khanat-opennel-code/code/nel/src/3d/shape_info.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

240 lines
6.8 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
//
#include "nel/3d/shape_info.h"
#include "nel/3d/mesh.h"
#include "nel/3d/mesh_geom.h"
#include "nel/3d/mesh_mrm.h"
#include "nel/3d/mesh_multi_lod.h"
//
#include "nel/misc/path.h"
//
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
void CShapeInfo::swap(CShapeInfo &other)
{
Tris.swap(other.Tris);
std::swap(LocalBBox, (other.LocalBBox));
}
// ***************************************************************************
void CShapeInfo::build(const IShape &shape)
{
LocalBBox.setMinMax(CVector::Null, CVector::Null);
// Cast to CMesh
const CMesh *mesh=dynamic_cast<const CMesh*>(&shape);
// Cast to CMeshMultiLod
const CMeshMultiLod *meshMulti=dynamic_cast<const CMeshMultiLod*>(&shape);
// Cast to CMeshMultiLod
const CMeshMRM *meshMRM=dynamic_cast<const CMeshMRM*>(&shape);
// It is a mesh ?
if (mesh)
{
// Add its triangles
build(*mesh, mesh->getMeshGeom());
}
// It is a CMeshMultiLod ?
else if (meshMulti)
{
// Get the first geommesh
const IMeshGeom *meshGeom=&meshMulti->getMeshGeom (0);
// Dynamic cast
const CMeshGeom *geomMesh=dynamic_cast<const CMeshGeom*>(meshGeom);
if (geomMesh)
{
build(*meshMulti, *geomMesh);
}
// Dynamic cast
const CMeshMRMGeom *mrmGeomMesh=dynamic_cast<const CMeshMRMGeom*>(meshGeom);
if (mrmGeomMesh)
{
build(*meshMulti, *mrmGeomMesh);
}
}
// It is a CMeshMultiLod ?
else if (meshMRM)
{
// Get the first lod mesh geom
build(*meshMRM, meshMRM->getMeshGeom ());
}
// compute bbox
if (Tris.empty())
{
LocalBBox.setMinMax(CVector::Null, CVector::Null);
}
else
{
LocalBBox.setMinMax(Tris[0].V0, Tris[0].V0);
LocalBBox.extend(Tris[0].V1);
LocalBBox.extend(Tris[0].V2);
for(uint k = 1; k < Tris.size(); ++k)
{
LocalBBox.extend(Tris[k].V0);
LocalBBox.extend(Tris[k].V1);
LocalBBox.extend(Tris[k].V2);
}
}
}
// ***************************************************************************
void CShapeInfo::build(const CMeshBase &meshBase, const CMeshGeom &meshGeom)
{
// Get the vertex buffer
const CVertexBuffer &vb=meshGeom.getVertexBuffer();
CVertexBufferRead vba;
vb.lock (vba);
// For each matrix block
uint numBlock=meshGeom.getNbMatrixBlock();
for (uint block=0; block<numBlock; block++)
{
// For each render pass
uint numRenderPass=meshGeom.getNbRdrPass(block);
for (uint pass=0; pass<numRenderPass; pass++)
{
// Get the material
const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial ( block, pass));
if (material.getBlend()) continue; // don't test against transparent materials
//if (material.getAlphaTest()) continue; // don't test against transparent materials
// Get the primitive block
const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
// Copy triangles
CIndexBufferRead iba;
primitive.lock (iba);
if (iba.getFormat() == CIndexBuffer::Indices32)
{
const uint32* triIndex= (const uint32*) iba.getPtr ();
uint numTri=primitive.getNumIndexes ()/3;
uint tri;
for (tri=0; tri<numTri; tri++)
{
// Vertex
CVector v0= *vba.getVertexCoordPointer (triIndex[tri*3]);
CVector v1= *vba.getVertexCoordPointer (triIndex[tri*3+1]);
CVector v2= *vba.getVertexCoordPointer (triIndex[tri*3+2]);
Tris.push_back(NLMISC::CTriangle (v0, v1, v2));
}
}
else
{
const uint16* triIndex= (const uint16*) iba.getPtr ();
uint numTri=primitive.getNumIndexes ()/3;
uint tri;
for (tri=0; tri<numTri; tri++)
{
// Vertex
CVector v0= *vba.getVertexCoordPointer (triIndex[tri*3]);
CVector v1= *vba.getVertexCoordPointer (triIndex[tri*3+1]);
CVector v2= *vba.getVertexCoordPointer (triIndex[tri*3+2]);
Tris.push_back(NLMISC::CTriangle (v0, v1, v2));
}
}
}
}
}
// ***************************************************************************
void CShapeInfo::build(const CMeshBase &meshBase, const CMeshMRMGeom &meshGeom)
{
// Get the vertex buffer
const CVertexBuffer &vb=meshGeom.getVertexBuffer();
CVertexBufferRead vba;
vb.lock (vba);
// For each render pass
uint numRenderPass=meshGeom.getNbRdrPass(0);
for (uint pass=0; pass<numRenderPass; pass++)
{
// Get the material
const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial ( 0, pass));
if (material.getBlend()) continue; // don't test against transparent materials
//if (material.getAlphaTest()) continue; // don't test against transparent materials
// Get the primitive block
const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
// Copy triangles
CIndexBufferRead iba;
primitive.lock (iba);
if (iba.getFormat() == CIndexBuffer::Indices32)
{
const uint32* triIndex= (const uint32 *) iba.getPtr ();
uint numTri=primitive.getNumIndexes ()/3;
uint tri;
for (tri=0; tri<numTri; tri++)
{
// Vertex
CVector v0 = *vba.getVertexCoordPointer (triIndex[tri*3]);
CVector v1 = *vba.getVertexCoordPointer (triIndex[tri*3+1]);
CVector v2 = *vba.getVertexCoordPointer (triIndex[tri*3+2]);
Tris.push_back (NLMISC::CTriangle (v0, v1, v2));
}
}
else
{
const uint16* triIndex= (const uint16 *) iba.getPtr ();
uint numTri=primitive.getNumIndexes ()/3;
uint tri;
for (tri=0; tri<numTri; tri++)
{
// Vertex
CVector v0 = *vba.getVertexCoordPointer (triIndex[tri*3]);
CVector v1 = *vba.getVertexCoordPointer (triIndex[tri*3+1]);
CVector v2 = *vba.getVertexCoordPointer (triIndex[tri*3+2]);
Tris.push_back (NLMISC::CTriangle (v0, v1, v2));
}
}
}
}
// ***************************************************************************
std::string standardizeShapeName(const std::string &name)
{
std::string result = NLMISC::strlwr(name);
if (CFile::getExtension(result).empty())
{
result += ".shape";
}
return result;
}
} // NL3D