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1 /*
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2 Cubemapper - a program for converting panoramic images into cubemaps
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3 Copyright (C) 2017 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18 #ifndef MESH_H_
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19 #define MESH_H_
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20
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21 #include <stdio.h>
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22 #include <string>
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23 #include <vector>
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24 #include <gmath/gmath.h>
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25 #include "geom.h"
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26
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27 enum {
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28 MESH_ATTR_VERTEX,
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29 MESH_ATTR_NORMAL,
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30 MESH_ATTR_TANGENT,
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31 MESH_ATTR_TEXCOORD,
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32 MESH_ATTR_COLOR,
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33 MESH_ATTR_BONEWEIGHTS,
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34 MESH_ATTR_BONEIDX,
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35
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36 NUM_MESH_ATTR
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37 };
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38
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39 // intersection mode flags
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40 enum {
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41 ISECT_DEFAULT = 0, // default (whole mesh, all intersections)
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42 ISECT_FRONT = 1, // front-faces only
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43 ISECT_FACE = 2, // return intersected face pointer instead of mesh
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44 ISECT_VERTICES = 4 // return (?) TODO
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45 };
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46
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47 //class XFormNode;
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48
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49
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50 class Triangle {
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51 public:
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52 Vec3 v[3];
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53 Vec3 normal;
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54 bool normal_valid;
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55 int id;
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56
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57 Triangle();
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58 Triangle(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2);
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59 Triangle(int n, const Vec3 *varr, const unsigned int *idxarr = 0);
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60
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61 /// calculate normal (quite expensive)
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62 void calc_normal();
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63 const Vec3 &get_normal() const;
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64
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65 void transform(const Mat4 &xform);
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66
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67 void draw() const;
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68 void draw_wire() const;
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69
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70 /// calculate barycentric coordinates of a point
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71 Vec3 calc_barycentric(const Vec3 &pos) const;
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72
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73 bool intersect(const Ray &ray, HitPoint *hit = 0) const;
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74 };
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75
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76
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77 class Mesh {
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78 private:
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79 std::string name;
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80 unsigned int nverts, nfaces;
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81
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82 // current value for each attribute for the immedate mode
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83 // interface.
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84 Vec4 cur_val[NUM_MESH_ATTR];
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85
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86 unsigned int buffer_objects[NUM_MESH_ATTR + 1];
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87
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88 // vertex attribute data and buffer objects
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89 struct {
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90 int nelem; // number of elements per attribute range: [1, 4]
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91 std::vector<float> data;
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92 unsigned int vbo;
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93 mutable bool vbo_valid; // if this is false, the vbo needs updating from the data
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94 mutable bool data_valid; // if this is false, the data needs to be pulled from the vbo
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95 //int sdr_loc;
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96 } vattr[NUM_MESH_ATTR];
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97
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98 static int global_sdr_loc[NUM_MESH_ATTR];
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99
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100 //std::vector<XFormNode*> bones; // bones affecting this mesh
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101
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102 // index data and buffer object
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103 std::vector<unsigned int> idata;
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104 unsigned int ibo;
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105 mutable bool ibo_valid;
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106 mutable bool idata_valid;
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107
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108 // index buffer object for wireframe rendering (constructed on demand)
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109 unsigned int wire_ibo;
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110 mutable bool wire_ibo_valid;
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111
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112 // axis-aligned bounding box
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113 mutable AABox aabb;
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114 mutable bool aabb_valid;
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115
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116 // bounding sphere
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117 mutable Sphere bsph;
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118 mutable bool bsph_valid;
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119
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120 // keeps the last intersected face
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121 mutable Triangle hitface;
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122 // keeps the last intersected vertex position
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123 mutable Vec3 hitvert;
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124
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125 void calc_aabb();
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126 void calc_bsph();
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127
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128 static unsigned int intersect_mode;
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129 static float vertex_sel_dist;
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130
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131 static float vis_vecsize;
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132
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133 /// update the VBOs after data has changed (invalid vbo/ibo)
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134 void update_buffers();
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135 /// construct/update the wireframe index buffer (called from draw_wire).
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136 void update_wire_ibo();
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137
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138 mutable int cur_sdr;
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139 bool pre_draw() const;
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140 void post_draw() const;
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141
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142
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143 public:
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144 static bool use_custom_sdr_attr;
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145
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146 Mesh();
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147 ~Mesh();
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148
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149 Mesh(const Mesh &rhs);
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150 Mesh &operator =(const Mesh &rhs);
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151 bool clone(const Mesh &m);
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152
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153 void set_name(const char *name);
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154 const char *get_name() const;
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155
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156 bool has_attrib(int attr) const;
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157 bool is_indexed() const;
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158
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159 // clears everything about this mesh, and returns to the newly constructed state
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160 void clear();
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161
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162 // access the vertex attribute data
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163 // if vdata == 0, space is just allocated
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164 float *set_attrib_data(int attrib, int nelem, unsigned int num, const float *vdata = 0); // invalidates vbo
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165 float *get_attrib_data(int attrib); // invalidates vbo
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166 const float *get_attrib_data(int attrib) const;
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167
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168 // simple access to any particular attribute
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169 void set_attrib(int attrib, int idx, const Vec4 &v); // invalidates vbo
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170 Vec4 get_attrib(int attrib, int idx) const;
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171
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172 int get_attrib_count(int attrib) const;
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173
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174 // ... same for index data
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175 unsigned int *set_index_data(int num, const unsigned int *indices = 0); // invalidates ibo
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176 unsigned int *get_index_data(); // invalidates ibo
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177 const unsigned int *get_index_data() const;
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178
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179 int get_index_count() const;
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180
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181 void append(const Mesh &mesh);
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182
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183 // immediate-mode style mesh construction interface
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184 void vertex(float x, float y, float z);
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185 void normal(float nx, float ny, float nz);
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186 void tangent(float tx, float ty, float tz);
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187 void texcoord(float u, float v, float w);
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188 void boneweights(float w1, float w2, float w3, float w4);
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189 void boneidx(int idx1, int idx2, int idx3, int idx4);
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190
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191 int get_poly_count() const;
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192
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193 /* apply a transformation to the vertices and its inverse-transpose
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194 * to the normals and tangents.
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195 */
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196 void apply_xform(const Mat4 &xform);
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197 void apply_xform(const Mat4 &xform, const Mat4 &dir_xform);
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198
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199 void flip(); // both faces and normals
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200 void flip_faces();
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201 void flip_normals();
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202
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203 // adds a bone and returns its index
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204 /*int add_bone(XFormNode *bone);
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205 const XFormNode *get_bone(int idx) const;
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206 int get_bones_count() const;*/
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207
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208 // access the shader attribute locations
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209 static void set_attrib_location(int attr, int loc);
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210 static int get_attrib_location(int attr);
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211 static void clear_attrib_locations();
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212
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213 static void set_vis_vecsize(float sz);
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214 static float get_vis_vecsize();
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215
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216 void draw() const;
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217 void draw_wire() const;
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218 void draw_vertices() const;
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219 void draw_normals() const;
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220 void draw_tangents() const;
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221
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222 /** get the bounding box in local space. The result will be cached, and subsequent
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223 * calls will return the same box. The cache gets invalidated by any functions that can affect
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224 * the vertex data (non-const variant of get_attrib_data(MESH_ATTR_VERTEX, ...) included).
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225 * @{ */
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226 void get_aabbox(Vec3 *vmin, Vec3 *vmax) const;
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227 const AABox &get_aabbox() const;
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228 /// @}
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229
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230 /** get the bounding sphere in local space. The result will be cached, and subsequent
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231 * calls will return the same box. The cache gets invalidated by any functions that can affect
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232 * the vertex data (non-const variant of get_attrib_data(MESH_ATTR_VERTEX, ...) included).
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233 * @{ */
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234 float get_bsphere(Vec3 *center, float *rad) const;
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235 const Sphere &get_bsphere() const;
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236
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237 static void set_intersect_mode(unsigned int mode);
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238 static unsigned int get_intersect_mode();
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239 static void set_vertex_select_distance(float dist);
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240 static float get_vertex_select_distance();
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241
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242 /** Find the intersection between the mesh and a ray.
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243 * XXX Brute force at the moment, not intended to be used for anything other than picking in tools.
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244 * If you intend to use it in a speed-critical part of the code, you'll *have* to optimize it!
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245 */
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246 bool intersect(const Ray &ray, HitPoint *hit = 0) const;
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247
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248 // texture coordinate manipulation
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249 void texcoord_apply_xform(const Mat4 &xform);
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250 void texcoord_gen_plane(const Vec3 &norm, const Vec3 &tang);
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251 void texcoord_gen_box();
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252 void texcoord_gen_cylinder();
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253
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254 bool dump(const char *fname) const;
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255 bool dump(FILE *fp) const;
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256 bool dump_obj(const char *fname) const;
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257 bool dump_obj(FILE *fp) const;
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258 };
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259
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260 #endif // MESH_H_
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