goat3dgfx

annotate src/mesh.cc @ 13:25bf39105c82

lalal
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 27 Nov 2013 08:08:59 +0200
parents
children 7d6b667821cf
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@0 3 #include <float.h>
nuclear@0 4 #include <assert.h>
nuclear@0 5 #include "opengl.h"
nuclear@0 6 #include "mesh.h"
nuclear@0 7 #include "xform_node.h"
nuclear@0 8 #include "logger.h"
nuclear@0 9
nuclear@0 10 int Mesh::global_sdr_loc[NUM_MESH_ATTR] = { 0, 1, 2, 3, 4, 5 };
nuclear@0 11 unsigned int Mesh::intersect_mode = ISECT_DEFAULT;
nuclear@0 12 float Mesh::vertex_sel_dist = 0.01;
nuclear@0 13 float Mesh::vis_vecsize = 1.0;
nuclear@0 14
nuclear@0 15 Mesh::Mesh()
nuclear@0 16 {
nuclear@0 17 clear();
nuclear@0 18
nuclear@0 19 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 20
nuclear@0 21 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 22 vattr[i].vbo = buffer_objects[i];
nuclear@0 23 }
nuclear@0 24 ibo = buffer_objects[NUM_MESH_ATTR];
nuclear@0 25 wire_ibo = 0;
nuclear@0 26 }
nuclear@0 27
nuclear@0 28 Mesh::~Mesh()
nuclear@0 29 {
nuclear@0 30 glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 31
nuclear@0 32 if(wire_ibo) {
nuclear@0 33 glDeleteBuffers(1, &wire_ibo);
nuclear@0 34 }
nuclear@0 35 }
nuclear@0 36
nuclear@0 37 void Mesh::set_name(const char *name)
nuclear@0 38 {
nuclear@0 39 this->name = name;
nuclear@0 40 }
nuclear@0 41
nuclear@0 42 const char *Mesh::get_name() const
nuclear@0 43 {
nuclear@0 44 return name.c_str();
nuclear@0 45 }
nuclear@0 46
nuclear@0 47 bool Mesh::has_attrib(int attr) const
nuclear@0 48 {
nuclear@0 49 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 50 return false;
nuclear@0 51 }
nuclear@0 52
nuclear@0 53 // if neither of these is valid, then nobody has set this attribute
nuclear@0 54 return vattr[attr].vbo_valid || vattr[attr].data_valid;
nuclear@0 55 }
nuclear@0 56
nuclear@0 57 void Mesh::clear()
nuclear@0 58 {
nuclear@0 59 bones.clear();
nuclear@0 60
nuclear@0 61 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 62 vattr[i].nelem = 0;
nuclear@0 63 vattr[i].vbo_valid = false;
nuclear@0 64 vattr[i].data_valid = false;
nuclear@0 65 //vattr[i].sdr_loc = -1;
nuclear@0 66 vattr[i].data.clear();
nuclear@0 67 }
nuclear@0 68 ibo_valid = false;
nuclear@0 69 idata.clear();
nuclear@0 70
nuclear@0 71 wire_ibo_valid = false;
nuclear@0 72
nuclear@0 73 nverts = nfaces = 0;
nuclear@0 74
nuclear@0 75 bsph_valid = false;
nuclear@0 76 aabb_valid = false;
nuclear@0 77 }
nuclear@0 78
nuclear@0 79 float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data)
nuclear@0 80 {
nuclear@0 81 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 82 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 83 return 0;
nuclear@0 84 }
nuclear@0 85
nuclear@0 86 if(nverts && num != nverts) {
nuclear@0 87 error_log("%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts);
nuclear@0 88 return 0;
nuclear@0 89 }
nuclear@0 90 nverts = num;
nuclear@0 91
nuclear@0 92 vattr[attrib].data.clear();
nuclear@0 93 vattr[attrib].nelem = nelem;
nuclear@0 94 vattr[attrib].data.resize(num * nelem);
nuclear@0 95
nuclear@0 96 if(data) {
nuclear@0 97 memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data);
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 vattr[attrib].data_valid = true;
nuclear@0 101 vattr[attrib].vbo_valid = false;
nuclear@0 102 return &vattr[attrib].data[0];
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 float *Mesh::get_attrib_data(int attrib)
nuclear@0 106 {
nuclear@0 107 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 108 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 109 return 0;
nuclear@0 110 }
nuclear@0 111
nuclear@0 112 vattr[attrib].vbo_valid = false;
nuclear@0 113 return (float*)((const Mesh*)this)->get_attrib_data(attrib);
nuclear@0 114 }
nuclear@0 115
nuclear@0 116 const float *Mesh::get_attrib_data(int attrib) const
nuclear@0 117 {
nuclear@0 118 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 119 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 120 return 0;
nuclear@0 121 }
nuclear@0 122
nuclear@0 123 if(!vattr[attrib].data_valid) {
nuclear@0 124 #if GL_ES_VERSION_2_0
nuclear@0 125 error_log("%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__);
nuclear@0 126 return 0;
nuclear@0 127 #else
nuclear@0 128 if(!vattr[attrib].vbo_valid) {
nuclear@0 129 error_log("%s: unavailable attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 130 return 0;
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 // local data copy is unavailable, grab the data from the vbo
nuclear@0 134 Mesh *m = (Mesh*)this;
nuclear@0 135 m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem);
nuclear@0 136
nuclear@0 137 glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo);
nuclear@0 138 void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 139 memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float));
nuclear@0 140 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@0 141
nuclear@0 142 vattr[attrib].data_valid = true;
nuclear@0 143 #endif
nuclear@0 144 }
nuclear@0 145
nuclear@0 146 return &vattr[attrib].data[0];
nuclear@0 147 }
nuclear@0 148
nuclear@0 149 void Mesh::set_attrib(int attrib, int idx, const Vector4 &v)
nuclear@0 150 {
nuclear@0 151 float *data = get_attrib_data(attrib);
nuclear@0 152 if(data) {
nuclear@0 153 data += idx * vattr[attrib].nelem;
nuclear@0 154 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 155 data[i] = v[i];
nuclear@0 156 }
nuclear@0 157 }
nuclear@0 158 }
nuclear@0 159
nuclear@0 160 Vector4 Mesh::get_attrib(int attrib, int idx) const
nuclear@0 161 {
nuclear@0 162 Vector4 v(0.0, 0.0, 0.0, 1.0);
nuclear@0 163 const float *data = get_attrib_data(attrib);
nuclear@0 164 if(data) {
nuclear@0 165 data += idx * vattr[attrib].nelem;
nuclear@0 166 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 167 v[i] = data[i];
nuclear@0 168 }
nuclear@0 169 }
nuclear@0 170 return v;
nuclear@0 171 }
nuclear@0 172
nuclear@0 173 unsigned int *Mesh::set_index_data(int num, const unsigned int *indices)
nuclear@0 174 {
nuclear@0 175 int nidx = nfaces * 3;
nuclear@0 176 if(nidx && num != nidx) {
nuclear@0 177 error_log("%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx);
nuclear@0 178 return 0;
nuclear@0 179 }
nuclear@0 180 nfaces = num / 3;
nuclear@0 181
nuclear@0 182 idata.clear();
nuclear@0 183 idata.resize(num);
nuclear@0 184
nuclear@0 185 if(indices) {
nuclear@0 186 memcpy(&idata[0], indices, num * sizeof *indices);
nuclear@0 187 }
nuclear@0 188
nuclear@0 189 idata_valid = true;
nuclear@0 190 ibo_valid = false;
nuclear@0 191
nuclear@0 192 return &idata[0];
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 unsigned int *Mesh::get_index_data()
nuclear@0 196 {
nuclear@0 197 ibo_valid = false;
nuclear@0 198 return (unsigned int*)((const Mesh*)this)->get_index_data();
nuclear@0 199 }
nuclear@0 200
nuclear@0 201 const unsigned int *Mesh::get_index_data() const
nuclear@0 202 {
nuclear@0 203 if(!idata_valid) {
nuclear@0 204 #if GL_ES_VERSION_2_0
nuclear@0 205 error_log("%s: can't read back index data in CrippledGL ES\n", __FUNCTION__);
nuclear@0 206 return 0;
nuclear@0 207 #else
nuclear@0 208 if(!ibo_valid) {
nuclear@0 209 error_log("%s: indices unavailable\n", __FUNCTION__);
nuclear@0 210 return 0;
nuclear@0 211 }
nuclear@0 212
nuclear@0 213 // local data copy is unavailable, gram the data from the ibo
nuclear@0 214 Mesh *m = (Mesh*)this;
nuclear@0 215 int nidx = nfaces * 3;
nuclear@0 216 m->idata.resize(nidx);
nuclear@0 217
nuclear@0 218 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 219 void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 220 memcpy(&m->idata[0], data, nidx * sizeof(unsigned int));
nuclear@0 221 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@0 222
nuclear@0 223 idata_valid = true;
nuclear@0 224 #endif
nuclear@0 225 }
nuclear@0 226
nuclear@0 227 return &idata[0];
nuclear@0 228 }
nuclear@0 229
nuclear@0 230 void Mesh::append(const Mesh &mesh)
nuclear@0 231 {
nuclear@0 232 unsigned int idxoffs = nverts;
nuclear@0 233
nuclear@0 234 nverts += mesh.nverts;
nuclear@0 235 nfaces += mesh.nfaces;
nuclear@0 236
nuclear@0 237 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 238 if(has_attrib(i) && mesh.has_attrib(i)) {
nuclear@0 239 // force validating the data arrays
nuclear@0 240 get_attrib_data(i);
nuclear@0 241 mesh.get_attrib_data(i);
nuclear@0 242
nuclear@0 243 // append the mesh data
nuclear@0 244 vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end());
nuclear@0 245 }
nuclear@0 246 }
nuclear@0 247
nuclear@0 248 if(ibo_valid || idata_valid) {
nuclear@0 249 // make index arrays valid
nuclear@0 250 get_index_data();
nuclear@0 251 mesh.get_index_data();
nuclear@0 252
nuclear@0 253 size_t orig_sz = idata.size();
nuclear@0 254
nuclear@0 255 idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end());
nuclear@0 256
nuclear@0 257 // fixup all the new indices
nuclear@0 258 for(size_t i=orig_sz; i<idata.size(); i++) {
nuclear@0 259 idata[i] += idxoffs;
nuclear@0 260 }
nuclear@0 261 }
nuclear@0 262
nuclear@0 263 // fuck everything
nuclear@0 264 wire_ibo_valid = false;
nuclear@0 265 aabb_valid = false;
nuclear@0 266 bsph_valid = false;
nuclear@0 267 }
nuclear@0 268
nuclear@0 269 // assemble a complete vertex by adding all the useful attributes
nuclear@0 270 void Mesh::vertex(float x, float y, float z)
nuclear@0 271 {
nuclear@0 272 cur_val[MESH_ATTR_VERTEX] = Vector4(x, y, z, 1.0f);
nuclear@0 273 vattr[MESH_ATTR_VERTEX].data_valid = true;
nuclear@0 274 vattr[MESH_ATTR_VERTEX].nelem = 3;
nuclear@0 275
nuclear@0 276 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 277 if(vattr[i].data_valid) {
nuclear@0 278 for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) {
nuclear@0 279 vattr[i].data.push_back(cur_val[i][j]);
nuclear@0 280 }
nuclear@0 281 }
nuclear@0 282 vattr[i].vbo_valid = false;
nuclear@0 283 }
nuclear@0 284
nuclear@0 285 if(idata_valid) {
nuclear@0 286 idata.clear();
nuclear@0 287 }
nuclear@0 288 ibo_valid = idata_valid = false;
nuclear@0 289 }
nuclear@0 290
nuclear@0 291 void Mesh::normal(float nx, float ny, float nz)
nuclear@0 292 {
nuclear@0 293 cur_val[MESH_ATTR_NORMAL] = Vector4(nx, ny, nz, 1.0f);
nuclear@0 294 vattr[MESH_ATTR_NORMAL].data_valid = true;
nuclear@0 295 vattr[MESH_ATTR_NORMAL].nelem = 3;
nuclear@0 296 }
nuclear@0 297
nuclear@0 298 void Mesh::tangent(float tx, float ty, float tz)
nuclear@0 299 {
nuclear@0 300 cur_val[MESH_ATTR_TANGENT] = Vector4(tx, ty, tz, 1.0f);
nuclear@0 301 vattr[MESH_ATTR_TANGENT].data_valid = true;
nuclear@0 302 vattr[MESH_ATTR_TANGENT].nelem = 3;
nuclear@0 303 }
nuclear@0 304
nuclear@0 305 void Mesh::texcoord(float u, float v, float w)
nuclear@0 306 {
nuclear@0 307 cur_val[MESH_ATTR_TEXCOORD] = Vector4(u, v, w, 1.0f);
nuclear@0 308 vattr[MESH_ATTR_TEXCOORD].data_valid = true;
nuclear@0 309 vattr[MESH_ATTR_TEXCOORD].nelem = 3;
nuclear@0 310 }
nuclear@0 311
nuclear@0 312 void Mesh::boneweights(float w1, float w2, float w3, float w4)
nuclear@0 313 {
nuclear@0 314 cur_val[MESH_ATTR_BONEWEIGHTS] = Vector4(w1, w2, w3, w4);
nuclear@0 315 vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true;
nuclear@0 316 vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4;
nuclear@0 317 }
nuclear@0 318
nuclear@0 319 void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4)
nuclear@0 320 {
nuclear@0 321 cur_val[MESH_ATTR_BONEIDX] = Vector4(idx1, idx2, idx3, idx4);
nuclear@0 322 vattr[MESH_ATTR_BONEIDX].data_valid = true;
nuclear@0 323 vattr[MESH_ATTR_BONEIDX].nelem = 4;
nuclear@0 324 }
nuclear@0 325
nuclear@0 326 /// static function
nuclear@0 327 void Mesh::set_attrib_location(int attr, int loc)
nuclear@0 328 {
nuclear@0 329 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 330 return;
nuclear@0 331 }
nuclear@0 332 Mesh::global_sdr_loc[attr] = loc;
nuclear@0 333 }
nuclear@0 334
nuclear@0 335 /// static function
nuclear@0 336 int Mesh::get_attrib_location(int attr)
nuclear@0 337 {
nuclear@0 338 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 339 return -1;
nuclear@0 340 }
nuclear@0 341 return Mesh::global_sdr_loc[attr];
nuclear@0 342 }
nuclear@0 343
nuclear@0 344 /// static function
nuclear@0 345 void Mesh::clear_attrib_locations()
nuclear@0 346 {
nuclear@0 347 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 348 Mesh::global_sdr_loc[i] = -1;
nuclear@0 349 }
nuclear@0 350 }
nuclear@0 351
nuclear@0 352 /// static function
nuclear@0 353 void Mesh::set_vis_vecsize(float sz)
nuclear@0 354 {
nuclear@0 355 Mesh::vis_vecsize = sz;
nuclear@0 356 }
nuclear@0 357
nuclear@0 358 float Mesh::get_vis_vecsize()
nuclear@0 359 {
nuclear@0 360 return Mesh::vis_vecsize;
nuclear@0 361 }
nuclear@0 362
nuclear@0 363 void Mesh::apply_xform(const Matrix4x4 &xform)
nuclear@0 364 {
nuclear@0 365 Matrix4x4 dir_xform = xform;
nuclear@0 366 dir_xform[0][3] = dir_xform[1][3] = dir_xform[2][3] = 0.0f;
nuclear@0 367 dir_xform[3][0] = dir_xform[3][1] = dir_xform[3][2] = 0.0f;
nuclear@0 368 dir_xform[3][3] = 1.0f;
nuclear@0 369
nuclear@0 370 apply_xform(xform, dir_xform);
nuclear@0 371 }
nuclear@0 372
nuclear@0 373 void Mesh::apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform)
nuclear@0 374 {
nuclear@0 375 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 376 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 377 set_attrib(MESH_ATTR_VERTEX, i, v.transformed(xform));
nuclear@0 378
nuclear@0 379 if(has_attrib(MESH_ATTR_NORMAL)) {
nuclear@0 380 Vector3 n = get_attrib(MESH_ATTR_NORMAL, i);
nuclear@0 381 set_attrib(MESH_ATTR_NORMAL, i, n.transformed(dir_xform));
nuclear@0 382 }
nuclear@0 383 if(has_attrib(MESH_ATTR_TANGENT)) {
nuclear@0 384 Vector3 t = get_attrib(MESH_ATTR_TANGENT, i);
nuclear@0 385 set_attrib(MESH_ATTR_TANGENT, i, t.transformed(dir_xform));
nuclear@0 386 }
nuclear@0 387 }
nuclear@0 388 }
nuclear@0 389
nuclear@0 390 int Mesh::add_bone(XFormNode *bone)
nuclear@0 391 {
nuclear@0 392 int idx = bones.size();
nuclear@0 393 bones.push_back(bone);
nuclear@0 394 return idx;
nuclear@0 395 }
nuclear@0 396
nuclear@0 397 const XFormNode *Mesh::get_bone(int idx) const
nuclear@0 398 {
nuclear@0 399 if(idx < 0 || idx >= (int)bones.size()) {
nuclear@0 400 return 0;
nuclear@0 401 }
nuclear@0 402 return bones[idx];
nuclear@0 403 }
nuclear@0 404
nuclear@0 405 int Mesh::get_bones_count() const
nuclear@0 406 {
nuclear@0 407 return (int)bones.size();
nuclear@0 408 }
nuclear@0 409
nuclear@0 410 void Mesh::draw() const
nuclear@0 411 {
nuclear@0 412 ((Mesh*)this)->update_buffers();
nuclear@0 413
nuclear@0 414 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 415 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 416 return;
nuclear@0 417 }
nuclear@0 418 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 419 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 420 return;
nuclear@0 421 }
nuclear@0 422
nuclear@0 423 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 424 int loc = global_sdr_loc[i];
nuclear@0 425 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 426 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 427 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 428 glEnableVertexAttribArray(loc);
nuclear@0 429 }
nuclear@0 430 }
nuclear@0 431 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 432
nuclear@0 433 if(ibo_valid) {
nuclear@0 434 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 435 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@0 436 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 437 } else {
nuclear@0 438 glDrawArrays(GL_TRIANGLES, 0, nverts);
nuclear@0 439 }
nuclear@0 440
nuclear@0 441 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 442 int loc = global_sdr_loc[i];
nuclear@0 443 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 444 glDisableVertexAttribArray(loc);
nuclear@0 445 }
nuclear@0 446 }
nuclear@0 447 }
nuclear@0 448
nuclear@0 449 void Mesh::draw_wire() const
nuclear@0 450 {
nuclear@0 451 ((Mesh*)this)->update_wire_ibo();
nuclear@0 452
nuclear@0 453 if(!vattr[MESH_ATTR_VERTEX].vbo_valid || !wire_ibo_valid) {
nuclear@0 454 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 455 return;
nuclear@0 456 }
nuclear@0 457 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 458 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 459 return;
nuclear@0 460 }
nuclear@0 461
nuclear@0 462 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 463 int loc = global_sdr_loc[i];
nuclear@0 464 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 465 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 466 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 467 glEnableVertexAttribArray(loc);
nuclear@0 468 }
nuclear@0 469 }
nuclear@0 470 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 471
nuclear@0 472 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 473 glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0);
nuclear@0 474 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 475
nuclear@0 476 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 477 int loc = global_sdr_loc[i];
nuclear@0 478 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 479 glDisableVertexAttribArray(loc);
nuclear@0 480 }
nuclear@0 481 }
nuclear@0 482 }
nuclear@0 483
nuclear@0 484 void Mesh::draw_vertices() const
nuclear@0 485 {
nuclear@0 486 ((Mesh*)this)->update_buffers();
nuclear@0 487
nuclear@0 488 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 489 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 490 return;
nuclear@0 491 }
nuclear@0 492 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 493 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 494 return;
nuclear@0 495 }
nuclear@0 496
nuclear@0 497 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 498 int loc = global_sdr_loc[i];
nuclear@0 499 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 500 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 501 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 502 glEnableVertexAttribArray(loc);
nuclear@0 503 }
nuclear@0 504 }
nuclear@0 505 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 506
nuclear@0 507 glDrawArrays(GL_POINTS, 0, nverts);
nuclear@0 508
nuclear@0 509 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 510 int loc = global_sdr_loc[i];
nuclear@0 511 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 512 glDisableVertexAttribArray(loc);
nuclear@0 513 }
nuclear@0 514 }
nuclear@0 515 }
nuclear@0 516
nuclear@0 517 void Mesh::draw_normals() const
nuclear@0 518 {
nuclear@0 519 #ifdef USE_OLDGL
nuclear@0 520 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 521 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 522 Vector3 *norm = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 523
nuclear@0 524 if(!varr || !norm || vert_loc < 0) {
nuclear@0 525 return;
nuclear@0 526 }
nuclear@0 527
nuclear@0 528 glBegin(GL_LINES);
nuclear@0 529 for(size_t i=0; i<nverts; i++) {
nuclear@0 530 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 531 Vector3 end = varr[i] + norm[i] * vis_vecsize;
nuclear@0 532 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 533 }
nuclear@0 534 glEnd();
nuclear@0 535
nuclear@0 536 #endif // USE_OLDGL
nuclear@0 537 }
nuclear@0 538
nuclear@0 539 void Mesh::draw_tangents() const
nuclear@0 540 {
nuclear@0 541 #ifdef USE_OLDGL
nuclear@0 542 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 543 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 544 Vector3 *tang = (Vector3*)get_attrib_data(MESH_ATTR_TANGENT);
nuclear@0 545
nuclear@0 546 if(!varr || !tang || vert_loc < 0) {
nuclear@0 547 return;
nuclear@0 548 }
nuclear@0 549
nuclear@0 550 glBegin(GL_LINES);
nuclear@0 551 for(size_t i=0; i<nverts; i++) {
nuclear@0 552 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 553 Vector3 end = varr[i] + tang[i] * vis_vecsize;
nuclear@0 554 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 555 }
nuclear@0 556 glEnd();
nuclear@0 557
nuclear@0 558 #endif // USE_OLDGL
nuclear@0 559 }
nuclear@0 560
nuclear@0 561 void Mesh::get_aabbox(Vector3 *vmin, Vector3 *vmax) const
nuclear@0 562 {
nuclear@0 563 if(!aabb_valid) {
nuclear@0 564 ((Mesh*)this)->calc_aabb();
nuclear@0 565 }
nuclear@0 566 *vmin = aabb.min;
nuclear@0 567 *vmax = aabb.max;
nuclear@0 568 }
nuclear@0 569
nuclear@0 570 const AABox &Mesh::get_aabbox() const
nuclear@0 571 {
nuclear@0 572 if(!aabb_valid) {
nuclear@0 573 ((Mesh*)this)->calc_aabb();
nuclear@0 574 }
nuclear@0 575 return aabb;
nuclear@0 576 }
nuclear@0 577
nuclear@0 578 float Mesh::get_bsphere(Vector3 *center, float *rad) const
nuclear@0 579 {
nuclear@0 580 if(!bsph_valid) {
nuclear@0 581 ((Mesh*)this)->calc_bsph();
nuclear@0 582 }
nuclear@0 583 *center = bsph.center;
nuclear@0 584 *rad = bsph.radius;
nuclear@0 585 return bsph.radius;
nuclear@0 586 }
nuclear@0 587
nuclear@0 588 const Sphere &Mesh::get_bsphere() const
nuclear@0 589 {
nuclear@0 590 if(!bsph_valid) {
nuclear@0 591 ((Mesh*)this)->calc_bsph();
nuclear@0 592 }
nuclear@0 593 return bsph;
nuclear@0 594 }
nuclear@0 595
nuclear@0 596 /// static function
nuclear@0 597 void Mesh::set_intersect_mode(unsigned int mode)
nuclear@0 598 {
nuclear@0 599 Mesh::intersect_mode = mode;
nuclear@0 600 }
nuclear@0 601
nuclear@0 602 /// static function
nuclear@0 603 unsigned int Mesh::get_intersect_mode()
nuclear@0 604 {
nuclear@0 605 return Mesh::intersect_mode;
nuclear@0 606 }
nuclear@0 607
nuclear@0 608 /// static function
nuclear@0 609 void Mesh::set_vertex_select_distance(float dist)
nuclear@0 610 {
nuclear@0 611 Mesh::vertex_sel_dist = dist;
nuclear@0 612 }
nuclear@0 613
nuclear@0 614 /// static function
nuclear@0 615 float Mesh::get_vertex_select_distance()
nuclear@0 616 {
nuclear@0 617 return Mesh::vertex_sel_dist;
nuclear@0 618 }
nuclear@0 619
nuclear@0 620 bool Mesh::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 621 {
nuclear@0 622 assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE));
nuclear@0 623
nuclear@0 624 const Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 625 const Vector3 *narr = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 626 if(!varr) {
nuclear@0 627 return false;
nuclear@0 628 }
nuclear@0 629 const unsigned int *idxarr = get_index_data();
nuclear@0 630
nuclear@0 631 // first test with the bounding box
nuclear@0 632 AABox box;
nuclear@0 633 get_aabbox(&box.min, &box.max);
nuclear@0 634 if(!box.intersect(ray)) {
nuclear@0 635 return false;
nuclear@0 636 }
nuclear@0 637
nuclear@0 638 HitPoint nearest_hit;
nuclear@0 639 nearest_hit.dist = FLT_MAX;
nuclear@0 640 nearest_hit.obj = 0;
nuclear@0 641
nuclear@0 642 if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 643 // we asked for "intersections" with the vertices of the mesh
nuclear@0 644 long nearest_vidx = -1;
nuclear@0 645 float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist;
nuclear@0 646
nuclear@0 647 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 648
nuclear@0 649 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(narr[i], ray.dir) > 0) {
nuclear@0 650 continue;
nuclear@0 651 }
nuclear@0 652
nuclear@0 653 // project the vertex onto the ray line
nuclear@0 654 float t = dot_product(varr[i] - ray.origin, ray.dir);
nuclear@0 655 Vector3 vproj = ray.origin + ray.dir * t;
nuclear@0 656
nuclear@0 657 float dist_sq = (vproj - varr[i]).length_sq();
nuclear@0 658 if(dist_sq < thres_sq) {
nuclear@0 659 if(!hit) {
nuclear@0 660 return true;
nuclear@0 661 }
nuclear@0 662 if(t < nearest_hit.dist) {
nuclear@0 663 nearest_hit.dist = t;
nuclear@0 664 nearest_vidx = i;
nuclear@0 665 }
nuclear@0 666 }
nuclear@0 667 }
nuclear@0 668
nuclear@0 669 if(nearest_vidx != -1) {
nuclear@0 670 hitvert = varr[nearest_vidx];
nuclear@0 671 nearest_hit.obj = &hitvert;
nuclear@0 672 }
nuclear@0 673
nuclear@0 674 } else {
nuclear@0 675 // regular intersection test with polygons
nuclear@0 676
nuclear@0 677 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 678 Triangle face(i, varr, idxarr);
nuclear@0 679
nuclear@0 680 // ignore back-facing polygons if the mode flags include ISECT_FRONT
nuclear@0 681 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(face.get_normal(), ray.dir) > 0) {
nuclear@0 682 continue;
nuclear@0 683 }
nuclear@0 684
nuclear@0 685 HitPoint fhit;
nuclear@0 686 if(face.intersect(ray, hit ? &fhit : 0)) {
nuclear@0 687 if(!hit) {
nuclear@0 688 return true;
nuclear@0 689 }
nuclear@0 690 if(fhit.dist < nearest_hit.dist) {
nuclear@0 691 nearest_hit = fhit;
nuclear@0 692 hitface = face;
nuclear@0 693 }
nuclear@0 694 }
nuclear@0 695 }
nuclear@0 696 }
nuclear@0 697
nuclear@0 698 if(nearest_hit.obj) {
nuclear@0 699 if(hit) {
nuclear@0 700 *hit = nearest_hit;
nuclear@0 701
nuclear@0 702 // if we are interested in the mesh and not the faces set obj to this
nuclear@0 703 if(Mesh::intersect_mode & ISECT_FACE) {
nuclear@0 704 hit->obj = &hitface;
nuclear@0 705 } else if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 706 hit->obj = &hitvert;
nuclear@0 707 } else {
nuclear@0 708 hit->obj = this;
nuclear@0 709 }
nuclear@0 710 }
nuclear@0 711 return true;
nuclear@0 712 }
nuclear@0 713 return false;
nuclear@0 714 }
nuclear@0 715
nuclear@0 716
nuclear@0 717 // ------ private member functions ------
nuclear@0 718
nuclear@0 719 void Mesh::calc_aabb()
nuclear@0 720 {
nuclear@0 721 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 722 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 723 return;
nuclear@0 724 }
nuclear@0 725
nuclear@0 726 aabb.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
nuclear@0 727 aabb.max = -aabb.min;
nuclear@0 728
nuclear@0 729 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 730 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 731 for(int j=0; j<3; j++) {
nuclear@0 732 if(v[j] < aabb.min[j]) {
nuclear@0 733 aabb.min[j] = v[j];
nuclear@0 734 }
nuclear@0 735 if(v[j] > aabb.max[j]) {
nuclear@0 736 aabb.max[j] = v[j];
nuclear@0 737 }
nuclear@0 738 }
nuclear@0 739 }
nuclear@0 740 aabb_valid = true;
nuclear@0 741 }
nuclear@0 742
nuclear@0 743 void Mesh::calc_bsph()
nuclear@0 744 {
nuclear@0 745 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 746 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 747 return;
nuclear@0 748 }
nuclear@0 749
nuclear@0 750 Vector3 v;
nuclear@0 751 bsph.center = Vector3(0, 0, 0);
nuclear@0 752
nuclear@0 753 // first find the center
nuclear@0 754 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 755 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 756 bsph.center += v;
nuclear@0 757 }
nuclear@0 758 bsph.center /= (float)nverts;
nuclear@0 759
nuclear@0 760 bsph.radius = 0.0f;
nuclear@0 761 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 762 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 763 float dist_sq = (v - bsph.center).length_sq();
nuclear@0 764 if(dist_sq > bsph.radius) {
nuclear@0 765 bsph.radius = dist_sq;
nuclear@0 766 }
nuclear@0 767 }
nuclear@0 768 bsph.radius = sqrt(bsph.radius);
nuclear@0 769
nuclear@0 770 bsph_valid = true;
nuclear@0 771 }
nuclear@0 772
nuclear@0 773 void Mesh::update_buffers()
nuclear@0 774 {
nuclear@0 775 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 776 if(has_attrib(i) && !vattr[i].vbo_valid) {
nuclear@0 777 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 778 glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW);
nuclear@0 779 vattr[i].vbo_valid = true;
nuclear@0 780 }
nuclear@0 781 }
nuclear@0 782 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 783
nuclear@0 784 if(idata_valid && !ibo_valid) {
nuclear@0 785 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 786 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW);
nuclear@0 787 ibo_valid = true;
nuclear@0 788 }
nuclear@0 789 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 790 }
nuclear@0 791
nuclear@0 792 void Mesh::update_wire_ibo()
nuclear@0 793 {
nuclear@0 794 update_buffers();
nuclear@0 795
nuclear@0 796 if(wire_ibo_valid) {
nuclear@0 797 return;
nuclear@0 798 }
nuclear@0 799
nuclear@0 800 if(!wire_ibo) {
nuclear@0 801 glGenBuffers(1, &wire_ibo);
nuclear@0 802 }
nuclear@0 803
nuclear@0 804 unsigned int *wire_idxarr = new unsigned int[nfaces * 6];
nuclear@0 805 unsigned int *dest = wire_idxarr;
nuclear@0 806
nuclear@0 807 if(ibo_valid) {
nuclear@0 808 // we're dealing with an indexed mesh
nuclear@0 809 const unsigned int *idxarr = ((const Mesh*)this)->get_index_data();
nuclear@0 810
nuclear@0 811 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 812 *dest++ = idxarr[0];
nuclear@0 813 *dest++ = idxarr[1];
nuclear@0 814 *dest++ = idxarr[1];
nuclear@0 815 *dest++ = idxarr[2];
nuclear@0 816 *dest++ = idxarr[2];
nuclear@0 817 *dest++ = idxarr[0];
nuclear@0 818 idxarr += 3;
nuclear@0 819 }
nuclear@0 820 } else {
nuclear@0 821 // not an indexed mesh ...
nuclear@0 822 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 823 int vidx = i * 3;
nuclear@0 824 *dest++ = vidx;
nuclear@0 825 *dest++ = vidx + 1;
nuclear@0 826 *dest++ = vidx + 1;
nuclear@0 827 *dest++ = vidx + 2;
nuclear@0 828 *dest++ = vidx + 2;
nuclear@0 829 *dest++ = vidx;
nuclear@0 830 }
nuclear@0 831 }
nuclear@0 832
nuclear@0 833 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 834 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW);
nuclear@0 835 delete [] wire_idxarr;
nuclear@0 836 wire_ibo_valid = true;
nuclear@0 837 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 838 }
nuclear@0 839
nuclear@0 840
nuclear@0 841 // ------ class Triangle ------
nuclear@0 842 Triangle::Triangle()
nuclear@0 843 {
nuclear@0 844 normal_valid = false;
nuclear@0 845 id = -1;
nuclear@0 846 }
nuclear@0 847
nuclear@0 848 Triangle::Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2)
nuclear@0 849 {
nuclear@0 850 v[0] = v0;
nuclear@0 851 v[1] = v1;
nuclear@0 852 v[2] = v2;
nuclear@0 853 normal_valid = false;
nuclear@0 854 id = -1;
nuclear@0 855 }
nuclear@0 856
nuclear@0 857 Triangle::Triangle(int n, const Vector3 *varr, const unsigned int *idxarr)
nuclear@0 858 {
nuclear@0 859 if(idxarr) {
nuclear@0 860 v[0] = varr[idxarr[n * 3]];
nuclear@0 861 v[1] = varr[idxarr[n * 3 + 1]];
nuclear@0 862 v[2] = varr[idxarr[n * 3 + 2]];
nuclear@0 863 } else {
nuclear@0 864 v[0] = varr[n * 3];
nuclear@0 865 v[1] = varr[n * 3 + 1];
nuclear@0 866 v[2] = varr[n * 3 + 2];
nuclear@0 867 }
nuclear@0 868 normal_valid = false;
nuclear@0 869 id = n;
nuclear@0 870 }
nuclear@0 871
nuclear@0 872 void Triangle::calc_normal()
nuclear@0 873 {
nuclear@0 874 normal = cross_product(v[1] - v[0], v[2] - v[0]).normalized();
nuclear@0 875 normal_valid = true;
nuclear@0 876 }
nuclear@0 877
nuclear@0 878 const Vector3 &Triangle::get_normal() const
nuclear@0 879 {
nuclear@0 880 if(!normal_valid) {
nuclear@0 881 ((Triangle*)this)->calc_normal();
nuclear@0 882 }
nuclear@0 883 return normal;
nuclear@0 884 }
nuclear@0 885
nuclear@0 886 void Triangle::transform(const Matrix4x4 &xform)
nuclear@0 887 {
nuclear@0 888 v[0].transform(xform);
nuclear@0 889 v[1].transform(xform);
nuclear@0 890 v[2].transform(xform);
nuclear@0 891 normal_valid = false;
nuclear@0 892 }
nuclear@0 893
nuclear@0 894 void Triangle::draw() const
nuclear@0 895 {
nuclear@0 896 Vector3 n[3];
nuclear@0 897 n[0] = get_normal();
nuclear@0 898 n[1] = get_normal();
nuclear@0 899 n[2] = get_normal();
nuclear@0 900
nuclear@0 901 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 902 int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL);
nuclear@0 903
nuclear@0 904 glEnableVertexAttribArray(vloc);
nuclear@0 905 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 906 glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x);
nuclear@0 907
nuclear@0 908 glDrawArrays(GL_TRIANGLES, 0, 3);
nuclear@0 909
nuclear@0 910 glDisableVertexAttribArray(vloc);
nuclear@0 911 glDisableVertexAttribArray(nloc);
nuclear@0 912 CHECKGLERR;
nuclear@0 913 }
nuclear@0 914
nuclear@0 915 void Triangle::draw_wire() const
nuclear@0 916 {
nuclear@0 917 static const int idxarr[] = {0, 1, 1, 2, 2, 0};
nuclear@0 918 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 919
nuclear@0 920 glEnableVertexAttribArray(vloc);
nuclear@0 921 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 922
nuclear@0 923 glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr);
nuclear@0 924
nuclear@0 925 glDisableVertexAttribArray(vloc);
nuclear@0 926 CHECKGLERR;
nuclear@0 927 }
nuclear@0 928
nuclear@0 929 Vector3 Triangle::calc_barycentric(const Vector3 &pos) const
nuclear@0 930 {
nuclear@0 931 Vector3 norm = get_normal();
nuclear@0 932
nuclear@0 933 float area_sq = fabs(dot_product(cross_product(v[1] - v[0], v[2] - v[0]), norm));
nuclear@0 934 if(area_sq < 1e-5) {
nuclear@0 935 return Vector3(0, 0, 0);
nuclear@0 936 }
nuclear@0 937
nuclear@0 938 float asq0 = fabs(dot_product(cross_product(v[1] - pos, v[2] - pos), norm));
nuclear@0 939 float asq1 = fabs(dot_product(cross_product(v[2] - pos, v[0] - pos), norm));
nuclear@0 940 float asq2 = fabs(dot_product(cross_product(v[0] - pos, v[1] - pos), norm));
nuclear@0 941
nuclear@0 942 return Vector3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq);
nuclear@0 943 }
nuclear@0 944
nuclear@0 945 bool Triangle::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 946 {
nuclear@0 947 Vector3 normal = get_normal();
nuclear@0 948
nuclear@0 949 float ndotdir = dot_product(ray.dir, normal);
nuclear@0 950 if(fabs(ndotdir) < 1e-4) {
nuclear@0 951 return false;
nuclear@0 952 }
nuclear@0 953
nuclear@0 954 Vector3 vertdir = v[0] - ray.origin;
nuclear@0 955 float t = dot_product(normal, vertdir) / ndotdir;
nuclear@0 956
nuclear@0 957 Vector3 pos = ray.origin + ray.dir * t;
nuclear@0 958 Vector3 bary = calc_barycentric(pos);
nuclear@0 959
nuclear@0 960 if(bary.x + bary.y + bary.z > 1.00001) {
nuclear@0 961 return false;
nuclear@0 962 }
nuclear@0 963
nuclear@0 964 if(hit) {
nuclear@0 965 hit->dist = t;
nuclear@0 966 hit->pos = ray.origin + ray.dir * t;
nuclear@0 967 hit->normal = normal;
nuclear@0 968 hit->obj = this;
nuclear@0 969 }
nuclear@0 970 return true;
nuclear@0 971 }