goat3dgfx

annotate src/mesh.cc @ 15:7d6b667821cf

wrapped everything in the goatgfx namespace
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 30 Nov 2013 20:52:21 +0200
parents 1873dfd13f2d
children 6f82b9b6d6c3
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@15 10 using namespace goatgfx;
nuclear@15 11
nuclear@0 12 int Mesh::global_sdr_loc[NUM_MESH_ATTR] = { 0, 1, 2, 3, 4, 5 };
nuclear@0 13 unsigned int Mesh::intersect_mode = ISECT_DEFAULT;
nuclear@0 14 float Mesh::vertex_sel_dist = 0.01;
nuclear@0 15 float Mesh::vis_vecsize = 1.0;
nuclear@0 16
nuclear@0 17 Mesh::Mesh()
nuclear@0 18 {
nuclear@0 19 clear();
nuclear@0 20
nuclear@0 21 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 22
nuclear@0 23 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 24 vattr[i].vbo = buffer_objects[i];
nuclear@0 25 }
nuclear@0 26 ibo = buffer_objects[NUM_MESH_ATTR];
nuclear@0 27 wire_ibo = 0;
nuclear@0 28 }
nuclear@0 29
nuclear@0 30 Mesh::~Mesh()
nuclear@0 31 {
nuclear@0 32 glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects);
nuclear@0 33
nuclear@0 34 if(wire_ibo) {
nuclear@0 35 glDeleteBuffers(1, &wire_ibo);
nuclear@0 36 }
nuclear@0 37 }
nuclear@0 38
nuclear@0 39 void Mesh::set_name(const char *name)
nuclear@0 40 {
nuclear@0 41 this->name = name;
nuclear@0 42 }
nuclear@0 43
nuclear@0 44 const char *Mesh::get_name() const
nuclear@0 45 {
nuclear@0 46 return name.c_str();
nuclear@0 47 }
nuclear@0 48
nuclear@0 49 bool Mesh::has_attrib(int attr) const
nuclear@0 50 {
nuclear@0 51 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 52 return false;
nuclear@0 53 }
nuclear@0 54
nuclear@0 55 // if neither of these is valid, then nobody has set this attribute
nuclear@0 56 return vattr[attr].vbo_valid || vattr[attr].data_valid;
nuclear@0 57 }
nuclear@0 58
nuclear@0 59 void Mesh::clear()
nuclear@0 60 {
nuclear@0 61 bones.clear();
nuclear@0 62
nuclear@0 63 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 64 vattr[i].nelem = 0;
nuclear@0 65 vattr[i].vbo_valid = false;
nuclear@0 66 vattr[i].data_valid = false;
nuclear@0 67 //vattr[i].sdr_loc = -1;
nuclear@0 68 vattr[i].data.clear();
nuclear@0 69 }
nuclear@0 70 ibo_valid = false;
nuclear@0 71 idata.clear();
nuclear@0 72
nuclear@0 73 wire_ibo_valid = false;
nuclear@0 74
nuclear@0 75 nverts = nfaces = 0;
nuclear@0 76
nuclear@0 77 bsph_valid = false;
nuclear@0 78 aabb_valid = false;
nuclear@0 79 }
nuclear@0 80
nuclear@0 81 float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data)
nuclear@0 82 {
nuclear@0 83 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 84 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 85 return 0;
nuclear@0 86 }
nuclear@0 87
nuclear@0 88 if(nverts && num != nverts) {
nuclear@0 89 error_log("%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts);
nuclear@0 90 return 0;
nuclear@0 91 }
nuclear@0 92 nverts = num;
nuclear@0 93
nuclear@0 94 vattr[attrib].data.clear();
nuclear@0 95 vattr[attrib].nelem = nelem;
nuclear@0 96 vattr[attrib].data.resize(num * nelem);
nuclear@0 97
nuclear@0 98 if(data) {
nuclear@0 99 memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data);
nuclear@0 100 }
nuclear@0 101
nuclear@0 102 vattr[attrib].data_valid = true;
nuclear@0 103 vattr[attrib].vbo_valid = false;
nuclear@0 104 return &vattr[attrib].data[0];
nuclear@0 105 }
nuclear@0 106
nuclear@0 107 float *Mesh::get_attrib_data(int attrib)
nuclear@0 108 {
nuclear@0 109 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 110 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 111 return 0;
nuclear@0 112 }
nuclear@0 113
nuclear@0 114 vattr[attrib].vbo_valid = false;
nuclear@0 115 return (float*)((const Mesh*)this)->get_attrib_data(attrib);
nuclear@0 116 }
nuclear@0 117
nuclear@0 118 const float *Mesh::get_attrib_data(int attrib) const
nuclear@0 119 {
nuclear@0 120 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
nuclear@0 121 error_log("%s: invalid attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 122 return 0;
nuclear@0 123 }
nuclear@0 124
nuclear@0 125 if(!vattr[attrib].data_valid) {
nuclear@0 126 #if GL_ES_VERSION_2_0
nuclear@0 127 error_log("%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__);
nuclear@0 128 return 0;
nuclear@0 129 #else
nuclear@0 130 if(!vattr[attrib].vbo_valid) {
nuclear@0 131 error_log("%s: unavailable attrib: %d\n", __FUNCTION__, attrib);
nuclear@0 132 return 0;
nuclear@0 133 }
nuclear@0 134
nuclear@0 135 // local data copy is unavailable, grab the data from the vbo
nuclear@0 136 Mesh *m = (Mesh*)this;
nuclear@0 137 m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem);
nuclear@0 138
nuclear@0 139 glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo);
nuclear@0 140 void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 141 memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float));
nuclear@0 142 glUnmapBuffer(GL_ARRAY_BUFFER);
nuclear@0 143
nuclear@0 144 vattr[attrib].data_valid = true;
nuclear@0 145 #endif
nuclear@0 146 }
nuclear@0 147
nuclear@0 148 return &vattr[attrib].data[0];
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 void Mesh::set_attrib(int attrib, int idx, const Vector4 &v)
nuclear@0 152 {
nuclear@0 153 float *data = get_attrib_data(attrib);
nuclear@0 154 if(data) {
nuclear@0 155 data += idx * vattr[attrib].nelem;
nuclear@0 156 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 157 data[i] = v[i];
nuclear@0 158 }
nuclear@0 159 }
nuclear@0 160 }
nuclear@0 161
nuclear@0 162 Vector4 Mesh::get_attrib(int attrib, int idx) const
nuclear@0 163 {
nuclear@0 164 Vector4 v(0.0, 0.0, 0.0, 1.0);
nuclear@0 165 const float *data = get_attrib_data(attrib);
nuclear@0 166 if(data) {
nuclear@0 167 data += idx * vattr[attrib].nelem;
nuclear@0 168 for(int i=0; i<vattr[attrib].nelem; i++) {
nuclear@0 169 v[i] = data[i];
nuclear@0 170 }
nuclear@0 171 }
nuclear@0 172 return v;
nuclear@0 173 }
nuclear@0 174
nuclear@0 175 unsigned int *Mesh::set_index_data(int num, const unsigned int *indices)
nuclear@0 176 {
nuclear@0 177 int nidx = nfaces * 3;
nuclear@0 178 if(nidx && num != nidx) {
nuclear@0 179 error_log("%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx);
nuclear@0 180 return 0;
nuclear@0 181 }
nuclear@0 182 nfaces = num / 3;
nuclear@0 183
nuclear@0 184 idata.clear();
nuclear@0 185 idata.resize(num);
nuclear@0 186
nuclear@0 187 if(indices) {
nuclear@0 188 memcpy(&idata[0], indices, num * sizeof *indices);
nuclear@0 189 }
nuclear@0 190
nuclear@0 191 idata_valid = true;
nuclear@0 192 ibo_valid = false;
nuclear@0 193
nuclear@0 194 return &idata[0];
nuclear@0 195 }
nuclear@0 196
nuclear@0 197 unsigned int *Mesh::get_index_data()
nuclear@0 198 {
nuclear@0 199 ibo_valid = false;
nuclear@0 200 return (unsigned int*)((const Mesh*)this)->get_index_data();
nuclear@0 201 }
nuclear@0 202
nuclear@0 203 const unsigned int *Mesh::get_index_data() const
nuclear@0 204 {
nuclear@0 205 if(!idata_valid) {
nuclear@0 206 #if GL_ES_VERSION_2_0
nuclear@0 207 error_log("%s: can't read back index data in CrippledGL ES\n", __FUNCTION__);
nuclear@0 208 return 0;
nuclear@0 209 #else
nuclear@0 210 if(!ibo_valid) {
nuclear@0 211 error_log("%s: indices unavailable\n", __FUNCTION__);
nuclear@0 212 return 0;
nuclear@0 213 }
nuclear@0 214
nuclear@0 215 // local data copy is unavailable, gram the data from the ibo
nuclear@0 216 Mesh *m = (Mesh*)this;
nuclear@0 217 int nidx = nfaces * 3;
nuclear@0 218 m->idata.resize(nidx);
nuclear@0 219
nuclear@0 220 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 221 void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
nuclear@0 222 memcpy(&m->idata[0], data, nidx * sizeof(unsigned int));
nuclear@0 223 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
nuclear@0 224
nuclear@0 225 idata_valid = true;
nuclear@0 226 #endif
nuclear@0 227 }
nuclear@0 228
nuclear@0 229 return &idata[0];
nuclear@0 230 }
nuclear@0 231
nuclear@0 232 void Mesh::append(const Mesh &mesh)
nuclear@0 233 {
nuclear@0 234 unsigned int idxoffs = nverts;
nuclear@0 235
nuclear@0 236 nverts += mesh.nverts;
nuclear@0 237 nfaces += mesh.nfaces;
nuclear@0 238
nuclear@0 239 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 240 if(has_attrib(i) && mesh.has_attrib(i)) {
nuclear@0 241 // force validating the data arrays
nuclear@0 242 get_attrib_data(i);
nuclear@0 243 mesh.get_attrib_data(i);
nuclear@0 244
nuclear@0 245 // append the mesh data
nuclear@0 246 vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end());
nuclear@0 247 }
nuclear@0 248 }
nuclear@0 249
nuclear@0 250 if(ibo_valid || idata_valid) {
nuclear@0 251 // make index arrays valid
nuclear@0 252 get_index_data();
nuclear@0 253 mesh.get_index_data();
nuclear@0 254
nuclear@0 255 size_t orig_sz = idata.size();
nuclear@0 256
nuclear@0 257 idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end());
nuclear@0 258
nuclear@0 259 // fixup all the new indices
nuclear@0 260 for(size_t i=orig_sz; i<idata.size(); i++) {
nuclear@0 261 idata[i] += idxoffs;
nuclear@0 262 }
nuclear@0 263 }
nuclear@0 264
nuclear@0 265 // fuck everything
nuclear@0 266 wire_ibo_valid = false;
nuclear@0 267 aabb_valid = false;
nuclear@0 268 bsph_valid = false;
nuclear@0 269 }
nuclear@0 270
nuclear@0 271 // assemble a complete vertex by adding all the useful attributes
nuclear@0 272 void Mesh::vertex(float x, float y, float z)
nuclear@0 273 {
nuclear@0 274 cur_val[MESH_ATTR_VERTEX] = Vector4(x, y, z, 1.0f);
nuclear@0 275 vattr[MESH_ATTR_VERTEX].data_valid = true;
nuclear@0 276 vattr[MESH_ATTR_VERTEX].nelem = 3;
nuclear@0 277
nuclear@0 278 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 279 if(vattr[i].data_valid) {
nuclear@0 280 for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) {
nuclear@0 281 vattr[i].data.push_back(cur_val[i][j]);
nuclear@0 282 }
nuclear@0 283 }
nuclear@0 284 vattr[i].vbo_valid = false;
nuclear@0 285 }
nuclear@0 286
nuclear@0 287 if(idata_valid) {
nuclear@0 288 idata.clear();
nuclear@0 289 }
nuclear@0 290 ibo_valid = idata_valid = false;
nuclear@0 291 }
nuclear@0 292
nuclear@0 293 void Mesh::normal(float nx, float ny, float nz)
nuclear@0 294 {
nuclear@0 295 cur_val[MESH_ATTR_NORMAL] = Vector4(nx, ny, nz, 1.0f);
nuclear@0 296 vattr[MESH_ATTR_NORMAL].data_valid = true;
nuclear@0 297 vattr[MESH_ATTR_NORMAL].nelem = 3;
nuclear@0 298 }
nuclear@0 299
nuclear@0 300 void Mesh::tangent(float tx, float ty, float tz)
nuclear@0 301 {
nuclear@0 302 cur_val[MESH_ATTR_TANGENT] = Vector4(tx, ty, tz, 1.0f);
nuclear@0 303 vattr[MESH_ATTR_TANGENT].data_valid = true;
nuclear@0 304 vattr[MESH_ATTR_TANGENT].nelem = 3;
nuclear@0 305 }
nuclear@0 306
nuclear@0 307 void Mesh::texcoord(float u, float v, float w)
nuclear@0 308 {
nuclear@0 309 cur_val[MESH_ATTR_TEXCOORD] = Vector4(u, v, w, 1.0f);
nuclear@0 310 vattr[MESH_ATTR_TEXCOORD].data_valid = true;
nuclear@0 311 vattr[MESH_ATTR_TEXCOORD].nelem = 3;
nuclear@0 312 }
nuclear@0 313
nuclear@0 314 void Mesh::boneweights(float w1, float w2, float w3, float w4)
nuclear@0 315 {
nuclear@0 316 cur_val[MESH_ATTR_BONEWEIGHTS] = Vector4(w1, w2, w3, w4);
nuclear@0 317 vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true;
nuclear@0 318 vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4;
nuclear@0 319 }
nuclear@0 320
nuclear@0 321 void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4)
nuclear@0 322 {
nuclear@0 323 cur_val[MESH_ATTR_BONEIDX] = Vector4(idx1, idx2, idx3, idx4);
nuclear@0 324 vattr[MESH_ATTR_BONEIDX].data_valid = true;
nuclear@0 325 vattr[MESH_ATTR_BONEIDX].nelem = 4;
nuclear@0 326 }
nuclear@0 327
nuclear@0 328 /// static function
nuclear@0 329 void Mesh::set_attrib_location(int attr, int loc)
nuclear@0 330 {
nuclear@0 331 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 332 return;
nuclear@0 333 }
nuclear@0 334 Mesh::global_sdr_loc[attr] = loc;
nuclear@0 335 }
nuclear@0 336
nuclear@0 337 /// static function
nuclear@0 338 int Mesh::get_attrib_location(int attr)
nuclear@0 339 {
nuclear@0 340 if(attr < 0 || attr >= NUM_MESH_ATTR) {
nuclear@0 341 return -1;
nuclear@0 342 }
nuclear@0 343 return Mesh::global_sdr_loc[attr];
nuclear@0 344 }
nuclear@0 345
nuclear@0 346 /// static function
nuclear@0 347 void Mesh::clear_attrib_locations()
nuclear@0 348 {
nuclear@0 349 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 350 Mesh::global_sdr_loc[i] = -1;
nuclear@0 351 }
nuclear@0 352 }
nuclear@0 353
nuclear@0 354 /// static function
nuclear@0 355 void Mesh::set_vis_vecsize(float sz)
nuclear@0 356 {
nuclear@0 357 Mesh::vis_vecsize = sz;
nuclear@0 358 }
nuclear@0 359
nuclear@0 360 float Mesh::get_vis_vecsize()
nuclear@0 361 {
nuclear@0 362 return Mesh::vis_vecsize;
nuclear@0 363 }
nuclear@0 364
nuclear@0 365 void Mesh::apply_xform(const Matrix4x4 &xform)
nuclear@0 366 {
nuclear@0 367 Matrix4x4 dir_xform = xform;
nuclear@0 368 dir_xform[0][3] = dir_xform[1][3] = dir_xform[2][3] = 0.0f;
nuclear@0 369 dir_xform[3][0] = dir_xform[3][1] = dir_xform[3][2] = 0.0f;
nuclear@0 370 dir_xform[3][3] = 1.0f;
nuclear@0 371
nuclear@0 372 apply_xform(xform, dir_xform);
nuclear@0 373 }
nuclear@0 374
nuclear@0 375 void Mesh::apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform)
nuclear@0 376 {
nuclear@0 377 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 378 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 379 set_attrib(MESH_ATTR_VERTEX, i, v.transformed(xform));
nuclear@0 380
nuclear@0 381 if(has_attrib(MESH_ATTR_NORMAL)) {
nuclear@0 382 Vector3 n = get_attrib(MESH_ATTR_NORMAL, i);
nuclear@0 383 set_attrib(MESH_ATTR_NORMAL, i, n.transformed(dir_xform));
nuclear@0 384 }
nuclear@0 385 if(has_attrib(MESH_ATTR_TANGENT)) {
nuclear@0 386 Vector3 t = get_attrib(MESH_ATTR_TANGENT, i);
nuclear@0 387 set_attrib(MESH_ATTR_TANGENT, i, t.transformed(dir_xform));
nuclear@0 388 }
nuclear@0 389 }
nuclear@0 390 }
nuclear@0 391
nuclear@0 392 int Mesh::add_bone(XFormNode *bone)
nuclear@0 393 {
nuclear@0 394 int idx = bones.size();
nuclear@0 395 bones.push_back(bone);
nuclear@0 396 return idx;
nuclear@0 397 }
nuclear@0 398
nuclear@0 399 const XFormNode *Mesh::get_bone(int idx) const
nuclear@0 400 {
nuclear@0 401 if(idx < 0 || idx >= (int)bones.size()) {
nuclear@0 402 return 0;
nuclear@0 403 }
nuclear@0 404 return bones[idx];
nuclear@0 405 }
nuclear@0 406
nuclear@0 407 int Mesh::get_bones_count() const
nuclear@0 408 {
nuclear@0 409 return (int)bones.size();
nuclear@0 410 }
nuclear@0 411
nuclear@0 412 void Mesh::draw() const
nuclear@0 413 {
nuclear@0 414 ((Mesh*)this)->update_buffers();
nuclear@0 415
nuclear@0 416 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 417 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 418 return;
nuclear@0 419 }
nuclear@0 420 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 421 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 422 return;
nuclear@0 423 }
nuclear@0 424
nuclear@0 425 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 426 int loc = global_sdr_loc[i];
nuclear@0 427 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 428 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 429 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 430 glEnableVertexAttribArray(loc);
nuclear@0 431 }
nuclear@0 432 }
nuclear@0 433 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 434
nuclear@0 435 if(ibo_valid) {
nuclear@0 436 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 437 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
nuclear@0 438 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 439 } else {
nuclear@0 440 glDrawArrays(GL_TRIANGLES, 0, nverts);
nuclear@0 441 }
nuclear@0 442
nuclear@0 443 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 444 int loc = global_sdr_loc[i];
nuclear@0 445 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 446 glDisableVertexAttribArray(loc);
nuclear@0 447 }
nuclear@0 448 }
nuclear@0 449 }
nuclear@0 450
nuclear@0 451 void Mesh::draw_wire() const
nuclear@0 452 {
nuclear@0 453 ((Mesh*)this)->update_wire_ibo();
nuclear@0 454
nuclear@0 455 if(!vattr[MESH_ATTR_VERTEX].vbo_valid || !wire_ibo_valid) {
nuclear@0 456 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 457 return;
nuclear@0 458 }
nuclear@0 459 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 460 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 461 return;
nuclear@0 462 }
nuclear@0 463
nuclear@0 464 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 465 int loc = global_sdr_loc[i];
nuclear@0 466 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 467 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 468 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 469 glEnableVertexAttribArray(loc);
nuclear@0 470 }
nuclear@0 471 }
nuclear@0 472 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 473
nuclear@0 474 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 475 glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0);
nuclear@0 476 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 477
nuclear@0 478 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 479 int loc = global_sdr_loc[i];
nuclear@0 480 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 481 glDisableVertexAttribArray(loc);
nuclear@0 482 }
nuclear@0 483 }
nuclear@0 484 }
nuclear@0 485
nuclear@0 486 void Mesh::draw_vertices() const
nuclear@0 487 {
nuclear@0 488 ((Mesh*)this)->update_buffers();
nuclear@0 489
nuclear@0 490 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
nuclear@0 491 error_log("%s: invalid vertex buffer\n", __FUNCTION__);
nuclear@0 492 return;
nuclear@0 493 }
nuclear@0 494 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
nuclear@0 495 error_log("%s: shader attribute location for vertices unset\n", __FUNCTION__);
nuclear@0 496 return;
nuclear@0 497 }
nuclear@0 498
nuclear@0 499 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 500 int loc = global_sdr_loc[i];
nuclear@0 501 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 502 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 503 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
nuclear@0 504 glEnableVertexAttribArray(loc);
nuclear@0 505 }
nuclear@0 506 }
nuclear@0 507 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 508
nuclear@0 509 glDrawArrays(GL_POINTS, 0, nverts);
nuclear@0 510
nuclear@0 511 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 512 int loc = global_sdr_loc[i];
nuclear@0 513 if(loc >= 0 && vattr[i].vbo_valid) {
nuclear@0 514 glDisableVertexAttribArray(loc);
nuclear@0 515 }
nuclear@0 516 }
nuclear@0 517 }
nuclear@0 518
nuclear@0 519 void Mesh::draw_normals() const
nuclear@0 520 {
nuclear@0 521 #ifdef USE_OLDGL
nuclear@0 522 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 523 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 524 Vector3 *norm = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 525
nuclear@0 526 if(!varr || !norm || vert_loc < 0) {
nuclear@0 527 return;
nuclear@0 528 }
nuclear@0 529
nuclear@0 530 glBegin(GL_LINES);
nuclear@0 531 for(size_t i=0; i<nverts; i++) {
nuclear@0 532 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 533 Vector3 end = varr[i] + norm[i] * vis_vecsize;
nuclear@0 534 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 535 }
nuclear@0 536 glEnd();
nuclear@0 537
nuclear@0 538 #endif // USE_OLDGL
nuclear@0 539 }
nuclear@0 540
nuclear@0 541 void Mesh::draw_tangents() const
nuclear@0 542 {
nuclear@0 543 #ifdef USE_OLDGL
nuclear@0 544 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
nuclear@0 545 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 546 Vector3 *tang = (Vector3*)get_attrib_data(MESH_ATTR_TANGENT);
nuclear@0 547
nuclear@0 548 if(!varr || !tang || vert_loc < 0) {
nuclear@0 549 return;
nuclear@0 550 }
nuclear@0 551
nuclear@0 552 glBegin(GL_LINES);
nuclear@0 553 for(size_t i=0; i<nverts; i++) {
nuclear@0 554 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
nuclear@0 555 Vector3 end = varr[i] + tang[i] * vis_vecsize;
nuclear@0 556 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
nuclear@0 557 }
nuclear@0 558 glEnd();
nuclear@0 559
nuclear@0 560 #endif // USE_OLDGL
nuclear@0 561 }
nuclear@0 562
nuclear@0 563 void Mesh::get_aabbox(Vector3 *vmin, Vector3 *vmax) const
nuclear@0 564 {
nuclear@0 565 if(!aabb_valid) {
nuclear@0 566 ((Mesh*)this)->calc_aabb();
nuclear@0 567 }
nuclear@0 568 *vmin = aabb.min;
nuclear@0 569 *vmax = aabb.max;
nuclear@0 570 }
nuclear@0 571
nuclear@0 572 const AABox &Mesh::get_aabbox() const
nuclear@0 573 {
nuclear@0 574 if(!aabb_valid) {
nuclear@0 575 ((Mesh*)this)->calc_aabb();
nuclear@0 576 }
nuclear@0 577 return aabb;
nuclear@0 578 }
nuclear@0 579
nuclear@0 580 float Mesh::get_bsphere(Vector3 *center, float *rad) const
nuclear@0 581 {
nuclear@0 582 if(!bsph_valid) {
nuclear@0 583 ((Mesh*)this)->calc_bsph();
nuclear@0 584 }
nuclear@0 585 *center = bsph.center;
nuclear@0 586 *rad = bsph.radius;
nuclear@0 587 return bsph.radius;
nuclear@0 588 }
nuclear@0 589
nuclear@0 590 const Sphere &Mesh::get_bsphere() const
nuclear@0 591 {
nuclear@0 592 if(!bsph_valid) {
nuclear@0 593 ((Mesh*)this)->calc_bsph();
nuclear@0 594 }
nuclear@0 595 return bsph;
nuclear@0 596 }
nuclear@0 597
nuclear@0 598 /// static function
nuclear@0 599 void Mesh::set_intersect_mode(unsigned int mode)
nuclear@0 600 {
nuclear@0 601 Mesh::intersect_mode = mode;
nuclear@0 602 }
nuclear@0 603
nuclear@0 604 /// static function
nuclear@0 605 unsigned int Mesh::get_intersect_mode()
nuclear@0 606 {
nuclear@0 607 return Mesh::intersect_mode;
nuclear@0 608 }
nuclear@0 609
nuclear@0 610 /// static function
nuclear@0 611 void Mesh::set_vertex_select_distance(float dist)
nuclear@0 612 {
nuclear@0 613 Mesh::vertex_sel_dist = dist;
nuclear@0 614 }
nuclear@0 615
nuclear@0 616 /// static function
nuclear@0 617 float Mesh::get_vertex_select_distance()
nuclear@0 618 {
nuclear@0 619 return Mesh::vertex_sel_dist;
nuclear@0 620 }
nuclear@0 621
nuclear@0 622 bool Mesh::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 623 {
nuclear@0 624 assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE));
nuclear@0 625
nuclear@0 626 const Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
nuclear@0 627 const Vector3 *narr = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
nuclear@0 628 if(!varr) {
nuclear@0 629 return false;
nuclear@0 630 }
nuclear@0 631 const unsigned int *idxarr = get_index_data();
nuclear@0 632
nuclear@0 633 // first test with the bounding box
nuclear@0 634 AABox box;
nuclear@0 635 get_aabbox(&box.min, &box.max);
nuclear@0 636 if(!box.intersect(ray)) {
nuclear@0 637 return false;
nuclear@0 638 }
nuclear@0 639
nuclear@0 640 HitPoint nearest_hit;
nuclear@0 641 nearest_hit.dist = FLT_MAX;
nuclear@0 642 nearest_hit.obj = 0;
nuclear@0 643
nuclear@0 644 if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 645 // we asked for "intersections" with the vertices of the mesh
nuclear@0 646 long nearest_vidx = -1;
nuclear@0 647 float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist;
nuclear@0 648
nuclear@0 649 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 650
nuclear@0 651 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(narr[i], ray.dir) > 0) {
nuclear@0 652 continue;
nuclear@0 653 }
nuclear@0 654
nuclear@0 655 // project the vertex onto the ray line
nuclear@0 656 float t = dot_product(varr[i] - ray.origin, ray.dir);
nuclear@0 657 Vector3 vproj = ray.origin + ray.dir * t;
nuclear@0 658
nuclear@0 659 float dist_sq = (vproj - varr[i]).length_sq();
nuclear@0 660 if(dist_sq < thres_sq) {
nuclear@0 661 if(!hit) {
nuclear@0 662 return true;
nuclear@0 663 }
nuclear@0 664 if(t < nearest_hit.dist) {
nuclear@0 665 nearest_hit.dist = t;
nuclear@0 666 nearest_vidx = i;
nuclear@0 667 }
nuclear@0 668 }
nuclear@0 669 }
nuclear@0 670
nuclear@0 671 if(nearest_vidx != -1) {
nuclear@0 672 hitvert = varr[nearest_vidx];
nuclear@0 673 nearest_hit.obj = &hitvert;
nuclear@0 674 }
nuclear@0 675
nuclear@0 676 } else {
nuclear@0 677 // regular intersection test with polygons
nuclear@0 678
nuclear@0 679 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 680 Triangle face(i, varr, idxarr);
nuclear@0 681
nuclear@0 682 // ignore back-facing polygons if the mode flags include ISECT_FRONT
nuclear@0 683 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(face.get_normal(), ray.dir) > 0) {
nuclear@0 684 continue;
nuclear@0 685 }
nuclear@0 686
nuclear@0 687 HitPoint fhit;
nuclear@0 688 if(face.intersect(ray, hit ? &fhit : 0)) {
nuclear@0 689 if(!hit) {
nuclear@0 690 return true;
nuclear@0 691 }
nuclear@0 692 if(fhit.dist < nearest_hit.dist) {
nuclear@0 693 nearest_hit = fhit;
nuclear@0 694 hitface = face;
nuclear@0 695 }
nuclear@0 696 }
nuclear@0 697 }
nuclear@0 698 }
nuclear@0 699
nuclear@0 700 if(nearest_hit.obj) {
nuclear@0 701 if(hit) {
nuclear@0 702 *hit = nearest_hit;
nuclear@0 703
nuclear@0 704 // if we are interested in the mesh and not the faces set obj to this
nuclear@0 705 if(Mesh::intersect_mode & ISECT_FACE) {
nuclear@0 706 hit->obj = &hitface;
nuclear@0 707 } else if(Mesh::intersect_mode & ISECT_VERTICES) {
nuclear@0 708 hit->obj = &hitvert;
nuclear@0 709 } else {
nuclear@0 710 hit->obj = this;
nuclear@0 711 }
nuclear@0 712 }
nuclear@0 713 return true;
nuclear@0 714 }
nuclear@0 715 return false;
nuclear@0 716 }
nuclear@0 717
nuclear@0 718
nuclear@0 719 // ------ private member functions ------
nuclear@0 720
nuclear@0 721 void Mesh::calc_aabb()
nuclear@0 722 {
nuclear@0 723 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 724 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 725 return;
nuclear@0 726 }
nuclear@0 727
nuclear@0 728 aabb.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
nuclear@0 729 aabb.max = -aabb.min;
nuclear@0 730
nuclear@0 731 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 732 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 733 for(int j=0; j<3; j++) {
nuclear@0 734 if(v[j] < aabb.min[j]) {
nuclear@0 735 aabb.min[j] = v[j];
nuclear@0 736 }
nuclear@0 737 if(v[j] > aabb.max[j]) {
nuclear@0 738 aabb.max[j] = v[j];
nuclear@0 739 }
nuclear@0 740 }
nuclear@0 741 }
nuclear@0 742 aabb_valid = true;
nuclear@0 743 }
nuclear@0 744
nuclear@0 745 void Mesh::calc_bsph()
nuclear@0 746 {
nuclear@0 747 // the cast is to force calling the const version which doesn't invalidate
nuclear@0 748 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
nuclear@0 749 return;
nuclear@0 750 }
nuclear@0 751
nuclear@0 752 Vector3 v;
nuclear@0 753 bsph.center = Vector3(0, 0, 0);
nuclear@0 754
nuclear@0 755 // first find the center
nuclear@0 756 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 757 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 758 bsph.center += v;
nuclear@0 759 }
nuclear@0 760 bsph.center /= (float)nverts;
nuclear@0 761
nuclear@0 762 bsph.radius = 0.0f;
nuclear@0 763 for(unsigned int i=0; i<nverts; i++) {
nuclear@0 764 v = get_attrib(MESH_ATTR_VERTEX, i);
nuclear@0 765 float dist_sq = (v - bsph.center).length_sq();
nuclear@0 766 if(dist_sq > bsph.radius) {
nuclear@0 767 bsph.radius = dist_sq;
nuclear@0 768 }
nuclear@0 769 }
nuclear@0 770 bsph.radius = sqrt(bsph.radius);
nuclear@0 771
nuclear@0 772 bsph_valid = true;
nuclear@0 773 }
nuclear@0 774
nuclear@0 775 void Mesh::update_buffers()
nuclear@0 776 {
nuclear@0 777 for(int i=0; i<NUM_MESH_ATTR; i++) {
nuclear@0 778 if(has_attrib(i) && !vattr[i].vbo_valid) {
nuclear@0 779 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
nuclear@0 780 glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW);
nuclear@0 781 vattr[i].vbo_valid = true;
nuclear@0 782 }
nuclear@0 783 }
nuclear@0 784 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 785
nuclear@0 786 if(idata_valid && !ibo_valid) {
nuclear@0 787 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
nuclear@0 788 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW);
nuclear@0 789 ibo_valid = true;
nuclear@0 790 }
nuclear@0 791 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 792 }
nuclear@0 793
nuclear@0 794 void Mesh::update_wire_ibo()
nuclear@0 795 {
nuclear@0 796 update_buffers();
nuclear@0 797
nuclear@0 798 if(wire_ibo_valid) {
nuclear@0 799 return;
nuclear@0 800 }
nuclear@0 801
nuclear@0 802 if(!wire_ibo) {
nuclear@0 803 glGenBuffers(1, &wire_ibo);
nuclear@0 804 }
nuclear@0 805
nuclear@0 806 unsigned int *wire_idxarr = new unsigned int[nfaces * 6];
nuclear@0 807 unsigned int *dest = wire_idxarr;
nuclear@0 808
nuclear@0 809 if(ibo_valid) {
nuclear@0 810 // we're dealing with an indexed mesh
nuclear@0 811 const unsigned int *idxarr = ((const Mesh*)this)->get_index_data();
nuclear@0 812
nuclear@0 813 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 814 *dest++ = idxarr[0];
nuclear@0 815 *dest++ = idxarr[1];
nuclear@0 816 *dest++ = idxarr[1];
nuclear@0 817 *dest++ = idxarr[2];
nuclear@0 818 *dest++ = idxarr[2];
nuclear@0 819 *dest++ = idxarr[0];
nuclear@0 820 idxarr += 3;
nuclear@0 821 }
nuclear@0 822 } else {
nuclear@0 823 // not an indexed mesh ...
nuclear@0 824 for(unsigned int i=0; i<nfaces; i++) {
nuclear@0 825 int vidx = i * 3;
nuclear@0 826 *dest++ = vidx;
nuclear@0 827 *dest++ = vidx + 1;
nuclear@0 828 *dest++ = vidx + 1;
nuclear@0 829 *dest++ = vidx + 2;
nuclear@0 830 *dest++ = vidx + 2;
nuclear@0 831 *dest++ = vidx;
nuclear@0 832 }
nuclear@0 833 }
nuclear@0 834
nuclear@0 835 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
nuclear@0 836 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW);
nuclear@0 837 delete [] wire_idxarr;
nuclear@0 838 wire_ibo_valid = true;
nuclear@0 839 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 840 }
nuclear@0 841
nuclear@0 842
nuclear@0 843 // ------ class Triangle ------
nuclear@0 844 Triangle::Triangle()
nuclear@0 845 {
nuclear@0 846 normal_valid = false;
nuclear@0 847 id = -1;
nuclear@0 848 }
nuclear@0 849
nuclear@0 850 Triangle::Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2)
nuclear@0 851 {
nuclear@0 852 v[0] = v0;
nuclear@0 853 v[1] = v1;
nuclear@0 854 v[2] = v2;
nuclear@0 855 normal_valid = false;
nuclear@0 856 id = -1;
nuclear@0 857 }
nuclear@0 858
nuclear@0 859 Triangle::Triangle(int n, const Vector3 *varr, const unsigned int *idxarr)
nuclear@0 860 {
nuclear@0 861 if(idxarr) {
nuclear@0 862 v[0] = varr[idxarr[n * 3]];
nuclear@0 863 v[1] = varr[idxarr[n * 3 + 1]];
nuclear@0 864 v[2] = varr[idxarr[n * 3 + 2]];
nuclear@0 865 } else {
nuclear@0 866 v[0] = varr[n * 3];
nuclear@0 867 v[1] = varr[n * 3 + 1];
nuclear@0 868 v[2] = varr[n * 3 + 2];
nuclear@0 869 }
nuclear@0 870 normal_valid = false;
nuclear@0 871 id = n;
nuclear@0 872 }
nuclear@0 873
nuclear@0 874 void Triangle::calc_normal()
nuclear@0 875 {
nuclear@0 876 normal = cross_product(v[1] - v[0], v[2] - v[0]).normalized();
nuclear@0 877 normal_valid = true;
nuclear@0 878 }
nuclear@0 879
nuclear@0 880 const Vector3 &Triangle::get_normal() const
nuclear@0 881 {
nuclear@0 882 if(!normal_valid) {
nuclear@0 883 ((Triangle*)this)->calc_normal();
nuclear@0 884 }
nuclear@0 885 return normal;
nuclear@0 886 }
nuclear@0 887
nuclear@0 888 void Triangle::transform(const Matrix4x4 &xform)
nuclear@0 889 {
nuclear@0 890 v[0].transform(xform);
nuclear@0 891 v[1].transform(xform);
nuclear@0 892 v[2].transform(xform);
nuclear@0 893 normal_valid = false;
nuclear@0 894 }
nuclear@0 895
nuclear@0 896 void Triangle::draw() const
nuclear@0 897 {
nuclear@0 898 Vector3 n[3];
nuclear@0 899 n[0] = get_normal();
nuclear@0 900 n[1] = get_normal();
nuclear@0 901 n[2] = get_normal();
nuclear@0 902
nuclear@0 903 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 904 int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL);
nuclear@0 905
nuclear@0 906 glEnableVertexAttribArray(vloc);
nuclear@0 907 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 908 glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x);
nuclear@0 909
nuclear@0 910 glDrawArrays(GL_TRIANGLES, 0, 3);
nuclear@0 911
nuclear@0 912 glDisableVertexAttribArray(vloc);
nuclear@0 913 glDisableVertexAttribArray(nloc);
nuclear@0 914 CHECKGLERR;
nuclear@0 915 }
nuclear@0 916
nuclear@0 917 void Triangle::draw_wire() const
nuclear@0 918 {
nuclear@0 919 static const int idxarr[] = {0, 1, 1, 2, 2, 0};
nuclear@0 920 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
nuclear@0 921
nuclear@0 922 glEnableVertexAttribArray(vloc);
nuclear@0 923 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
nuclear@0 924
nuclear@0 925 glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr);
nuclear@0 926
nuclear@0 927 glDisableVertexAttribArray(vloc);
nuclear@0 928 CHECKGLERR;
nuclear@0 929 }
nuclear@0 930
nuclear@0 931 Vector3 Triangle::calc_barycentric(const Vector3 &pos) const
nuclear@0 932 {
nuclear@0 933 Vector3 norm = get_normal();
nuclear@0 934
nuclear@0 935 float area_sq = fabs(dot_product(cross_product(v[1] - v[0], v[2] - v[0]), norm));
nuclear@0 936 if(area_sq < 1e-5) {
nuclear@0 937 return Vector3(0, 0, 0);
nuclear@0 938 }
nuclear@0 939
nuclear@0 940 float asq0 = fabs(dot_product(cross_product(v[1] - pos, v[2] - pos), norm));
nuclear@0 941 float asq1 = fabs(dot_product(cross_product(v[2] - pos, v[0] - pos), norm));
nuclear@0 942 float asq2 = fabs(dot_product(cross_product(v[0] - pos, v[1] - pos), norm));
nuclear@0 943
nuclear@0 944 return Vector3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq);
nuclear@0 945 }
nuclear@0 946
nuclear@0 947 bool Triangle::intersect(const Ray &ray, HitPoint *hit) const
nuclear@0 948 {
nuclear@0 949 Vector3 normal = get_normal();
nuclear@0 950
nuclear@0 951 float ndotdir = dot_product(ray.dir, normal);
nuclear@0 952 if(fabs(ndotdir) < 1e-4) {
nuclear@0 953 return false;
nuclear@0 954 }
nuclear@0 955
nuclear@0 956 Vector3 vertdir = v[0] - ray.origin;
nuclear@0 957 float t = dot_product(normal, vertdir) / ndotdir;
nuclear@0 958
nuclear@0 959 Vector3 pos = ray.origin + ray.dir * t;
nuclear@0 960 Vector3 bary = calc_barycentric(pos);
nuclear@0 961
nuclear@0 962 if(bary.x + bary.y + bary.z > 1.00001) {
nuclear@0 963 return false;
nuclear@0 964 }
nuclear@0 965
nuclear@0 966 if(hit) {
nuclear@0 967 hit->dist = t;
nuclear@0 968 hit->pos = ray.origin + ray.dir * t;
nuclear@0 969 hit->normal = normal;
nuclear@0 970 hit->obj = this;
nuclear@0 971 }
nuclear@0 972 return true;
nuclear@0 973 }