATA_ARRAY),
- vertexColorArray(RenderDataArray::COLOR_DATA_ARRAY),
- vertexNormalArray(RenderDataArray::NORMAL_DATA_ARRAY),
- vertexTexCoordArray(RenderDataArray::TEXCOORD_DATA_ARRAY),
- vertexTexCoord2Array(RenderDataArray::TEXCOORD2_DATA_ARRAY),
- vertexTangentArray(RenderDataArray::TANGENT_DATA_ARRAY),
- vertexBoneWeightArray(RenderDataArray::BONE_WEIGHT_DATA_ARRAY),
- vertexBoneIndexArray(RenderDataArray::BONE_INDEX_DATA_ARRAY),
- indexArray(RenderDataArray::INDEX_DATA_ARRAY)
- {
- indexedMesh = false;
- meshType = TRI_MESH;
- meshHasVertexBuffer = false;
- vertexBuffer = NULL;
- loadMesh(fileName);
- useVertexColors = false;
- }
- Mesh::Mesh(int meshType)
- : vertexPositionArray(RenderDataArray::VERTEX_DATA_ARRAY),
- vertexColorArray(RenderDataArray::COLOR_DATA_ARRAY),
- vertexNormalArray(RenderDataArray::NORMAL_DATA_ARRAY),
- vertexTexCoordArray(RenderDataArray::TEXCOORD_DATA_ARRAY),
- vertexTexCoord2Array(RenderDataArray::TEXCOORD2_DATA_ARRAY),
- vertexTangentArray(RenderDataArray::TANGENT_DATA_ARRAY),
- vertexBoneWeightArray(RenderDataArray::BONE_WEIGHT_DATA_ARRAY),
- vertexBoneIndexArray(RenderDataArray::BONE_INDEX_DATA_ARRAY),
- indexArray(RenderDataArray::INDEX_DATA_ARRAY)
- {
- this->meshType = meshType;
- meshHasVertexBuffer = false;
- vertexBuffer = NULL;
- useVertexColors = false;
- indexedMesh = false;
- }
- Mesh *Mesh::MeshFromFileName(String& fileName) {
- return new Mesh(fileName);
- }
- Mesh::~Mesh() {
- clearMesh();
- }
- void Mesh::clearMesh() {
- if(vertexBuffer)
- delete vertexBuffer;
- vertexBuffer = NULL;
-
- vertexPositionArray.data.clear();
- vertexColorArray.data.clear();
- vertexNormalArray.data.clear();
- vertexTexCoordArray.data.clear();
- vertexTexCoord2Array.data.clear();
- vertexTangentArray.data.clear();
- indexArray.data.clear();
- vertexBoneWeightArray.data.clear();
- vertexBoneIndexArray.data.clear();
-
- meshHasVertexBuffer = false;
- }
- VertexBuffer *Mesh::getVertexBuffer() {
- return vertexBuffer;
- }
- void Mesh::setVertexBuffer(VertexBuffer *buffer) {
- if(vertexBuffer) {
- delete vertexBuffer;
- }
- vertexBuffer = buffer;
- meshHasVertexBuffer = true;
- }
- Number Mesh::getRadius() {
- Number hRad = 0;
- Number len;
- for(int i=0; i < vertexPositionArray.data.size()-2; i += 3) {
- Vector3 vec;
- len = vec.length();
- if(len > hRad) {
- hRad = len;
- }
- }
- return hRad;
- }
- void Mesh::writeVertexBlock(VertexDataArray *array, OSFILE *outFile) {
-
- if(array->getDataSize() == 0) {
- return;
- }
-
- unsigned char blockType = array->type;
- unsigned int blockCount = array->getDataSize();
- OSBasics::write(&blockType, sizeof(unsigned char), 1, outFile);
- OSBasics::write(&blockCount, sizeof(unsigned int), 1, outFile);
-
- OSBasics::write(array->getArrayData(), sizeof(PolyRendererVertexType), array->getDataSize(), outFile);
- }
- void Mesh::writeIndexBlock(IndexDataArray *array, OSFILE *outFile) {
-
- if(array->getDataSize() == 0) {
- return;
- }
-
- unsigned char blockType = array->type;
- unsigned int blockCount = array->getDataSize();
-
- OSBasics::write(&blockType, sizeof(unsigned char), 1, outFile);
- OSBasics::write(&blockCount, sizeof(unsigned int), 1, outFile);
-
- OSBasics::write(array->getArrayData(), sizeof(PolyRendererIndexType), array->getDataSize(), outFile);
- }
- void Mesh::saveToFile(OSFILE *outFile, bool writeNormals, bool writeTangents, bool writeColors, bool writeBoneWeights, bool writeUVs, bool writeSecondaryUVs) {
- // new mesh format
- // IMPORTANT: PolyRendererVertexType type defines mesh format internal type. Consider making floats always. Don't want to cast for now.
-
- const char headerTag[] = "MSH2";
- OSBasics::write(headerTag, 1, 4, outFile);
-
- unsigned char meshFlags = 0;
-
- if(indexedMesh) {
- meshFlags |= 1 << 0;
- }
-
- OSBasics::write(&meshFlags, sizeof(unsigned char), 1, outFile);
-
- writeVertexBlock(&vertexPositionArray, outFile);
-
- if(indexedMesh) {
- writeIndexBlock(&indexArray, outFile);
- }
-
- if(writeColors) {
- writeVertexBlock(&vertexColorArray, outFile);
- }
- if(writeNormals) {
- writeVertexBlock(&vertexNormalArray, outFile);
- }
-
- if(writeUVs) {
- writeVertexBlock(&vertexTexCoordArray, outFile);
- }
- if(writeSecondaryUVs) {
- writeVertexBlock(&vertexTexCoord2Array, outFile);
- }
-
- if(writeTangents) {
- writeVertexBlock(&vertexTangentArray, outFile);
- }
-
- if(writeBoneWeights) {
- writeVertexBlock(&vertexBoneWeightArray, outFile);
- writeVertexBlock(&vertexBoneIndexArray, outFile);
- }
- }
- void Mesh::loadFromFile(OSFILE *inFile) {
- clearMesh();
-
- char tag[4];
- OSBasics::read(tag, 1, 4, inFile);
-
- if(tag[0] == 'M' && tag[1] == 'S' && tag[2] == 'H' && tag[3] == '2') {
- loadFromFileV2(inFile);
- } else {
- OSBasics::seek(inFile, 0, SEEK_SET);
- loadFromFileLegacyV1(inFile);
- }
- }
- void Mesh::loadFromFileV2(OSFILE *inFile) {
-
- unsigned char meshFlags;
- OSBasics::read(&meshFlags, sizeof(unsigned char), 1, inFile);
-
- indexedMesh = meshFlags & (1 << 0);
-
- char blockType;
- unsigned int blockSize;
- while(OSBasics::read(&blockType, sizeof(unsigned char), 1, inFile)) {
- OSBasics::read(&blockSize, sizeof(unsigned int), 1, inFile);
-
- switch(blockType) {
- case RenderDataArray::VERTEX_DATA_ARRAY:
- vertexPositionArray.data.resize(blockSize);
- OSBasics::read(&vertexPositionArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- case RenderDataArray::TEXCOORD_DATA_ARRAY:
- vertexTexCoordArray.data.resize(blockSize);
- OSBasics::read(&vertexTexCoordArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- case RenderDataArray::NORMAL_DATA_ARRAY:
- vertexNormalArray.data.resize(blockSize);
- OSBasics::read(&vertexNormalArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- case RenderDataArray::COLOR_DATA_ARRAY:
- vertexColorArray.data.resize(blockSize);
- OSBasics::read(&vertexColorArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- case RenderDataArray::TANGENT_DATA_ARRAY:
- vertexTangentArray.data.resize(blockSize);
- OSBasics::read(&vertexTangentArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- case RenderDataArray::BONE_WEIGHT_DATA_ARRAY:
- vertexBoneWeightArray.data.resize(blockSize);
- OSBasics::read(&vertexBoneWeightArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- case RenderDataArray::INDEX_DATA_ARRAY:
- indexArray.data.resize(blockSize);
- OSBasics::read(&indexArray.data[0], sizeof(PolyRendererIndexType), blockSize, inFile);
- break;
- case RenderDataArray::BONE_INDEX_DATA_ARRAY:
- vertexBoneIndexArray.data.resize(blockSize);
- OSBasics::read(&vertexBoneIndexArray.data[0], sizeof(PolyRendererVertexType), blockSize, inFile);
- break;
- }
- }
-
- if(vertexBoneIndexArray.getDataSize() > 0) {
- normalizeBoneWeights();
- }
- }
- void Mesh::normalizeBoneWeights() {
-
- for(int i=0; i < vertexBoneWeightArray.getDataSize()-3; i += 4) {
- Number totalWeight = vertexBoneWeightArray.data[i] + vertexBoneWeightArray.data[i+1] + vertexBoneWeightArray.data[i+2] + vertexBoneWeightArray.data[i+3];
-
- if(totalWeight != 0.0) {
- vertexBoneWeightArray.data[i] = vertexBoneWeightArray.data[i] / totalWeight;
- vertexBoneWeightArray.data[i+1] = vertexBoneWeightArray.data[i+1] / totalWeight;
- vertexBoneWeightArray.data[i+2] = vertexBoneWeightArray.data[i+2] / totalWeight;
- vertexBoneWeightArray.data[i+3] = vertexBoneWeightArray.data[i+3] / totalWeight;
- }
- }
- }
- void Mesh::loadFromFileLegacyV1(OSFILE *inFile) {
-
- unsigned char meshFlags;
- OSBasics::read(&meshFlags, sizeof(unsigned char), 1, inFile);
-
- indexedMesh = meshFlags & (1 << 0);
- bool hasNormals = meshFlags & (1 << 1);
- bool hasTangents = meshFlags & (1 << 2);
- bool hasColors = meshFlags & (1 << 3);
- bool hasUV = meshFlags & (1 << 4);
- bool hasSecondaryUVs = meshFlags & (1 << 5);
- bool hasBoneWeights = meshFlags & (1 << 6);
-
- unsigned int meshType;
- OSBasics::read(&meshType, sizeof(unsigned int), 1, inFile);
- setMeshType(meshType);
-
- unsigned int numVertices;
- OSBasics::read(&numVertices, sizeof(unsigned int), 1, inFile);
-
- Vector3_struct pos;
- Vector3_struct nor;
- Vector3_struct tan;
- Vector4_struct col;
- Vector2_struct tex;
-
- for(int i=0; i < numVertices; i++) {
- OSBasics::read(&pos, sizeof(Vector3_struct), 1, inFile);
- vertexPositionArray.data.push_back(pos.x);
- vertexPositionArray.data.push_back(pos.y);
- vertexPositionArray.data.push_back(pos.z);
-
- if(hasNormals) {
- OSBasics::read(&nor, sizeof(Vector3_struct), 1, inFile);
- vertexNormalArray.data.push_back(nor.x);
- vertexNormalArray.data.push_back(nor.y);
- vertexNormalArray.data.push_back(nor.z);
-
-
- }
- if(hasTangents) {
- OSBasics::read(&tan, sizeof(Vector3_struct), 1, inFile);
-
- vertexTangentArray.data.push_back(tan.x);
- vertexTangentArray.data.push_back(tan.y);
- vertexTangentArray.data.push_back(tan.z);
-
- }
-
- if(hasColors) {
- OSBasics::read(&col, sizeof(Vector4_struct), 1, inFile);
-
- vertexColorArray.data.push_back(col.x);
- vertexColorArray.data.push_back(col.y);
- vertexColorArray.data.push_back(col.z);
- vertexColorArray.data.push_back(col.w);
- }
-
- if(hasUV) {
- OSBasics::read(&tex, sizeof(Vector2_struct), 1, inFile);
- vertexTexCoordArray.data.push_back(tex.x);
- vertexTexCoordArray.data.push_back(tex.y);
- }
-
- if(hasSecondaryUVs) {
- OSBasics::read(&tex, sizeof(Vector2_struct), 1, inFile);
- vertexTexCoord2Array.data.push_back(tex.x);
- vertexTexCoord2Array.data.push_back(tex.x);
- }
-
- if(hasBoneWeights) {
- unsigned int numBoneWeights;
- OSBasics::read(&numBoneWeights, sizeof(unsigned int), 1, inFile);
-
- Number totalWeight = 0;
- int numPushed = 0;
-
- for(int b=0; b < numBoneWeights; b++) {
- float weight;
- unsigned int boneID;
- OSBasics::read(&boneID, sizeof(unsigned int), 1, inFile);
- OSBasics::read(&weight, sizeof(float), 1, inFile);
-
- if(b < 4) {
- vertexBoneWeightArray.data.push_back(weight);
- vertexBoneIndexArray.data.push_back(boneID);
- numPushed++;
- }
- totalWeight += weight;
- }
-
- if(numPushed < 4) {
- for(int b=numPushed; b < 4; b++) {
- vertexBoneWeightArray.data.push_back(0.0);
- vertexBoneIndexArray.data.push_back(0.0);
- }
- }
-
- for(int m=0; m < 4; m++) {
- vertexBoneWeightArray.data[vertexBoneWeightArray.data.size()-1-m] = vertexBoneWeightArray.data[vertexBoneWeightArray.data.size()-1-m] / totalWeight;
- }
- }
- }
-
- if(indexedMesh) {
- unsigned int numIndices;
- OSBasics::read(&numIndices, sizeof(unsigned int), 1, inFile);
- unsigned int val;
- for(int i=0; i < numIndices; i++) {
- OSBasics::read(&val, sizeof(unsigned int), 1, inFile);
- indexArray.data.push_back(val);
- }
- }
- }
- Vector2 Mesh::getVertexTexCoord(unsigned int vertexOffset) {
- return Vector2(vertexTexCoordArray.data[(vertexOffset*2)], vertexTexCoordArray.data[(vertexOffset*2)+1]);
- }
- Vector2 Mesh::getVertexTexCoordAtIndex(unsigned int index) {
- unsigned int vertexOffset = indexArray.data[index]*2;
- return Vector2(vertexTexCoordArray.data[vertexOffset], vertexTexCoordArray.data[vertexOffset+1]);
- }
- Vector3 Mesh::getVertexPosition(unsigned int vertexOffset) {
- return Vector3(vertexPositionArray.data[(vertexOffset*3)], vertexPositionArray.data[(vertexOffset*3)+1], vertexPositionArray.data[(vertexOffset*3)+2]);
- }
- Vector3 Mesh::getVertexPositionAtIndex(unsigned int index) {
- unsigned int vertexOffset = indexArray.data[index]*3;
- return Vector3(vertexPositionArray.data[vertexOffset], vertexPositionArray.data[vertexOffset+1], vertexPositionArray.data[vertexOffset+2]);
- }
- void Mesh::addColor(const Color &color) {
- vertexColorArray.data.push_back(color.r);
- vertexColorArray.data.push_back(color.g);
- vertexColorArray.data.push_back(color.b);
- vertexColorArray.data.push_back(color.a);
- }
- void Mesh::addColor(Number r, Number g, Number b, Number a) {
- vertexColorArray.data.push_back(r);
- vertexColorArray.data.push_back(g);
- vertexColorArray.data.push_back(b);
- vertexColorArray.data.push_back(a);
- }
- void Mesh::addVertex(Number x, Number y, Number z) {
- vertexPositionArray.data.push_back(x);
- vertexPositionArray.data.push_back(y);
- vertexPositionArray.data.push_back(z);
- }
- void Mesh::addTangent(Number x, Number y, Number z) {
- vertexTangentArray.data.push_back(x);
- vertexTangentArray.data.push_back(y);
- vertexTangentArray.data.push_back(z);
- }
- void Mesh::addTexCoord(Number u, Number v) {
- vertexTexCoordArray.data.push_back(u);
- vertexTexCoordArray.data.push_back(v);
- }
- void Mesh::addTexCoord2(Number u, Number v) {
- vertexTexCoord2Array.data.push_back(u);
- vertexTexCoord2Array.data.push_back(v);
- }
- void Mesh::addBoneAssignments(Number b1Weight, unsigned int b1Index, Number b2Weight, unsigned int b2Index, Number b3Weight, unsigned int b3Index, Number b4Weight, unsigned int b4Index) {
-
- vertexBoneWeightArray.data.push_back(b1Weight);
- vertexBoneWeightArray.data.push_back(b2Weight);
- vertexBoneWeightArray.data.push_back(b3Weight);
- vertexBoneWeightArray.data.push_back(b4Weight);
-
- vertexBoneIndexArray.data.push_back(b1Index);
- vertexBoneIndexArray.data.push_back(b2Index);
- vertexBoneIndexArray.data.push_back(b3Index);
- vertexBoneIndexArray.data.push_back(b4Index);
- }
- void Mesh::setVertexAtOffset(unsigned int offset, Number x, Number y, Number z) {
- if((offset*3)+2 < vertexPositionArray.data.size()) {
- vertexPositionArray.data[(offset*3)] = x;
- vertexPositionArray.data[(offset*3)+1] = y;
- vertexPositionArray.data[(offset*3)+2] = z;
- }
- }
- void Mesh::addVertexWithUV(Number x, Number y, Number z, Number u, Number v) {
- addVertex(x,y,z);
- addTexCoord(u,v);
- }
- void Mesh::addVertexWithUVAndNormal(Number x, Number y, Number z, Number u, Number v, Number nx, Number ny, Number nz) {
- addVertexWithUV(x,y,z, u, v);
- addNormal(nx, ny, nz);
- }
- void Mesh::addNormal(Number nx, Number ny, Number nz) {
- vertexNormalArray.data.push_back(nx);
- vertexNormalArray.data.push_back(ny);
- vertexNormalArray.data.push_back(nz);
- }
- void Mesh::addNormal(const Vector3 &n) {
- vertexNormalArray.data.push_back(n.x);
- vertexNormalArray.data.push_back(n.y);
- vertexNormalArray.data.push_back(n.z);
- }
- void Mesh::saveToFile(const String& fileName, bool writeNormals, bool writeTangents, bool writeColors, bool writeBoneWeights, bool writeUVs, bool writeSecondaryUVs) {
- OSFILE *outFile = OSBasics::open(fileName, "wb");
- if(!outFile) {
- Logger::log("Error opening mesh file for saving: %s\n", fileName.c_str());
- return;
- }
- saveToFile(outFile, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs);
- OSBasics::close(outFile);
- }
- void Mesh::loadMesh(const String& fileName) {
- OSFILE *inFile = OSBasics::open(fileName, "rb");
- if(!inFile) {
- Logger::log("Error opening mesh file %s\n", fileName.c_str());
- return;
- }
- loadFromFile(inFile);
- OSBasics::close(inFile);
- }
- void Mesh::createCircle(Number w, Number h, unsigned int numSegments) {
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = false;
- Number lastx = 0;
- Number lasty = 0;
- Number lastv = 0;
- for (int i=0 ; i < numSegments+1; i++) {
- Number v = ((Number)i)/((Number)numSegments);
- Number pos = ((PI*2.0)/((Number)numSegments)) * i;
- Number x = sin(pos) * w * 0.5;
- Number y = cos(pos) * h * 0.5;
-
- if(i > 0) {
- addVertexWithUVAndNormal(0,0,0,0.5,0.5, 0.0, 0.0, 1.0);
- addVertexWithUVAndNormal(x,y,0, 0.5+(y/h*0.5), 0.5+(x/w*0.5), 0.0, 0.0, 1.0);
- addVertexWithUVAndNormal(lastx,lasty,0, 0.5+(lasty/h*0.5), 0.5+(lastx/w*0.5), 0.0, 0.0, 1.0);
- }
- lastx = x;
- lastv = v;
- lasty = y;
- }
- }
- Mesh *Mesh::Copy() const {
- Mesh *newMesh = new Mesh(meshType);
- newMesh->indexedMesh = indexedMesh;
- (*newMesh) = (*this);
- return newMesh;
- }
- void Mesh::createLineCircle(Number w, Number h, unsigned int numSegments) {
- setMeshType(Mesh::TRIFAN_MESH);
- indexedMesh = false;
-
- int step;
- if(numSegments > 0) {
- step = ceil(360.0/((Number)numSegments));
- } else {
- step = 1;
- }
-
- addVertexWithUV(cosf(0)*(w/2),sinf(0)*(h/2), 0, (cosf(0)*0.5) + 0.5,(sinf(0) * 0.5)+ 0.5);
- addNormal(0.0, 0.0, 0.0);
-
- for (int i=0; i < 361; i+= step) {
- Number degInRad = i*TORADIANS;
-
- Number x = cos(degInRad)*(w/2);
- Number y = sin(degInRad)*(h/2);
-
- addVertexWithUV(x, y, 0, (cos(degInRad) * 0.5)+ 0.5 , 1.0- ((sin(degInRad) * 0.5)+ 0.5));
-
- Vector3 normal(x,y, 0.0);
- normal.Normalize();
- addNormal(normal.x, normal.y, normal.z);
- }
- }
- void Mesh::createVPlane(Number w, Number h) {
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = false;
-
- addVertexWithUVAndNormal(0 - (w/2.0f),0 - (h/2.0f), 0,0,0, 0.0, 0.0, 1.0);
- addVertexWithUVAndNormal(w - (w/2.0f), 0- (h/2.0f), 0, 1, 0, 0.0, 0.0, 1.0);
- addVertexWithUVAndNormal(w- (w/2.0f), h- (h/2.0f), 0, 1, 1, 0.0, 0.0, 1.0);
-
- addVertexWithUVAndNormal(0 - (w/2.0f),0- (h/2.0f), 0,0,0, 0.0, 0.0, 1.0);
- addVertexWithUVAndNormal(w - (w/2.0f),h - (h/2.0f), 0, 1, 1, 0.0, 0.0, 1.0);
- addVertexWithUVAndNormal(0 - (w/2.0f),h - (h/2.0f), 0,0,1, 0.0, 0.0, 1.0);
-
- calculateNormals();
- calculateTangents();
- }
- void Mesh::createPlane(Number w, Number h) {
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = false;
-
- addVertexWithUV(0- (w/2.0f),0,h- (h/2.0f),0,0);
- addVertexWithUV(w- (w/2.0f),0,h- (h/2.0f), 1, 0);
- addVertexWithUV(w- (w/2.0f),0,0- (h/2.0f), 1, 1);
-
- addVertexWithUV(0- (w/2.0f),0,h- (h/2.0f),0,0);
- addVertexWithUV(w- (w/2.0f),0,0- (h/2.0f), 1, 1);
- addVertexWithUV(0- (w/2.0f),0,0- (h/2.0f),0,1);
- calculateNormals();
- calculateTangents();
- }
- Vector3 Mesh::recenterMesh() {
-
- // TODO: implement
-
- Vector3 positiveOffset;
- Vector3 negativeOffset;
- Vector3 finalOffset;
-
- /*
- for(int i=0; i < vertices.size(); i++) {
- positiveOffset.x = max(positiveOffset.x, vertices[i]->x);
- positiveOffset.y = max(positiveOffset.y, vertices[i]->y);
- positiveOffset.z = max(positiveOffset.z, vertices[i]->z);
- negativeOffset.x = min(negativeOffset.x, vertices[i]->x);
- negativeOffset.y = min(negativeOffset.y, vertices[i]->y);
- negativeOffset.z = min(negativeOffset.z, vertices[i]->z);
- }
-
-
- finalOffset.x = (positiveOffset.x + negativeOffset.x)/2.0f;
- finalOffset.y = (positiveOffset.y + negativeOffset.y)/2.0f;
- finalOffset.z = (positiveOffset.z + negativeOffset.z)/2.0f;
-
- for(int i=0; i < vertices.size(); i++) {
- vertices[i]->x = vertices[i]->x - finalOffset.x;
- vertices[i]->y = vertices[i]->y - finalOffset.y;
- vertices[i]->z = vertices[i]->z - finalOffset.z;
- }
- */
-
- return finalOffset;
- }
- Vector3 Mesh::calculateBBox() {
- Vector3 retVec;
-
- if(vertexPositionArray.data.size() == 0) {
- return retVec;
- }
-
- for(int i=0; i < vertexPositionArray.data.size()-2; i += 3) {
- retVec.x = max(retVec.x,(Number)fabs(vertexPositionArray.data[i]));
- retVec.y = max(retVec.y,(Number)fabs(vertexPositionArray.data[i+1]));
- retVec.z = max(retVec.z,(Number)fabs(vertexPositionArray.data[i+2]));
- }
-
- if(retVec.x == 0.0) {
- retVec.x = 0.001;
- }
- if(retVec.y == 0.0) {
- retVec.y = 0.001;
- }
- if(retVec.z == 0.0) {
- retVec.z = 0.001;
- }
- return retVec*2;
- }
- void Mesh::createSphere(Number radius, int segmentsH, int segmentsW) {
- segmentsH++;
- segmentsW++;
-
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = true;
- Number tdelta = 360.f/(segmentsW-1);
- Number pdelta = 180.f/(segmentsH-1);
-
- Number phi = -90;
- Number theta = 0;
-
- for(unsigned int i = 0; i< segmentsH; i++) {
- for(unsigned int j = 0; j < segmentsW; j++) {
- Vector3 v;
- v.x = radius * cos(phi*PI/180.f) * cos(theta*PI/180.f);
- v.y = radius * sin(phi*PI/180.f);
- v.z = radius * cos(phi*PI/180.f) * sin(theta*PI/180.f);
- addVertex(v.x, v.y, v.z);
- v.Normalize();
- addNormal(v.x, v.y, v.z);
- addTexCoord(-theta/(360.f) , (phi+90.f)/180.f);
- theta += tdelta;
- }
- phi += pdelta;
- theta = 0;
- }
-
- for(unsigned int i = 0; i < segmentsH-1; i++) {
- for(unsigned int j = 0; j< segmentsW-1; j++) {
- addIndexedFace(((i+1)*segmentsW) + j, ((i+1)*segmentsW) + j+1, (i*segmentsW) + j+1);
- addIndexedFace((i*segmentsW) + j+1, (i*segmentsW)+j, ((i+1)*segmentsW) + j);
- }
- }
- calculateTangents();
- }
- void Mesh::subdivideToRadius(Number radius, int subdivisions)
- {
- typedef std::map<std::pair<int,int>, int> EdgeSet;
- for (int s = 0; s < subdivisions; s++) {
- EdgeSet dividedEdges;
- //Take a copy of the number of face indices at the BEGINNING, so we don't go on forever
- for (int i = 0, n = indexArray.data.size(); i < n; i += 3) {
- int vi0 = indexArray.data[i];
- int vi1 = indexArray.data[i+1];
- int vi2 = indexArray.data[i+2];
- Vector3 v0 = Vector3(vertexPositionArray.data[(vi0*3)], vertexPositionArray.data[(vi0*3)+1], vertexPositionArray.data[(vi0*3)+2]);
- Vector3 v1 = Vector3(vertexPositionArray.data[(vi1*3)], vertexPositionArray.data[(vi1*3)+1], vertexPositionArray.data[(vi1*3)+2]);
- Vector3 v2 = Vector3(vertexPositionArray.data[(vi2*3)], vertexPositionArray.data[(vi2*3)+1], vertexPositionArray.data[(vi2*3)+2]);
- //Midpoints
- Vector3 vm01 = (v0 + v1) * 0.5f;
- Vector3 vm12 = (v1 + v2) * 0.5f;
- Vector3 vm20 = (v2 + v0) * 0.5f;
- //Normalize so they're pushed outwards to the sphere
- vm01 = vm01 * (radius / vm01.length());
- vm12 = vm12 * (radius / vm12.length());
- vm20 = vm20 * (radius / vm20.length());
- std::pair<int,int>
- key01 = vi0 < vi1 ? std::pair<int,int>(vi0, vi1) : std::pair<int,int>(vi1, vi0),
- key12 = vi1 < vi2 ? std::pair<int,int>(vi1, vi2) : std::pair<int,int>(vi2, vi1),
- key20 = vi2 < vi0 ? std::pair<int,int>(vi2, vi0) : std::pair<int,int>(vi0, vi2);
- EdgeSet::iterator it01 = dividedEdges.find(key01);
- int vmi01;
- if (it01 != dividedEdges.end()) {
- vmi01 = it01->second;
- }
- else {
- vmi01 = vertexPositionArray.data.size()/3;
- addVertex(vm01.x, vm01.y, vm01.z);
- addTexCoord(0.0, 0.0);
- dividedEdges[key01] = vmi01;
- }
- EdgeSet::iterator it12 = dividedEdges.find(key12);
- int vmi12;
- if (it12 != dividedEdges.end()) {
- vmi12 = it12->second;
- }
- else {
- vmi12 = vertexPositionArray.data.size()/3;
- addVertex(vm12.x, vm12.y, vm12.z);
- addTexCoord(0.0, 0.0);
- dividedEdges[key12] = vmi12;
- }
- EdgeSet::iterator it20 = dividedEdges.find(key20);
- int vmi20;
- if (it20 != dividedEdges.end()) {
- vmi20 = it20->second;
- }
- else {
- vmi20 = vertexPositionArray.data.size()/3;
- addVertex(vm20.x, vm20.y, vm20.z);
- addTexCoord(0.0, 0.0);
- dividedEdges[key20] = vmi20;
- }
- addIndexedFace(vi0, vmi01, vmi20);
- addIndexedFace(vi1, vmi12, vmi01);
- addIndexedFace(vi2, vmi20, vmi12);
- //Recycle the original face to be the new central face
- indexArray.data[i] = vmi01;
- indexArray.data[i+1] = vmi12;
- indexArray.data[i+2] = vmi20;
- }
- }
- }
- void Mesh::createOctosphere(Number radius, int subdivisions) {
- setMeshType(Mesh::TRI_MESH);
-
- indexedMesh = true;
- Vector3 points[6]={
- Vector3(0,0,-1),
- Vector3(0,0,1),
- Vector3(-1,0,0),
- Vector3(1,0,0),
- Vector3(0,-1,0),
- Vector3(0,1,0)
- };
- for(int i =0;i<6;i++) {
- Vector3 n = points[i];
- Vector3 v = n * radius;
- addVertex(v.x, v.y, v.z);
- addNormal(n.x, n.y, n.z);
- addTexCoord(0.0, 0.0);
- }
- addIndexedFace(0, 4, 2);
- addIndexedFace(0, 2, 5);
- addIndexedFace(0, 5, 3);
- addIndexedFace(0, 3, 4);
- addIndexedFace(1, 2, 4);
- addIndexedFace(1, 4, 3);
- addIndexedFace(1, 3, 5);
- addIndexedFace(1, 5, 2);
- subdivideToRadius(radius, subdivisions);
-
- calculateNormals();
- calculateTangents();
- }
- void Mesh::createIcosphere(Number radius, int subdivisions) {
- setMeshType(Mesh::TRI_MESH);
-
- const float a = 0.5257311121191336;
- const float b = 0.85065080835204;
- indexedMesh = true;
- Vector3 icosahedron_points[12]={
- Vector3(-a, b, 0),
- Vector3( a, b, 0),
- Vector3(-a, -b, 0),
- Vector3( a, -b, 0),
- Vector3(0, -a, b),
- Vector3(0, a, b),
- Vector3(0, -a, -b),
- Vector3(0, a, -b),
- Vector3( b, 0, -a),
- Vector3( b, 0, a),
- Vector3(-b, 0, -a),
- Vector3(-b, 0, a)
- };
- for(int i =0;i<12;i++) {
- Vector3 n = icosahedron_points[i];
- Vector3 v = n * radius;
- addVertex(v.x, v.y, v.z);
- addNormal(n.x, n.y, n.z);
- addTexCoord(0.0, 0.0);
- }
- addIndexedFace(0, 11, 5);
- addIndexedFace(0, 5, 1);
- addIndexedFace(0, 1, 7);
- addIndexedFace(0, 7, 10);
- addIndexedFace(0, 10, 11);
- addIndexedFace(1, 5, 9);
- addIndexedFace(5, 11, 4);
- addIndexedFace(11, 10, 2);
- addIndexedFace(10, 7, 6);
- addIndexedFace(7, 1, 8);
- addIndexedFace(3, 9, 4);
- addIndexedFace(3, 4, 2);
- addIndexedFace(3, 2, 6);
- addIndexedFace(3, 6, 8);
- addIndexedFace(3, 8, 9);
- addIndexedFace(4, 9, 5);
- addIndexedFace(2, 4, 11);
- addIndexedFace(6, 2, 10);
- addIndexedFace(8, 6, 7);
- addIndexedFace(9, 8, 1);
- subdivideToRadius(radius, subdivisions);
- calculateNormals();
- calculateTangents();
- }
- unsigned int Mesh::getVertexCount() {
- return vertexPositionArray.data.size()/3;
- }
- unsigned int Mesh::getIndexCount() {
- return indexArray.data.size();
- }
- void Mesh::createTorus(Number radius, Number tubeRadius, int segmentsW, int segmentsH) {
- segmentsH++;
- segmentsW++;
-
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = true;
-
- Number tdelta = 360.f/(segmentsW-1);
- Number pdelta = 360.f/(segmentsH-1);
-
- Number phi = -90;
- Number theta = 0;
-
- for(unsigned int i = 0; i< segmentsH; i++) {
- for(unsigned int j = 0; j < segmentsW; j++) {
- Vector3 v;
-
- v.x = (radius + tubeRadius*cos(phi*TORADIANS))*cos(theta*TORADIANS);
- v.y = tubeRadius*sin(phi*TORADIANS);
- v.z = (radius + tubeRadius*cos(phi*TORADIANS))*sin(theta*TORADIANS);
-
- addVertex(v.x, v.y, v.z);
- addTexCoord(-theta/(360.f) , (phi/(360.f)) + 0.5);
- theta += tdelta;
- }
- phi += pdelta;
- theta = 0;
- }
-
- for(unsigned int i = 0; i < segmentsH-1; i++) {
- for(unsigned int j = 0; j< segmentsW-1; j++) {
- addIndexedFace(((i+1)*segmentsW) + j, ((i+1)*segmentsW) + j+1, (i*segmentsW) + j+1);
- addIndexedFace((i*segmentsW) + j+1, (i*segmentsW)+j, ((i+1)*segmentsW) + j);
- }
- }
-
- calculateNormals();
- calculateTangents();
- }
- void Mesh::createCylinder(Number height, Number radius, int numSegments, bool capped) {
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = true;
-
- Number lastx = 0;
- Number lastz = 0;
- Number lastv = 0;
-
- numSegments++;
-
- if(capped) {
- addVertexWithUVAndNormal(0,0 - (height/2.0f),0,0.5,0.5, 0.0, -1.0, 0.0);
- addVertexWithUVAndNormal(0,height - (height/2.0f),0,0.5,0.5, 0.0, 1.0, 0.0);
- }
-
- for (int i=0 ; i < numSegments; i++) {
- Number v = ((Number)i)/((Number)numSegments-1);
- Number pos = ((PI*2.0)/((Number)numSegments-1)) * i;
- Number x = sin(pos);
- Number z = cos(pos);
-
- addVertexWithUVAndNormal(x*radius,0 - (height/2.0f),z*radius, v, 0, x, 0, z);
- addVertexWithUVAndNormal(x*radius,height - (height/2.0f),z*radius, v, 1, x,0,z);
-
- if(capped) {
- addVertexWithUVAndNormal(x*radius,0 - (height/2.0f),z*radius, 0.5+(z*0.5), 0.5+(x*0.5), 0.0, -1.0, 0.0);
- addVertexWithUVAndNormal(x*radius,height - (height/2.0f),z*radius, 0.5+(z*0.5), 0.5+(x*0.5), 0.0, 1.0, 0.0);
- }
- lastx = x;
- lastz = z;
- lastv = v;
- }
-
- int vertexOffset = 2;
- int vertexInterval = 1;
- if(capped) {
- vertexInterval = 3;
- vertexOffset = 6;
- }
-
- for (int i=1 ; i <= numSegments-1; i++) {
- addIndexedFace(vertexOffset, vertexOffset-vertexInterval, vertexOffset-vertexInterval-1 );
- addIndexedFace(vertexOffset, vertexOffset+1, vertexOffset-vertexInterval );
- vertexOffset += 2;
-
- if(capped) {
- addIndexedFace(vertexOffset, vertexOffset-vertexInterval-1, 0);
- addIndexedFace(1, vertexOffset-vertexInterval, vertexOffset+1);
- vertexOffset += 2;
- }
- }
-
- calculateTangents();
- }
- void Mesh::createCone(Number height, Number radius, int numSegments) {
-
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = true;
-
- Number lastx = 0;
- Number lastz = 0;
-
- numSegments *= 2;
-
- if(!(numSegments % 2)) {
- numSegments++;
- }
-
- addVertexWithUVAndNormal(0,0- (height/2.0f),0,0.5,0.5, 0.0, -1.0, 0.0);
-
- for (int i=0 ; i < numSegments; i++) {
- Number pos = ((PI*2.0)/((Number)numSegments-1)) * i;
- Number x = sin(pos);
- Number z = cos(pos);
- if(!(i % 2)) {
- addVertexWithUVAndNormal(x*radius,0- (height/2.0f),z*radius, 0.5+(z*0.5), 0.5+(x*0.5), x, 0.0, z);
- addVertexWithUVAndNormal(x*radius,0- (height/2.0f),z*radius, 0.5+(z*0.5), 0.5+(x*0.5), 0.0, -1.0, 0.0);
- } else {
- addVertexWithUVAndNormal(0,height- (height/2.0f),0, 0.5, 0.5, 0.0, 1.0, 0.0);
- }
-
- lastx = x;
- lastz = z;
- }
-
-
- int vertexOffset = 4;
-
- for (int i=1 ; i <= (numSegments-1)/2; i++) {
- addIndexedFace(vertexOffset, vertexOffset-1, vertexOffset-3);
- addIndexedFace(vertexOffset+1, vertexOffset-2, 0);
- vertexOffset += 3;
- }
-
-
- calculateTangents();
- }
- void Mesh::addIndex(unsigned int index) {
- indexArray.data.push_back(index);
- }
- void Mesh::addIndexedFace(unsigned int i1, unsigned int i2, unsigned int i3) {
- indexArray.data.push_back(i1);
- indexArray.data.push_back(i2);
- indexArray.data.push_back(i3);
- }
- void Mesh::addIndexedFace(unsigned int i1, unsigned int i2) {
- indexArray.data.push_back(i1);
- indexArray.data.push_back(i2);
- }
- void Mesh::addIndexedFace(unsigned int i1, unsigned int i2, unsigned int i3, unsigned int i4) {
- indexArray.data.push_back(i1);
- indexArray.data.push_back(i2);
- indexArray.data.push_back(i3);
- indexArray.data.push_back(i4);
- }
- void Mesh::removeFace(unsigned int faceIndex) {
- unsigned int groupSize = getIndexGroupSize();
- unsigned int startOffset = faceIndex * groupSize;
- if (indexedMesh) {
- std::vector<PolyRendererIndexType>::iterator start = indexArray.data.begin() + startOffset;
- indexArray.data.erase(start, start+groupSize);
- }
- else {
- removeVertexRange(startOffset, startOffset + groupSize);
- }
- }
- void Mesh::removeVertexRange(unsigned int beginRemoveVertex, int vertexRemovalCount) {
- // TODO: fix
- /*
- if (!vertices.size()) return;
- unsigned int endRemoveVertex = beginRemoveVertex + vertexRemovalCount;
- vertices.erase(vertices.begin() + beginRemoveVertex, vertices.begin() + endRemoveVertex);
- if (indexedMesh) {
- unsigned int groupSize = getIndexGroupSize();
- for (unsigned int i = 0; i < indices.size(); ) {
- unsigned int faceVertexIndex = indices[i];
- //Encountered a face that references an index being removed
- if (faceVertexIndex >= beginRemoveVertex && faceVertexIndex < endRemoveVertex) {
- //Rewind to beginning of group, going to remove entire face
- unsigned int faceIndex = i/groupSize;
- i = faceIndex * groupSize;
- indices.erase(indices.begin() + i, indices.begin() + i + groupSize);
- }
- else {
- if (faceVertexIndex > beginRemoveVertex) {
- indices[i] = faceVertexIndex - vertexRemovalCount;
- }
- i++;
- }
- }
- }
- */
- }
- int Mesh::removeUnusedVertices() {
- int removals = 0;
- // TODO: fix
- /*
- if (indexedMesh) {
- std::vector<unsigned int> vertexMap(vertices.size());
- //Mark all used vertices first
- for (unsigned int i = 0; i < indices.size(); i++) {
- vertexMap[indices[i]] = 1;
- }
- //Create relocation map, move vertices
- unsigned int dst = 0;
- for (unsigned int src = 0; src < vertexMap.size(); src++) {
- if (vertexMap[src]) {
- vertices[dst] = vertices[src];
- vertexMap[src] = dst;
- dst++;
- }
- }
- removals = dst - vertices.size();
- vertices.resize(dst);
- //Apply map to indices
- for (unsigned int i = 0; i < indices.size(); i++) {
- indices[i] = vertexMap[indices[i]];
- }
- }
- */
- return removals;
- }
- void Mesh::createBox(Number w, Number d, Number h) {
- setMeshType(Mesh::TRI_MESH);
- indexedMesh = false;
-
- addVertexWithUV(w,0,h, 1, 1);
- addVertexWithUV(0,0,h, 1, 0);
- addVertexWithUV(0,0,0,0,0);
-
- addVertexWithUV(w,0,h, 1, 1);
- addVertexWithUV(0,0,0,0,0);
- addVertexWithUV(w,0,0,0,1);
-
- addVertexWithUV(w,d,h, 1, 1);
- addVertexWithUV(w,d,0, 1, 0);
- addVertexWithUV(0,d,0,0,0);
-
- addVertexWithUV(w,d,h, 1, 1);
- addVertexWithUV(0,d,0,0,0);
- addVertexWithUV(0,d,h,0,1);
-
- addVertexWithUV(0,d,0,0,1);
- addVertexWithUV(w,d,0, 1, 1);
- addVertexWithUV(w,0,0, 1, 0);
-
- addVertexWithUV(0,d,0,0,1);
- addVertexWithUV(w,0,0, 1, 0);
- addVertexWithUV(0,0,0,0,0);
-
- addVertexWithUV(0,0,h,0,0);
- addVertexWithUV(w,0,h, 1, 0);
- addVertexWithUV(w,d,h, 1, 1);
-
- addVertexWithUV(0,0,h,0,0);
- addVertexWithUV(w,d,h, 1, 1);
- addVertexWithUV(0,d,h,0,1);
-
- addVertexWithUV(0,0,h,0,1);
- addVertexWithUV(0,d,h, 1, 1);
- addVertexWithUV(0,d,0, 1, 0);
-
- addVertexWithUV(0,0,h,0,1);
- addVertexWithUV(0,d,0, 1, 0);
- addVertexWithUV(0,0,0,0,0);
-
- addVertexWithUV(w,0,h,0,1);
- addVertexWithUV(w,0,0, 1, 1);
- addVertexWithUV(w,d,0, 1, 0);
-
- addVertexWithUV(w,0,h,0,1);
- addVertexWithUV(w,d,0, 1, 0);
- addVertexWithUV(w,d,h,0,0);
-
- for(int i=0; i < vertexPositionArray.data.size()-2; i += 3) {
- vertexPositionArray.data[i] = vertexPositionArray.data[i] - (w/2.0f);
- vertexPositionArray.data[i+1] = vertexPositionArray.data[i+1] - (d/2.0f);
- vertexPositionArray.data[i+2] = vertexPositionArray.data[i+2] - (h/2.0f);
- }
-
- calculateNormals();
- calculateTangents();
- }
- Vector3 Mesh::calculateFaceTangent(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Vector2 &texCoord1, const Vector2 &texCoord2, const Vector2 &texCoord3) {
- Vector3 tangent;
- Vector3 side0 = v1 - v2;
- Vector3 side1 = v3 - v1;
- Vector3 normal = side1.crossProduct(side0);
- normal.Normalize();
- Number deltaV0 = texCoord1.y - texCoord2.y;
- Number deltaV1 = texCoord3.y - texCoord1.y;
- tangent = side0 * deltaV1 - side1 * deltaV0;
- tangent.Normalize();
-
- Number deltaU0 = texCoord1.x - texCoord2.x;
- Number deltaU1 = texCoord3.x - texCoord1.x;
-
- Vector3 binormal = side0 * deltaU1 - side1 * deltaU0;
- binormal.Normalize();
- Vector3 tangentCross = tangent.crossProduct(binormal);
-
- if (tangentCross.dot(normal) < 0.0f) {
- tangent = tangent * -1;
- }
- return tangent;
- }
- void Mesh::calculateTangents() {
- vertexTangentArray.data.clear();
-
- int polySize = 3;
- if(meshType == Mesh::QUAD_MESH) {
- polySize = 4;
- }
-
- for(int i=0; i < vertexPositionArray.data.size() / 3; i++) {
- addTangent(0.0, 0.0, 0.0);
- }
-
- if(indexedMesh) {
- for(int i=0; i+polySize-1 < indexArray.data.size(); i += polySize) {
-
- Vector3 tangent = calculateFaceTangent(getVertexPositionAtIndex(i), getVertexPositionAtIndex(i+1), getVertexPositionAtIndex(i+2), getVertexTexCoordAtIndex(i), getVertexTexCoordAtIndex(i+1), getVertexTexCoordAtIndex(i+2));
-
- for(int j=0; j < polySize; j++) {
- unsigned int index= indexArray.data[i+j];
- vertexTangentArray.data[(index*3)] -= tangent.x;
- vertexTangentArray.data[(index*3)+1] -= tangent.y;
- vertexTangentArray.data[(index*3)+2] -= tangent.z;
- }
- }
- } else {
- for(int i=0; i+polySize-1 < vertexPositionArray.data.size() / 3; i += polySize) {
- Vector3 tangent = calculateFaceTangent(getVertexPosition(i), getVertexPosition(i+1), getVertexPosition(i+2), getVertexTexCoord(i), getVertexTexCoord(i+1), getVertexTexCoord(i+2));
-
- for(int j=0; j < polySize; j++) {
- vertexTangentArray.data[(i+j) * 3] = tangent.x;
- vertexTangentArray.data[((i+j) * 3) + 1] = tangent.y;
- vertexTangentArray.data[((i+j) * 3) + 2] = tangent.z;
- }
- }
- }
-
- // normalize tangents
- for(int i=0; i < vertexTangentArray.data.size()-2; i += 3) {
- Vector3 v(vertexTangentArray.data[i], vertexTangentArray.data[i+1], vertexTangentArray.data[i+2]);
- v.Normalize();
- vertexTangentArray.data[i] = v.x;
- vertexTangentArray.data[i+1] = v.y;
- vertexTangentArray.data[i+2] = v.z;
- }
- }
- void Mesh::calculateNormals() {
- int polySize = 3;
- if(meshType == Mesh::QUAD_MESH) {
- polySize = 4;
- }
-
- vertexNormalArray.data.clear();
-
- for(int i=0; i < vertexPositionArray.data.size()-2; i += 3) {
- addNormal(0.0, 0.0, 0.0);
- }
- if(indexedMesh) {
- for(int i=0; i+polySize-1 < indexArray.data.size(); i += polySize) {
- const Vector3 e1 = getVertexPositionAtIndex(i) - getVertexPositionAtIndex(i+1);
- const Vector3 e2 = getVertexPositionAtIndex(i+2) - getVertexPositionAtIndex(i+1);
- const Vector3 no = e1.crossProduct(e2);
-
- for(int j=0; j < polySize; j++) {
- unsigned int index= indexArray.data[i+j];
- vertexNormalArray.data[(index*3)] -= no.x;
- vertexNormalArray.data[(index*3)+1] -= no.y;
- vertexNormalArray.data[(index*3)+2] -= no.z;
- }
- }
- } else {
- for(int i=0; i+polySize-1 < vertexPositionArray.data.size() / 3; i += polySize) {
- const Vector3 e1 = getVertexPosition(i) - getVertexPosition(i+1);
- const Vector3 e2 = getVertexPosition(i+2) - getVertexPosition(i+1);
- const Vector3 no = e1.crossProduct(e2);
-
- for(int j=0; j < polySize; j++) {
- vertexNormalArray.data[(i+j) * 3] = -no.x;
- vertexNormalArray.data[((i+j) * 3) + 1] = -no.y;
- vertexNormalArray.data[((i+j) * 3) + 2] = -no.z;
- }
- }
- }
-
- // normalize normals
- for(int i=0; i < vertexNormalArray.data.size()-2; i += 3) {
- Vector3 v(vertexNormalArray.data[i], vertexNormalArray.data[i+1], vertexNormalArray.data[i+2]);
- v.Normalize();
- vertexNormalArray.data[i] = v.x;
- vertexNormalArray.data[i+1] = v.y;
- vertexNormalArray.data[i+2] = v.z;
- }
- }
- int Mesh::getMeshType() {
- return meshType;
- }
- void Mesh::setMeshType(int newType) {
- meshType = newType;
- }
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