goat3d
diff src/mesh.h @ 8:cd71f0b92f44
a bit more...
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Wed, 21 Aug 2013 05:52:28 +0300 |
parents | e46529a5d057 |
children | f1b4c27382ce |
line diff
1.1 --- a/src/mesh.h Wed Aug 21 04:00:22 2013 +0300 1.2 +++ b/src/mesh.h Wed Aug 21 05:52:28 2013 +0300 1.3 @@ -1,213 +1,40 @@ 1.4 #ifndef MESH_H_ 1.5 #define MESH_H_ 1.6 1.7 -#include <string> 1.8 #include <vector> 1.9 -#include <vmath/vmath.h> 1.10 -//#include "geom.h" 1.11 +#include "object.h" 1.12 +#include "material.h" 1.13 1.14 -enum { 1.15 - MESH_ATTR_VERTEX, 1.16 - MESH_ATTR_NORMAL, 1.17 - MESH_ATTR_TANGENT, 1.18 - MESH_ATTR_TEXCOORD, 1.19 - MESH_ATTR_COLOR, 1.20 - MESH_ATTR_BONEWEIGHTS, 1.21 - MESH_ATTR_BONEIDX, 1.22 +class Node; 1.23 1.24 - NUM_MESH_ATTR 1.25 +struct Face { 1.26 + int v[3]; 1.27 }; 1.28 1.29 -// intersection mode flags 1.30 -enum { 1.31 - ISECT_DEFAULT = 0, // default (whole mesh, all intersections) 1.32 - ISECT_FRONT = 1, // front-faces only 1.33 - ISECT_FACE = 2, // return intersected face pointer instead of mesh 1.34 - ISECT_VERTICES = 4 // return (?) TODO 1.35 +struct Int4 { 1.36 + int x, y, z, w; 1.37 }; 1.38 1.39 -class XFormNode; 1.40 +class Mesh : public Object { 1.41 +public: 1.42 + Material *material; 1.43 1.44 + std::vector<Vector3> vertices; 1.45 + std::vector<Vector3> normals; 1.46 + std::vector<Vector3> tangents; 1.47 + std::vector<Vector3> texcoords; 1.48 + std::vector<Vector4> skin_weights; 1.49 + std::vector<Int4> skin_matrices; 1.50 + std::vector<Vector4> colors; 1.51 + std::vector<Node*> bones; 1.52 + std::vector<Face> faces; 1.53 1.54 -class Triangle { 1.55 -public: 1.56 - Vector3 v[3]; 1.57 - Vector3 normal; 1.58 - bool normal_valid; 1.59 - int id; 1.60 + Mesh(); 1.61 + virtual ~Mesh(); 1.62 1.63 - Triangle(); 1.64 - Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2); 1.65 - Triangle(int n, const Vector3 *varr, const unsigned int *idxarr = 0); 1.66 - 1.67 - /// calculate normal (quite expensive) 1.68 - void calc_normal(); 1.69 - const Vector3 &get_normal() const; 1.70 - 1.71 - void transform(const Matrix4x4 &xform); 1.72 - 1.73 - void draw() const; 1.74 - void draw_wire() const; 1.75 - 1.76 - /// calculate barycentric coordinates of a point 1.77 - Vector3 calc_barycentric(const Vector3 &pos) const; 1.78 - 1.79 - //bool intersect(const Ray &ray, HitPoint *hit = 0) const; 1.80 + virtual void set_material(Material *mat); 1.81 + virtual Material *get_material(); 1.82 + virtual const Material *get_material() const; 1.83 }; 1.84 1.85 - 1.86 -class Mesh { 1.87 -private: 1.88 - std::string name; 1.89 - unsigned int nverts, nfaces; 1.90 - 1.91 - // current value for each attribute for the immedate mode 1.92 - // interface. 1.93 - Vector4 cur_val[NUM_MESH_ATTR]; 1.94 - 1.95 - unsigned int buffer_objects[NUM_MESH_ATTR + 1]; 1.96 - 1.97 - // vertex attribute data and buffer objects 1.98 - struct { 1.99 - int nelem; // number of elements per attribute range: [1, 4] 1.100 - std::vector<float> data; 1.101 - unsigned int vbo; 1.102 - mutable bool vbo_valid; // if this is false, the vbo needs updating from the data 1.103 - mutable bool data_valid; // if this is false, the data needs to be pulled from the vbo 1.104 - //int sdr_loc; 1.105 - } vattr[NUM_MESH_ATTR]; 1.106 - 1.107 - static int global_sdr_loc[NUM_MESH_ATTR]; 1.108 - 1.109 - std::vector<XFormNode*> bones; // bones affecting this mesh 1.110 - 1.111 - // index data and buffer object 1.112 - std::vector<unsigned int> idata; 1.113 - unsigned int ibo; 1.114 - mutable bool ibo_valid; 1.115 - mutable bool idata_valid; 1.116 - 1.117 - // index buffer object for wireframe rendering (constructed on demand) 1.118 - unsigned int wire_ibo; 1.119 - mutable bool wire_ibo_valid; 1.120 - 1.121 - // axis-aligned bounding box 1.122 - /*mutable AABox aabb; 1.123 - mutable bool aabb_valid; 1.124 - 1.125 - // bounding sphere 1.126 - mutable Sphere bsph; 1.127 - mutable bool bsph_valid;*/ 1.128 - 1.129 - // keeps the last intersected face 1.130 - mutable Triangle hitface; 1.131 - // keeps the last intersected vertex position 1.132 - mutable Vector3 hitvert; 1.133 - 1.134 - void calc_aabb(); 1.135 - void calc_bsph(); 1.136 - 1.137 - static unsigned int intersect_mode; 1.138 - static float vertex_sel_dist; 1.139 - 1.140 - static float vis_vecsize; 1.141 - 1.142 - /// update the VBOs after data has changed (invalid vbo/ibo) 1.143 - void update_buffers(); 1.144 - /// construct/update the wireframe index buffer (called from draw_wire). 1.145 - void update_wire_ibo(); 1.146 - 1.147 - 1.148 -public: 1.149 - Mesh(); 1.150 - ~Mesh(); 1.151 - 1.152 - void set_name(const char *name); 1.153 - const char *get_name() const; 1.154 - 1.155 - bool has_attrib(int attr) const; 1.156 - 1.157 - // clears everything about this mesh, and returns to the newly constructed state 1.158 - void clear(); 1.159 - 1.160 - // access the vertex attribute data 1.161 - // if vdata == 0, space is just allocated 1.162 - float *set_attrib_data(int attrib, int nelem, unsigned int num, const float *vdata = 0); // invalidates vbo 1.163 - float *get_attrib_data(int attrib); // invalidates vbo 1.164 - const float *get_attrib_data(int attrib) const; 1.165 - 1.166 - // simple access to any particular attribute 1.167 - void set_attrib(int attrib, int idx, const Vector4 &v); // invalidates vbo 1.168 - Vector4 get_attrib(int attrib, int idx) const; 1.169 - 1.170 - // ... same for index data 1.171 - unsigned int *set_index_data(int num, const unsigned int *indices = 0); // invalidates ibo 1.172 - unsigned int *get_index_data(); // invalidates ibo 1.173 - const unsigned int *get_index_data() const; 1.174 - 1.175 - void append(const Mesh &mesh); 1.176 - 1.177 - // immediate-mode style mesh construction interface 1.178 - void vertex(float x, float y, float z); 1.179 - void normal(float nx, float ny, float nz); 1.180 - void tangent(float tx, float ty, float tz); 1.181 - void texcoord(float u, float v, float w); 1.182 - void boneweights(float w1, float w2, float w3, float w4); 1.183 - void boneidx(int idx1, int idx2, int idx3, int idx4); 1.184 - 1.185 - /* apply a transformation to the vertices and its inverse-transpose 1.186 - * to the normals and tangents. 1.187 - */ 1.188 - void apply_xform(const Matrix4x4 &xform); 1.189 - void apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform); 1.190 - 1.191 - // adds a bone and returns its index 1.192 - int add_bone(XFormNode *bone); 1.193 - const XFormNode *get_bone(int idx) const; 1.194 - int get_bones_count() const; 1.195 - 1.196 - // access the shader attribute locations 1.197 - static void set_attrib_location(int attr, int loc); 1.198 - static int get_attrib_location(int attr); 1.199 - static void clear_attrib_locations(); 1.200 - 1.201 - static void set_vis_vecsize(float sz); 1.202 - static float get_vis_vecsize(); 1.203 - 1.204 - void draw() const; 1.205 - void draw_wire() const; 1.206 - void draw_vertices() const; 1.207 - void draw_normals() const; 1.208 - void draw_tangents() const; 1.209 - 1.210 -#if 0 1.211 - /** get the bounding box in local space. The result will be cached, and subsequent 1.212 - * calls will return the same box. The cache gets invalidated by any functions that can affect 1.213 - * the vertex data (non-const variant of get_attrib_data(MESH_ATTR_VERTEX, ...) included). 1.214 - * @{ */ 1.215 - void get_aabbox(Vector3 *vmin, Vector3 *vmax) const; 1.216 - const AABox &get_aabbox() const; 1.217 - /// @} 1.218 - 1.219 - /** get the bounding sphere in local space. The result will be cached, and subsequent 1.220 - * calls will return the same box. The cache gets invalidated by any functions that can affect 1.221 - * the vertex data (non-const variant of get_attrib_data(MESH_ATTR_VERTEX, ...) included). 1.222 - * @{ */ 1.223 - float get_bsphere(Vector3 *center, float *rad) const; 1.224 - const Sphere &get_bsphere() const; 1.225 - 1.226 - static void set_intersect_mode(unsigned int mode); 1.227 - static unsigned int get_intersect_mode(); 1.228 - static void set_vertex_select_distance(float dist); 1.229 - static float get_vertex_select_distance(); 1.230 - 1.231 - /** Find the intersection between the mesh and a ray. 1.232 - * XXX Brute force at the moment, not intended to be used for anything other than picking in tools. 1.233 - * If you intend to use it in a speed-critical part of the code, you'll *have* to optimize it! 1.234 - */ 1.235 - bool intersect(const Ray &ray, HitPoint *hit = 0) const; 1.236 -#endif 1.237 -}; 1.238 - 1.239 - 1.240 #endif // MESH_H_