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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <float.h>
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4 #include <assert.h>
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5 #include "opengl.h"
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6 #include "mesh.h"
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7 //#include "xform_node.h"
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8
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9 #define USE_OLDGL
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10
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11 bool Mesh::use_custom_sdr_attr = true;
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12 int Mesh::global_sdr_loc[NUM_MESH_ATTR] = { 0, 1, 2, 3, 4, 5, 6 };
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13 /*
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14 (int)SDR_ATTR_VERTEX,
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15 (int)SDR_ATTR_NORMAL,
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16 (int)SDR_ATTR_TANGENT,
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17 (int)SDR_ATTR_TEXCOORD,
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18 (int)SDR_ATTR_COLOR,
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19 -1, -1};
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20 */
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21 unsigned int Mesh::intersect_mode = ISECT_DEFAULT;
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22 float Mesh::vertex_sel_dist = 0.01;
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23 float Mesh::vis_vecsize = 1.0;
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24
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25 Mesh::Mesh()
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26 {
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27 clear();
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28
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29 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
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30
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31 for(int i=0; i<NUM_MESH_ATTR; i++) {
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32 vattr[i].vbo = buffer_objects[i];
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33 }
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34 ibo = buffer_objects[NUM_MESH_ATTR];
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35 wire_ibo = 0;
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36 }
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37
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38 Mesh::~Mesh()
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39 {
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40 glDeleteBuffers(NUM_MESH_ATTR + 1, buffer_objects);
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41
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42 if(wire_ibo) {
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43 glDeleteBuffers(1, &wire_ibo);
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44 }
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45 }
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46
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47 Mesh::Mesh(const Mesh &rhs)
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48 {
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49 clear();
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50
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51 glGenBuffers(NUM_MESH_ATTR + 1, buffer_objects);
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52
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53 for(int i=0; i<NUM_MESH_ATTR; i++) {
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54 vattr[i].vbo = buffer_objects[i];
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55 }
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56 ibo = buffer_objects[NUM_MESH_ATTR];
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57 wire_ibo = 0;
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58
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59 clone(rhs);
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60 }
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61
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62 Mesh &Mesh::operator =(const Mesh &rhs)
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63 {
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64 if(&rhs != this) {
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65 clone(rhs);
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66 }
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67 return *this;
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68 }
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69
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70 bool Mesh::clone(const Mesh &m)
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71 {
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72 clear();
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73
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74 for(int i=0; i<NUM_MESH_ATTR; i++) {
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75 if(m.has_attrib(i)) {
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76 m.get_attrib_data(i); // force validation of the actual data on the source mesh
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77
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78 vattr[i].nelem = m.vattr[i].nelem;
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79 vattr[i].data = m.vattr[i].data; // copy the actual data
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80 vattr[i].data_valid = true;
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81 }
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82 }
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83
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84 if(m.is_indexed()) {
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85 m.get_index_data(); // again, force validation
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86
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87 // copy the index data
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88 idata = m.idata;
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89 idata_valid = true;
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90 }
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91
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92 name = m.name;
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93 nverts = m.nverts;
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94 nfaces = m.nfaces;
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95
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96 //bones = m.bones;
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97
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98 memcpy(cur_val, m.cur_val, sizeof cur_val);
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99
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100 aabb = m.aabb;
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101 aabb_valid = m.aabb_valid;
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102 bsph = m.bsph;
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103 bsph_valid = m.bsph_valid;
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104
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105 hitface = m.hitface;
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106 hitvert = m.hitvert;
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107
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108 intersect_mode = m.intersect_mode;
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109 vertex_sel_dist = m.vertex_sel_dist;
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110 vis_vecsize = m.vis_vecsize;
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111
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112 return true;
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113 }
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114
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115 void Mesh::set_name(const char *name)
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116 {
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117 this->name = name;
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118 }
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119
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120 const char *Mesh::get_name() const
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121 {
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122 return name.c_str();
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123 }
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124
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125 bool Mesh::has_attrib(int attr) const
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126 {
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127 if(attr < 0 || attr >= NUM_MESH_ATTR) {
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128 return false;
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129 }
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130
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131 // if neither of these is valid, then nobody has set this attribute
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132 return vattr[attr].vbo_valid || vattr[attr].data_valid;
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133 }
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134
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135 bool Mesh::is_indexed() const
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136 {
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137 return ibo_valid || idata_valid;
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138 }
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139
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140 void Mesh::clear()
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141 {
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142 //bones.clear();
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143
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144 for(int i=0; i<NUM_MESH_ATTR; i++) {
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145 vattr[i].nelem = 0;
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146 vattr[i].vbo_valid = false;
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147 vattr[i].data_valid = false;
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148 //vattr[i].sdr_loc = -1;
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149 vattr[i].data.clear();
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150 }
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151 ibo_valid = idata_valid = false;
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152 idata.clear();
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153
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154 wire_ibo_valid = false;
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155
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156 nverts = nfaces = 0;
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157
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158 bsph_valid = false;
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159 aabb_valid = false;
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160 }
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161
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162 float *Mesh::set_attrib_data(int attrib, int nelem, unsigned int num, const float *data)
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163 {
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164 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
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165 fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
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166 return 0;
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167 }
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168
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169 if(nverts && num != nverts) {
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170 fprintf(stderr, "%s: attribute count missmatch (%d instead of %d)\n", __FUNCTION__, num, nverts);
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171 return 0;
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172 }
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173 nverts = num;
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174
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175 vattr[attrib].data.clear();
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176 vattr[attrib].nelem = nelem;
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177 vattr[attrib].data.resize(num * nelem);
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178
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179 if(data) {
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180 memcpy(&vattr[attrib].data[0], data, num * nelem * sizeof *data);
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181 }
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182
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183 vattr[attrib].data_valid = true;
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184 vattr[attrib].vbo_valid = false;
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185 return &vattr[attrib].data[0];
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186 }
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187
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188 float *Mesh::get_attrib_data(int attrib)
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189 {
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190 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
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191 fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
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192 return 0;
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193 }
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194
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195 vattr[attrib].vbo_valid = false;
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196 return (float*)((const Mesh*)this)->get_attrib_data(attrib);
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197 }
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198
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199 const float *Mesh::get_attrib_data(int attrib) const
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200 {
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201 if(attrib < 0 || attrib >= NUM_MESH_ATTR) {
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202 fprintf(stderr, "%s: invalid attrib: %d\n", __FUNCTION__, attrib);
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203 return 0;
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204 }
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205
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206 if(!vattr[attrib].data_valid) {
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207 #if GL_ES_VERSION_2_0
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208 fprintf(stderr, "%s: can't read back attrib data on CrippledGL ES\n", __FUNCTION__);
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209 return 0;
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210 #else
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211 if(!vattr[attrib].vbo_valid) {
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212 fprintf(stderr, "%s: unavailable attrib: %d\n", __FUNCTION__, attrib);
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213 return 0;
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214 }
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215
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216 // local data copy is unavailable, grab the data from the vbo
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217 Mesh *m = (Mesh*)this;
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218 m->vattr[attrib].data.resize(nverts * vattr[attrib].nelem);
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219
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220 glBindBuffer(GL_ARRAY_BUFFER, vattr[attrib].vbo);
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221 void *data = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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222 memcpy(&m->vattr[attrib].data[0], data, nverts * vattr[attrib].nelem * sizeof(float));
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223 glUnmapBuffer(GL_ARRAY_BUFFER);
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224
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225 vattr[attrib].data_valid = true;
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226 #endif
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227 }
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228
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229 return &vattr[attrib].data[0];
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230 }
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231
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232 void Mesh::set_attrib(int attrib, int idx, const Vector4 &v)
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233 {
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234 float *data = get_attrib_data(attrib);
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235 if(data) {
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236 data += idx * vattr[attrib].nelem;
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237 for(int i=0; i<vattr[attrib].nelem; i++) {
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238 data[i] = v[i];
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239 }
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240 }
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241 }
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242
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243 Vector4 Mesh::get_attrib(int attrib, int idx) const
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244 {
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245 Vector4 v(0.0, 0.0, 0.0, 1.0);
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246 const float *data = get_attrib_data(attrib);
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247 if(data) {
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248 data += idx * vattr[attrib].nelem;
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249 for(int i=0; i<vattr[attrib].nelem; i++) {
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250 v[i] = data[i];
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251 }
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252 }
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253 return v;
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254 }
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255
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256 int Mesh::get_attrib_count(int attrib) const
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257 {
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258 return has_attrib(attrib) ? nverts : 0;
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259 }
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260
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261
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262 unsigned int *Mesh::set_index_data(int num, const unsigned int *indices)
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263 {
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264 int nidx = nfaces * 3;
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265 if(nidx && num != nidx) {
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266 fprintf(stderr, "%s: index count missmatch (%d instead of %d)\n", __FUNCTION__, num, nidx);
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267 return 0;
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268 }
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269 nfaces = num / 3;
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270
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271 idata.clear();
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272 idata.resize(num);
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273
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274 if(indices) {
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275 memcpy(&idata[0], indices, num * sizeof *indices);
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276 }
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277
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278 idata_valid = true;
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279 ibo_valid = false;
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280
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281 return &idata[0];
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282 }
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283
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284 unsigned int *Mesh::get_index_data()
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285 {
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286 ibo_valid = false;
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287 return (unsigned int*)((const Mesh*)this)->get_index_data();
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288 }
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289
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290 const unsigned int *Mesh::get_index_data() const
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291 {
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292 if(!idata_valid) {
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293 #if GL_ES_VERSION_2_0
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294 fprintf(stderr, "%s: can't read back index data in CrippledGL ES\n", __FUNCTION__);
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295 return 0;
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296 #else
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297 if(!ibo_valid) {
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298 fprintf(stderr, "%s: indices unavailable\n", __FUNCTION__);
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299 return 0;
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300 }
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301
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302 // local data copy is unavailable, gram the data from the ibo
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303 Mesh *m = (Mesh*)this;
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304 int nidx = nfaces * 3;
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305 m->idata.resize(nidx);
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306
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307 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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308 void *data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
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309 memcpy(&m->idata[0], data, nidx * sizeof(unsigned int));
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310 glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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311
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312 idata_valid = true;
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313 #endif
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314 }
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315
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316 return &idata[0];
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317 }
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318
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319 int Mesh::get_index_count() const
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320 {
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321 return nfaces * 3;
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322 }
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323
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324 void Mesh::append(const Mesh &mesh)
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325 {
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326 unsigned int idxoffs = nverts;
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327
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328 if(!nverts) {
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329 clone(mesh);
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330 return;
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331 }
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332
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333 nverts += mesh.nverts;
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334 nfaces += mesh.nfaces;
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335
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336 for(int i=0; i<NUM_MESH_ATTR; i++) {
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337 if(has_attrib(i) && mesh.has_attrib(i)) {
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338 // force validating the data arrays
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339 get_attrib_data(i);
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340 mesh.get_attrib_data(i);
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341
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342 // append the mesh data
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343 vattr[i].data.insert(vattr[i].data.end(), mesh.vattr[i].data.begin(), mesh.vattr[i].data.end());
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344 }
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345 }
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346
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347 if(ibo_valid || idata_valid) {
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348 // make index arrays valid
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349 get_index_data();
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350 mesh.get_index_data();
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351
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352 size_t orig_sz = idata.size();
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353
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354 idata.insert(idata.end(), mesh.idata.begin(), mesh.idata.end());
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355
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356 // fixup all the new indices
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357 for(size_t i=orig_sz; i<idata.size(); i++) {
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358 idata[i] += idxoffs;
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359 }
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360 }
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361
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362 // fuck everything
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363 wire_ibo_valid = false;
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364 aabb_valid = false;
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365 bsph_valid = false;
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366 }
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367
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368 // assemble a complete vertex by adding all the useful attributes
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369 void Mesh::vertex(float x, float y, float z)
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370 {
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371 cur_val[MESH_ATTR_VERTEX] = Vector4(x, y, z, 1.0f);
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372 vattr[MESH_ATTR_VERTEX].data_valid = true;
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373 vattr[MESH_ATTR_VERTEX].nelem = 3;
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374
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375 for(int i=0; i<NUM_MESH_ATTR; i++) {
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376 if(vattr[i].data_valid) {
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377 for(int j=0; j<vattr[MESH_ATTR_VERTEX].nelem; j++) {
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378 vattr[i].data.push_back(cur_val[i][j]);
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379 }
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380 }
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381 vattr[i].vbo_valid = false;
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382 }
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383
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nuclear@0
|
384 if(idata_valid) {
|
nuclear@0
|
385 idata.clear();
|
nuclear@0
|
386 }
|
nuclear@0
|
387 ibo_valid = idata_valid = false;
|
nuclear@0
|
388 }
|
nuclear@0
|
389
|
nuclear@0
|
390 void Mesh::normal(float nx, float ny, float nz)
|
nuclear@0
|
391 {
|
nuclear@0
|
392 cur_val[MESH_ATTR_NORMAL] = Vector4(nx, ny, nz, 1.0f);
|
nuclear@0
|
393 vattr[MESH_ATTR_NORMAL].data_valid = true;
|
nuclear@0
|
394 vattr[MESH_ATTR_NORMAL].nelem = 3;
|
nuclear@0
|
395 }
|
nuclear@0
|
396
|
nuclear@0
|
397 void Mesh::tangent(float tx, float ty, float tz)
|
nuclear@0
|
398 {
|
nuclear@0
|
399 cur_val[MESH_ATTR_TANGENT] = Vector4(tx, ty, tz, 1.0f);
|
nuclear@0
|
400 vattr[MESH_ATTR_TANGENT].data_valid = true;
|
nuclear@0
|
401 vattr[MESH_ATTR_TANGENT].nelem = 3;
|
nuclear@0
|
402 }
|
nuclear@0
|
403
|
nuclear@0
|
404 void Mesh::texcoord(float u, float v, float w)
|
nuclear@0
|
405 {
|
nuclear@0
|
406 cur_val[MESH_ATTR_TEXCOORD] = Vector4(u, v, w, 1.0f);
|
nuclear@0
|
407 vattr[MESH_ATTR_TEXCOORD].data_valid = true;
|
nuclear@0
|
408 vattr[MESH_ATTR_TEXCOORD].nelem = 3;
|
nuclear@0
|
409 }
|
nuclear@0
|
410
|
nuclear@0
|
411 void Mesh::boneweights(float w1, float w2, float w3, float w4)
|
nuclear@0
|
412 {
|
nuclear@0
|
413 cur_val[MESH_ATTR_BONEWEIGHTS] = Vector4(w1, w2, w3, w4);
|
nuclear@0
|
414 vattr[MESH_ATTR_BONEWEIGHTS].data_valid = true;
|
nuclear@0
|
415 vattr[MESH_ATTR_BONEWEIGHTS].nelem = 4;
|
nuclear@0
|
416 }
|
nuclear@0
|
417
|
nuclear@0
|
418 void Mesh::boneidx(int idx1, int idx2, int idx3, int idx4)
|
nuclear@0
|
419 {
|
nuclear@0
|
420 cur_val[MESH_ATTR_BONEIDX] = Vector4(idx1, idx2, idx3, idx4);
|
nuclear@0
|
421 vattr[MESH_ATTR_BONEIDX].data_valid = true;
|
nuclear@0
|
422 vattr[MESH_ATTR_BONEIDX].nelem = 4;
|
nuclear@0
|
423 }
|
nuclear@0
|
424
|
nuclear@0
|
425 int Mesh::get_poly_count() const
|
nuclear@0
|
426 {
|
nuclear@0
|
427 if(nfaces) {
|
nuclear@0
|
428 return nfaces;
|
nuclear@0
|
429 }
|
nuclear@0
|
430 if(nverts) {
|
nuclear@0
|
431 return nverts / 3;
|
nuclear@0
|
432 }
|
nuclear@0
|
433 return 0;
|
nuclear@0
|
434 }
|
nuclear@0
|
435
|
nuclear@0
|
436 /// static function
|
nuclear@0
|
437 void Mesh::set_attrib_location(int attr, int loc)
|
nuclear@0
|
438 {
|
nuclear@0
|
439 if(attr < 0 || attr >= NUM_MESH_ATTR) {
|
nuclear@0
|
440 return;
|
nuclear@0
|
441 }
|
nuclear@0
|
442 Mesh::global_sdr_loc[attr] = loc;
|
nuclear@0
|
443 }
|
nuclear@0
|
444
|
nuclear@0
|
445 /// static function
|
nuclear@0
|
446 int Mesh::get_attrib_location(int attr)
|
nuclear@0
|
447 {
|
nuclear@0
|
448 if(attr < 0 || attr >= NUM_MESH_ATTR) {
|
nuclear@0
|
449 return -1;
|
nuclear@0
|
450 }
|
nuclear@0
|
451 return Mesh::global_sdr_loc[attr];
|
nuclear@0
|
452 }
|
nuclear@0
|
453
|
nuclear@0
|
454 /// static function
|
nuclear@0
|
455 void Mesh::clear_attrib_locations()
|
nuclear@0
|
456 {
|
nuclear@0
|
457 for(int i=0; i<NUM_MESH_ATTR; i++) {
|
nuclear@0
|
458 Mesh::global_sdr_loc[i] = -1;
|
nuclear@0
|
459 }
|
nuclear@0
|
460 }
|
nuclear@0
|
461
|
nuclear@0
|
462 /// static function
|
nuclear@0
|
463 void Mesh::set_vis_vecsize(float sz)
|
nuclear@0
|
464 {
|
nuclear@0
|
465 Mesh::vis_vecsize = sz;
|
nuclear@0
|
466 }
|
nuclear@0
|
467
|
nuclear@0
|
468 float Mesh::get_vis_vecsize()
|
nuclear@0
|
469 {
|
nuclear@0
|
470 return Mesh::vis_vecsize;
|
nuclear@0
|
471 }
|
nuclear@0
|
472
|
nuclear@0
|
473 void Mesh::apply_xform(const Matrix4x4 &xform)
|
nuclear@0
|
474 {
|
nuclear@0
|
475 Matrix4x4 dir_xform = xform;
|
nuclear@0
|
476 dir_xform[0][3] = dir_xform[1][3] = dir_xform[2][3] = 0.0f;
|
nuclear@0
|
477 dir_xform[3][0] = dir_xform[3][1] = dir_xform[3][2] = 0.0f;
|
nuclear@0
|
478 dir_xform[3][3] = 1.0f;
|
nuclear@0
|
479
|
nuclear@0
|
480 apply_xform(xform, dir_xform);
|
nuclear@0
|
481 }
|
nuclear@0
|
482
|
nuclear@0
|
483 void Mesh::apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform)
|
nuclear@0
|
484 {
|
nuclear@0
|
485 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
486 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
|
nuclear@0
|
487 set_attrib(MESH_ATTR_VERTEX, i, v.transformed(xform));
|
nuclear@0
|
488
|
nuclear@0
|
489 if(has_attrib(MESH_ATTR_NORMAL)) {
|
nuclear@0
|
490 Vector3 n = get_attrib(MESH_ATTR_NORMAL, i);
|
nuclear@0
|
491 set_attrib(MESH_ATTR_NORMAL, i, n.transformed(dir_xform));
|
nuclear@0
|
492 }
|
nuclear@0
|
493 if(has_attrib(MESH_ATTR_TANGENT)) {
|
nuclear@0
|
494 Vector3 t = get_attrib(MESH_ATTR_TANGENT, i);
|
nuclear@0
|
495 set_attrib(MESH_ATTR_TANGENT, i, t.transformed(dir_xform));
|
nuclear@0
|
496 }
|
nuclear@0
|
497 }
|
nuclear@0
|
498 }
|
nuclear@0
|
499
|
nuclear@0
|
500 void Mesh::flip()
|
nuclear@0
|
501 {
|
nuclear@0
|
502 flip_faces();
|
nuclear@0
|
503 flip_normals();
|
nuclear@0
|
504 }
|
nuclear@0
|
505
|
nuclear@0
|
506 void Mesh::flip_faces()
|
nuclear@0
|
507 {
|
nuclear@0
|
508 if(is_indexed()) {
|
nuclear@0
|
509 unsigned int *indices = get_index_data();
|
nuclear@0
|
510 if(!indices) return;
|
nuclear@0
|
511
|
nuclear@0
|
512 int idxnum = get_index_count();
|
nuclear@0
|
513 for(int i=0; i<idxnum; i+=3) {
|
nuclear@0
|
514 unsigned int tmp = indices[i + 2];
|
nuclear@0
|
515 indices[i + 2] = indices[i + 1];
|
nuclear@0
|
516 indices[i + 1] = tmp;
|
nuclear@0
|
517 }
|
nuclear@0
|
518
|
nuclear@0
|
519 } else {
|
nuclear@0
|
520 Vector3 *verts = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
|
nuclear@0
|
521 if(!verts) return;
|
nuclear@0
|
522
|
nuclear@0
|
523 int vnum = get_attrib_count(MESH_ATTR_VERTEX);
|
nuclear@0
|
524 for(int i=0; i<vnum; i+=3) {
|
nuclear@0
|
525 Vector3 tmp = verts[i + 2];
|
nuclear@0
|
526 verts[i + 2] = verts[i + 1];
|
nuclear@0
|
527 verts[i + 1] = tmp;
|
nuclear@0
|
528 }
|
nuclear@0
|
529 }
|
nuclear@0
|
530 }
|
nuclear@0
|
531
|
nuclear@0
|
532 void Mesh::flip_normals()
|
nuclear@0
|
533 {
|
nuclear@0
|
534 Vector3 *normals = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
|
nuclear@0
|
535 if(!normals) return;
|
nuclear@0
|
536
|
nuclear@0
|
537 int num = get_attrib_count(MESH_ATTR_NORMAL);
|
nuclear@0
|
538 for(int i=0; i<num; i++) {
|
nuclear@0
|
539 normals[i] = -normals[i];
|
nuclear@0
|
540 }
|
nuclear@0
|
541 }
|
nuclear@0
|
542
|
nuclear@0
|
543 /*
|
nuclear@0
|
544 int Mesh::add_bone(XFormNode *bone)
|
nuclear@0
|
545 {
|
nuclear@0
|
546 int idx = bones.size();
|
nuclear@0
|
547 bones.push_back(bone);
|
nuclear@0
|
548 return idx;
|
nuclear@0
|
549 }
|
nuclear@0
|
550
|
nuclear@0
|
551 const XFormNode *Mesh::get_bone(int idx) const
|
nuclear@0
|
552 {
|
nuclear@0
|
553 if(idx < 0 || idx >= (int)bones.size()) {
|
nuclear@0
|
554 return 0;
|
nuclear@0
|
555 }
|
nuclear@0
|
556 return bones[idx];
|
nuclear@0
|
557 }
|
nuclear@0
|
558
|
nuclear@0
|
559 int Mesh::get_bones_count() const
|
nuclear@0
|
560 {
|
nuclear@0
|
561 return (int)bones.size();
|
nuclear@0
|
562 }
|
nuclear@0
|
563 */
|
nuclear@0
|
564
|
nuclear@0
|
565 bool Mesh::pre_draw() const
|
nuclear@0
|
566 {
|
nuclear@0
|
567 cur_sdr = 0;
|
nuclear@0
|
568 if(glcaps.shaders) {
|
nuclear@0
|
569 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
|
nuclear@0
|
570 }
|
nuclear@0
|
571
|
nuclear@0
|
572 ((Mesh*)this)->update_buffers();
|
nuclear@0
|
573
|
nuclear@0
|
574 if(!vattr[MESH_ATTR_VERTEX].vbo_valid) {
|
nuclear@0
|
575 fprintf(stderr, "%s: invalid vertex buffer\n", __FUNCTION__);
|
nuclear@0
|
576 return false;
|
nuclear@0
|
577 }
|
nuclear@0
|
578
|
nuclear@0
|
579 if(cur_sdr && use_custom_sdr_attr) {
|
nuclear@0
|
580 // rendering with shaders
|
nuclear@0
|
581 if(global_sdr_loc[MESH_ATTR_VERTEX] == -1) {
|
nuclear@0
|
582 fprintf(stderr, "%s: shader attribute location for vertices unset\n", __FUNCTION__);
|
nuclear@0
|
583 return false;
|
nuclear@0
|
584 }
|
nuclear@0
|
585
|
nuclear@0
|
586 for(int i=0; i<NUM_MESH_ATTR; i++) {
|
nuclear@0
|
587 int loc = global_sdr_loc[i];
|
nuclear@0
|
588 if(loc >= 0 && vattr[i].vbo_valid) {
|
nuclear@0
|
589 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
|
nuclear@0
|
590 glVertexAttribPointer(loc, vattr[i].nelem, GL_FLOAT, GL_FALSE, 0, 0);
|
nuclear@0
|
591 glEnableVertexAttribArray(loc);
|
nuclear@0
|
592 }
|
nuclear@0
|
593 }
|
nuclear@0
|
594 } else {
|
nuclear@0
|
595 #ifndef GL_ES_VERSION_2_0
|
nuclear@0
|
596 // rendering with fixed-function (not available in GLES2)
|
nuclear@0
|
597 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_VERTEX].vbo);
|
nuclear@0
|
598 glVertexPointer(vattr[MESH_ATTR_VERTEX].nelem, GL_FLOAT, 0, 0);
|
nuclear@0
|
599 glEnableClientState(GL_VERTEX_ARRAY);
|
nuclear@0
|
600
|
nuclear@0
|
601 if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
|
nuclear@0
|
602 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_NORMAL].vbo);
|
nuclear@0
|
603 glNormalPointer(GL_FLOAT, 0, 0);
|
nuclear@0
|
604 glEnableClientState(GL_NORMAL_ARRAY);
|
nuclear@0
|
605 }
|
nuclear@0
|
606 if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
|
nuclear@0
|
607 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_TEXCOORD].vbo);
|
nuclear@0
|
608 glTexCoordPointer(vattr[MESH_ATTR_TEXCOORD].nelem, GL_FLOAT, 0, 0);
|
nuclear@0
|
609 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
nuclear@0
|
610 }
|
nuclear@0
|
611 if(vattr[MESH_ATTR_COLOR].vbo_valid) {
|
nuclear@0
|
612 glBindBuffer(GL_ARRAY_BUFFER, vattr[MESH_ATTR_COLOR].vbo);
|
nuclear@0
|
613 glColorPointer(vattr[MESH_ATTR_COLOR].nelem, GL_FLOAT, 0, 0);
|
nuclear@0
|
614 glEnableClientState(GL_COLOR_ARRAY);
|
nuclear@0
|
615 }
|
nuclear@0
|
616 #endif
|
nuclear@0
|
617 }
|
nuclear@0
|
618 glBindBuffer(GL_ARRAY_BUFFER, 0);
|
nuclear@0
|
619
|
nuclear@0
|
620 return true;
|
nuclear@0
|
621 }
|
nuclear@0
|
622
|
nuclear@0
|
623 void Mesh::draw() const
|
nuclear@0
|
624 {
|
nuclear@0
|
625 if(!pre_draw()) return;
|
nuclear@0
|
626
|
nuclear@0
|
627 if(ibo_valid) {
|
nuclear@0
|
628 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
nuclear@0
|
629 glDrawElements(GL_TRIANGLES, nfaces * 3, GL_UNSIGNED_INT, 0);
|
nuclear@0
|
630 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
nuclear@0
|
631 } else {
|
nuclear@0
|
632 glDrawArrays(GL_TRIANGLES, 0, nverts);
|
nuclear@0
|
633 }
|
nuclear@0
|
634
|
nuclear@0
|
635 post_draw();
|
nuclear@0
|
636 }
|
nuclear@0
|
637
|
nuclear@0
|
638 void Mesh::post_draw() const
|
nuclear@0
|
639 {
|
nuclear@0
|
640 if(cur_sdr && use_custom_sdr_attr) {
|
nuclear@0
|
641 // rendered with shaders
|
nuclear@0
|
642 for(int i=0; i<NUM_MESH_ATTR; i++) {
|
nuclear@0
|
643 int loc = global_sdr_loc[i];
|
nuclear@0
|
644 if(loc >= 0 && vattr[i].vbo_valid) {
|
nuclear@0
|
645 glDisableVertexAttribArray(loc);
|
nuclear@0
|
646 }
|
nuclear@0
|
647 }
|
nuclear@0
|
648 } else {
|
nuclear@0
|
649 #ifndef GL_ES_VERSION_2_0
|
nuclear@0
|
650 // rendered with fixed-function
|
nuclear@0
|
651 glDisableClientState(GL_VERTEX_ARRAY);
|
nuclear@0
|
652 if(vattr[MESH_ATTR_NORMAL].vbo_valid) {
|
nuclear@0
|
653 glDisableClientState(GL_NORMAL_ARRAY);
|
nuclear@0
|
654 }
|
nuclear@0
|
655 if(vattr[MESH_ATTR_TEXCOORD].vbo_valid) {
|
nuclear@0
|
656 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
nuclear@0
|
657 }
|
nuclear@0
|
658 if(vattr[MESH_ATTR_COLOR].vbo_valid) {
|
nuclear@0
|
659 glDisableClientState(GL_COLOR_ARRAY);
|
nuclear@0
|
660 }
|
nuclear@0
|
661 #endif
|
nuclear@0
|
662 }
|
nuclear@0
|
663 }
|
nuclear@0
|
664
|
nuclear@0
|
665 void Mesh::draw_wire() const
|
nuclear@0
|
666 {
|
nuclear@0
|
667 if(!pre_draw()) return;
|
nuclear@0
|
668
|
nuclear@0
|
669 ((Mesh*)this)->update_wire_ibo();
|
nuclear@0
|
670
|
nuclear@0
|
671 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
|
nuclear@0
|
672 glDrawElements(GL_LINES, nfaces * 6, GL_UNSIGNED_INT, 0);
|
nuclear@0
|
673 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
nuclear@0
|
674
|
nuclear@0
|
675 post_draw();
|
nuclear@0
|
676 }
|
nuclear@0
|
677
|
nuclear@0
|
678 void Mesh::draw_vertices() const
|
nuclear@0
|
679 {
|
nuclear@0
|
680 if(!pre_draw()) return;
|
nuclear@0
|
681
|
nuclear@0
|
682 glDrawArrays(GL_POINTS, 0, nverts);
|
nuclear@0
|
683
|
nuclear@0
|
684 post_draw();
|
nuclear@0
|
685 }
|
nuclear@0
|
686
|
nuclear@0
|
687 void Mesh::draw_normals() const
|
nuclear@0
|
688 {
|
nuclear@0
|
689 #ifdef USE_OLDGL
|
nuclear@0
|
690 int cur_sdr = 0;
|
nuclear@0
|
691 if(glcaps.shaders) {
|
nuclear@0
|
692 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
|
nuclear@0
|
693 }
|
nuclear@0
|
694
|
nuclear@0
|
695 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
|
nuclear@0
|
696 Vector3 *norm = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
|
nuclear@0
|
697 if(!varr || !norm) {
|
nuclear@0
|
698 return;
|
nuclear@0
|
699 }
|
nuclear@0
|
700
|
nuclear@0
|
701 glBegin(GL_LINES);
|
nuclear@0
|
702 if(cur_sdr && use_custom_sdr_attr) {
|
nuclear@0
|
703 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
|
nuclear@0
|
704 if(vert_loc < 0) {
|
nuclear@0
|
705 glEnd();
|
nuclear@0
|
706 return;
|
nuclear@0
|
707 }
|
nuclear@0
|
708
|
nuclear@0
|
709 for(size_t i=0; i<nverts; i++) {
|
nuclear@0
|
710 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
|
nuclear@0
|
711 Vector3 end = varr[i] + norm[i] * vis_vecsize;
|
nuclear@0
|
712 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
|
nuclear@0
|
713 }
|
nuclear@0
|
714 } else {
|
nuclear@0
|
715 for(size_t i=0; i<nverts; i++) {
|
nuclear@0
|
716 glVertex3f(varr[i].x, varr[i].y, varr[i].z);
|
nuclear@0
|
717 Vector3 end = varr[i] + norm[i] * vis_vecsize;
|
nuclear@0
|
718 glVertex3f(end.x, end.y, end.z);
|
nuclear@0
|
719 }
|
nuclear@0
|
720 }
|
nuclear@0
|
721 glEnd();
|
nuclear@0
|
722 #endif // USE_OLDGL
|
nuclear@0
|
723 }
|
nuclear@0
|
724
|
nuclear@0
|
725 void Mesh::draw_tangents() const
|
nuclear@0
|
726 {
|
nuclear@0
|
727 #ifdef USE_OLDGL
|
nuclear@0
|
728 int cur_sdr = 0;
|
nuclear@0
|
729 if(glcaps.shaders) {
|
nuclear@0
|
730 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
|
nuclear@0
|
731 }
|
nuclear@0
|
732
|
nuclear@0
|
733 Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
|
nuclear@0
|
734 Vector3 *tang = (Vector3*)get_attrib_data(MESH_ATTR_TANGENT);
|
nuclear@0
|
735 if(!varr || !tang) {
|
nuclear@0
|
736 return;
|
nuclear@0
|
737 }
|
nuclear@0
|
738
|
nuclear@0
|
739 glBegin(GL_LINES);
|
nuclear@0
|
740 if(cur_sdr && use_custom_sdr_attr) {
|
nuclear@0
|
741 int vert_loc = global_sdr_loc[MESH_ATTR_VERTEX];
|
nuclear@0
|
742 if(vert_loc < 0) {
|
nuclear@0
|
743 glEnd();
|
nuclear@0
|
744 return;
|
nuclear@0
|
745 }
|
nuclear@0
|
746
|
nuclear@0
|
747 for(size_t i=0; i<nverts; i++) {
|
nuclear@0
|
748 glVertexAttrib3f(vert_loc, varr[i].x, varr[i].y, varr[i].z);
|
nuclear@0
|
749 Vector3 end = varr[i] + tang[i] * vis_vecsize;
|
nuclear@0
|
750 glVertexAttrib3f(vert_loc, end.x, end.y, end.z);
|
nuclear@0
|
751 }
|
nuclear@0
|
752 } else {
|
nuclear@0
|
753 for(size_t i=0; i<nverts; i++) {
|
nuclear@0
|
754 glVertex3f(varr[i].x, varr[i].y, varr[i].z);
|
nuclear@0
|
755 Vector3 end = varr[i] + tang[i] * vis_vecsize;
|
nuclear@0
|
756 glVertex3f(end.x, end.y, end.z);
|
nuclear@0
|
757 }
|
nuclear@0
|
758 }
|
nuclear@0
|
759 glEnd();
|
nuclear@0
|
760 #endif // USE_OLDGL
|
nuclear@0
|
761 }
|
nuclear@0
|
762
|
nuclear@0
|
763 void Mesh::get_aabbox(Vector3 *vmin, Vector3 *vmax) const
|
nuclear@0
|
764 {
|
nuclear@0
|
765 if(!aabb_valid) {
|
nuclear@0
|
766 ((Mesh*)this)->calc_aabb();
|
nuclear@0
|
767 }
|
nuclear@0
|
768 *vmin = aabb.min;
|
nuclear@0
|
769 *vmax = aabb.max;
|
nuclear@0
|
770 }
|
nuclear@0
|
771
|
nuclear@0
|
772 const AABox &Mesh::get_aabbox() const
|
nuclear@0
|
773 {
|
nuclear@0
|
774 if(!aabb_valid) {
|
nuclear@0
|
775 ((Mesh*)this)->calc_aabb();
|
nuclear@0
|
776 }
|
nuclear@0
|
777 return aabb;
|
nuclear@0
|
778 }
|
nuclear@0
|
779
|
nuclear@0
|
780 float Mesh::get_bsphere(Vector3 *center, float *rad) const
|
nuclear@0
|
781 {
|
nuclear@0
|
782 if(!bsph_valid) {
|
nuclear@0
|
783 ((Mesh*)this)->calc_bsph();
|
nuclear@0
|
784 }
|
nuclear@0
|
785 *center = bsph.center;
|
nuclear@0
|
786 *rad = bsph.radius;
|
nuclear@0
|
787 return bsph.radius;
|
nuclear@0
|
788 }
|
nuclear@0
|
789
|
nuclear@0
|
790 const Sphere &Mesh::get_bsphere() const
|
nuclear@0
|
791 {
|
nuclear@0
|
792 if(!bsph_valid) {
|
nuclear@0
|
793 ((Mesh*)this)->calc_bsph();
|
nuclear@0
|
794 }
|
nuclear@0
|
795 return bsph;
|
nuclear@0
|
796 }
|
nuclear@0
|
797
|
nuclear@0
|
798 /// static function
|
nuclear@0
|
799 void Mesh::set_intersect_mode(unsigned int mode)
|
nuclear@0
|
800 {
|
nuclear@0
|
801 Mesh::intersect_mode = mode;
|
nuclear@0
|
802 }
|
nuclear@0
|
803
|
nuclear@0
|
804 /// static function
|
nuclear@0
|
805 unsigned int Mesh::get_intersect_mode()
|
nuclear@0
|
806 {
|
nuclear@0
|
807 return Mesh::intersect_mode;
|
nuclear@0
|
808 }
|
nuclear@0
|
809
|
nuclear@0
|
810 /// static function
|
nuclear@0
|
811 void Mesh::set_vertex_select_distance(float dist)
|
nuclear@0
|
812 {
|
nuclear@0
|
813 Mesh::vertex_sel_dist = dist;
|
nuclear@0
|
814 }
|
nuclear@0
|
815
|
nuclear@0
|
816 /// static function
|
nuclear@0
|
817 float Mesh::get_vertex_select_distance()
|
nuclear@0
|
818 {
|
nuclear@0
|
819 return Mesh::vertex_sel_dist;
|
nuclear@0
|
820 }
|
nuclear@0
|
821
|
nuclear@0
|
822 bool Mesh::intersect(const Ray &ray, HitPoint *hit) const
|
nuclear@0
|
823 {
|
nuclear@0
|
824 assert((Mesh::intersect_mode & (ISECT_VERTICES | ISECT_FACE)) != (ISECT_VERTICES | ISECT_FACE));
|
nuclear@0
|
825
|
nuclear@0
|
826 const Vector3 *varr = (Vector3*)get_attrib_data(MESH_ATTR_VERTEX);
|
nuclear@0
|
827 const Vector3 *narr = (Vector3*)get_attrib_data(MESH_ATTR_NORMAL);
|
nuclear@0
|
828 if(!varr) {
|
nuclear@0
|
829 return false;
|
nuclear@0
|
830 }
|
nuclear@0
|
831 const unsigned int *idxarr = get_index_data();
|
nuclear@0
|
832
|
nuclear@0
|
833 // first test with the bounding box
|
nuclear@0
|
834 AABox box;
|
nuclear@0
|
835 get_aabbox(&box.min, &box.max);
|
nuclear@0
|
836 if(!box.intersect(ray)) {
|
nuclear@0
|
837 return false;
|
nuclear@0
|
838 }
|
nuclear@0
|
839
|
nuclear@0
|
840 HitPoint nearest_hit;
|
nuclear@0
|
841 nearest_hit.dist = FLT_MAX;
|
nuclear@0
|
842 nearest_hit.obj = 0;
|
nuclear@0
|
843
|
nuclear@0
|
844 if(Mesh::intersect_mode & ISECT_VERTICES) {
|
nuclear@0
|
845 // we asked for "intersections" with the vertices of the mesh
|
nuclear@0
|
846 long nearest_vidx = -1;
|
nuclear@0
|
847 float thres_sq = Mesh::vertex_sel_dist * Mesh::vertex_sel_dist;
|
nuclear@0
|
848
|
nuclear@0
|
849 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
850
|
nuclear@0
|
851 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(narr[i], ray.dir) > 0) {
|
nuclear@0
|
852 continue;
|
nuclear@0
|
853 }
|
nuclear@0
|
854
|
nuclear@0
|
855 // project the vertex onto the ray line
|
nuclear@0
|
856 float t = dot_product(varr[i] - ray.origin, ray.dir);
|
nuclear@0
|
857 Vector3 vproj = ray.origin + ray.dir * t;
|
nuclear@0
|
858
|
nuclear@0
|
859 float dist_sq = (vproj - varr[i]).length_sq();
|
nuclear@0
|
860 if(dist_sq < thres_sq) {
|
nuclear@0
|
861 if(!hit) {
|
nuclear@0
|
862 return true;
|
nuclear@0
|
863 }
|
nuclear@0
|
864 if(t < nearest_hit.dist) {
|
nuclear@0
|
865 nearest_hit.dist = t;
|
nuclear@0
|
866 nearest_vidx = i;
|
nuclear@0
|
867 }
|
nuclear@0
|
868 }
|
nuclear@0
|
869 }
|
nuclear@0
|
870
|
nuclear@0
|
871 if(nearest_vidx != -1) {
|
nuclear@0
|
872 hitvert = varr[nearest_vidx];
|
nuclear@0
|
873 nearest_hit.obj = &hitvert;
|
nuclear@0
|
874 }
|
nuclear@0
|
875
|
nuclear@0
|
876 } else {
|
nuclear@0
|
877 // regular intersection test with polygons
|
nuclear@0
|
878
|
nuclear@0
|
879 for(unsigned int i=0; i<nfaces; i++) {
|
nuclear@0
|
880 Triangle face(i, varr, idxarr);
|
nuclear@0
|
881
|
nuclear@0
|
882 // ignore back-facing polygons if the mode flags include ISECT_FRONT
|
nuclear@0
|
883 if((Mesh::intersect_mode & ISECT_FRONT) && dot_product(face.get_normal(), ray.dir) > 0) {
|
nuclear@0
|
884 continue;
|
nuclear@0
|
885 }
|
nuclear@0
|
886
|
nuclear@0
|
887 HitPoint fhit;
|
nuclear@0
|
888 if(face.intersect(ray, hit ? &fhit : 0)) {
|
nuclear@0
|
889 if(!hit) {
|
nuclear@0
|
890 return true;
|
nuclear@0
|
891 }
|
nuclear@0
|
892 if(fhit.dist < nearest_hit.dist) {
|
nuclear@0
|
893 nearest_hit = fhit;
|
nuclear@0
|
894 hitface = face;
|
nuclear@0
|
895 }
|
nuclear@0
|
896 }
|
nuclear@0
|
897 }
|
nuclear@0
|
898 }
|
nuclear@0
|
899
|
nuclear@0
|
900 if(nearest_hit.obj) {
|
nuclear@0
|
901 if(hit) {
|
nuclear@0
|
902 *hit = nearest_hit;
|
nuclear@0
|
903
|
nuclear@0
|
904 // if we are interested in the mesh and not the faces set obj to this
|
nuclear@0
|
905 if(Mesh::intersect_mode & ISECT_FACE) {
|
nuclear@0
|
906 hit->obj = &hitface;
|
nuclear@0
|
907 } else if(Mesh::intersect_mode & ISECT_VERTICES) {
|
nuclear@0
|
908 hit->obj = &hitvert;
|
nuclear@0
|
909 } else {
|
nuclear@0
|
910 hit->obj = this;
|
nuclear@0
|
911 }
|
nuclear@0
|
912 }
|
nuclear@0
|
913 return true;
|
nuclear@0
|
914 }
|
nuclear@0
|
915 return false;
|
nuclear@0
|
916 }
|
nuclear@0
|
917
|
nuclear@0
|
918
|
nuclear@0
|
919 // texture coordinate manipulation
|
nuclear@0
|
920 void Mesh::texcoord_apply_xform(const Matrix4x4 &xform)
|
nuclear@0
|
921 {
|
nuclear@0
|
922 if(!has_attrib(MESH_ATTR_TEXCOORD)) {
|
nuclear@0
|
923 return;
|
nuclear@0
|
924 }
|
nuclear@0
|
925
|
nuclear@0
|
926 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
927 Vector4 tc = get_attrib(MESH_ATTR_TEXCOORD, i);
|
nuclear@0
|
928 set_attrib(MESH_ATTR_TEXCOORD, i, tc.transformed(xform));
|
nuclear@0
|
929 }
|
nuclear@0
|
930 }
|
nuclear@0
|
931
|
nuclear@0
|
932 void Mesh::texcoord_gen_plane(const Vector3 &norm, const Vector3 &tang)
|
nuclear@0
|
933 {
|
nuclear@0
|
934 if(!nverts) return;
|
nuclear@0
|
935
|
nuclear@0
|
936 if(!has_attrib(MESH_ATTR_TEXCOORD)) {
|
nuclear@0
|
937 // allocate texture coordinate attribute array
|
nuclear@0
|
938 set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
|
nuclear@0
|
939 }
|
nuclear@0
|
940
|
nuclear@0
|
941 Vector3 n = norm.normalized();
|
nuclear@0
|
942 Vector3 b = cross_product(n, tang).normalized();
|
nuclear@0
|
943 Vector3 t = cross_product(b, n);
|
nuclear@0
|
944
|
nuclear@0
|
945 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
946 Vector3 pos = get_attrib(MESH_ATTR_VERTEX, i);
|
nuclear@0
|
947
|
nuclear@0
|
948 // distance along the tangent direction
|
nuclear@0
|
949 float u = dot_product(pos, t);
|
nuclear@0
|
950 // distance along the bitangent direction
|
nuclear@0
|
951 float v = dot_product(pos, b);
|
nuclear@0
|
952
|
nuclear@0
|
953 set_attrib(MESH_ATTR_TEXCOORD, i, Vector4(u, v, 0, 1));
|
nuclear@0
|
954 }
|
nuclear@0
|
955 }
|
nuclear@0
|
956
|
nuclear@0
|
957 void Mesh::texcoord_gen_box()
|
nuclear@0
|
958 {
|
nuclear@0
|
959 if(!nverts || !has_attrib(MESH_ATTR_NORMAL)) return;
|
nuclear@0
|
960
|
nuclear@0
|
961 if(!has_attrib(MESH_ATTR_TEXCOORD)) {
|
nuclear@0
|
962 // allocate texture coordinate attribute array
|
nuclear@0
|
963 set_attrib_data(MESH_ATTR_TEXCOORD, 2, nverts);
|
nuclear@0
|
964 }
|
nuclear@0
|
965
|
nuclear@0
|
966 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
967 Vector3 pos = Vector3(get_attrib(MESH_ATTR_VERTEX, i)) * 0.5 + Vector3(0.5, 0.5, 0.5);
|
nuclear@0
|
968 Vector3 norm = get_attrib(MESH_ATTR_NORMAL, i);
|
nuclear@0
|
969
|
nuclear@0
|
970 float abs_nx = fabs(norm.x);
|
nuclear@0
|
971 float abs_ny = fabs(norm.y);
|
nuclear@0
|
972 float abs_nz = fabs(norm.z);
|
nuclear@0
|
973 int dom = abs_nx > abs_ny && abs_nx > abs_nz ? 0 : (abs_ny > abs_nz ? 1 : 2);
|
nuclear@0
|
974
|
nuclear@0
|
975 float uv[2], *uvptr = uv;
|
nuclear@0
|
976 for(int j=0; j<3; j++) {
|
nuclear@0
|
977 if(j == dom) continue; // skip dominant axis
|
nuclear@0
|
978
|
nuclear@0
|
979 *uvptr++ = pos[j];
|
nuclear@0
|
980 }
|
nuclear@0
|
981 set_attrib(MESH_ATTR_TEXCOORD, i, Vector4(uv[0], uv[1], 0, 1));
|
nuclear@0
|
982 }
|
nuclear@0
|
983 }
|
nuclear@0
|
984
|
nuclear@0
|
985 // ------ private member functions ------
|
nuclear@0
|
986
|
nuclear@0
|
987 void Mesh::calc_aabb()
|
nuclear@0
|
988 {
|
nuclear@0
|
989 // the cast is to force calling the const version which doesn't invalidate
|
nuclear@0
|
990 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
|
nuclear@0
|
991 return;
|
nuclear@0
|
992 }
|
nuclear@0
|
993
|
nuclear@0
|
994 aabb.min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
|
nuclear@0
|
995 aabb.max = -aabb.min;
|
nuclear@0
|
996
|
nuclear@0
|
997 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
998 Vector4 v = get_attrib(MESH_ATTR_VERTEX, i);
|
nuclear@0
|
999 for(int j=0; j<3; j++) {
|
nuclear@0
|
1000 if(v[j] < aabb.min[j]) {
|
nuclear@0
|
1001 aabb.min[j] = v[j];
|
nuclear@0
|
1002 }
|
nuclear@0
|
1003 if(v[j] > aabb.max[j]) {
|
nuclear@0
|
1004 aabb.max[j] = v[j];
|
nuclear@0
|
1005 }
|
nuclear@0
|
1006 }
|
nuclear@0
|
1007 }
|
nuclear@0
|
1008 aabb_valid = true;
|
nuclear@0
|
1009 }
|
nuclear@0
|
1010
|
nuclear@0
|
1011 void Mesh::calc_bsph()
|
nuclear@0
|
1012 {
|
nuclear@0
|
1013 // the cast is to force calling the const version which doesn't invalidate
|
nuclear@0
|
1014 if(!((const Mesh*)this)->get_attrib_data(MESH_ATTR_VERTEX)) {
|
nuclear@0
|
1015 return;
|
nuclear@0
|
1016 }
|
nuclear@0
|
1017
|
nuclear@0
|
1018 Vector3 v;
|
nuclear@0
|
1019 bsph.center = Vector3(0, 0, 0);
|
nuclear@0
|
1020
|
nuclear@0
|
1021 // first find the center
|
nuclear@0
|
1022 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
1023 v = get_attrib(MESH_ATTR_VERTEX, i);
|
nuclear@0
|
1024 bsph.center += v;
|
nuclear@0
|
1025 }
|
nuclear@0
|
1026 bsph.center /= (float)nverts;
|
nuclear@0
|
1027
|
nuclear@0
|
1028 bsph.radius = 0.0f;
|
nuclear@0
|
1029 for(unsigned int i=0; i<nverts; i++) {
|
nuclear@0
|
1030 v = get_attrib(MESH_ATTR_VERTEX, i);
|
nuclear@0
|
1031 float dist_sq = (v - bsph.center).length_sq();
|
nuclear@0
|
1032 if(dist_sq > bsph.radius) {
|
nuclear@0
|
1033 bsph.radius = dist_sq;
|
nuclear@0
|
1034 }
|
nuclear@0
|
1035 }
|
nuclear@0
|
1036 bsph.radius = sqrt(bsph.radius);
|
nuclear@0
|
1037
|
nuclear@0
|
1038 bsph_valid = true;
|
nuclear@0
|
1039 }
|
nuclear@0
|
1040
|
nuclear@0
|
1041 void Mesh::update_buffers()
|
nuclear@0
|
1042 {
|
nuclear@0
|
1043 for(int i=0; i<NUM_MESH_ATTR; i++) {
|
nuclear@0
|
1044 if(has_attrib(i) && !vattr[i].vbo_valid) {
|
nuclear@0
|
1045 glBindBuffer(GL_ARRAY_BUFFER, vattr[i].vbo);
|
nuclear@0
|
1046 glBufferData(GL_ARRAY_BUFFER, nverts * vattr[i].nelem * sizeof(float), &vattr[i].data[0], GL_STATIC_DRAW);
|
nuclear@0
|
1047 vattr[i].vbo_valid = true;
|
nuclear@0
|
1048 }
|
nuclear@0
|
1049 }
|
nuclear@0
|
1050 glBindBuffer(GL_ARRAY_BUFFER, 0);
|
nuclear@0
|
1051
|
nuclear@0
|
1052 if(idata_valid && !ibo_valid) {
|
nuclear@0
|
1053 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
|
nuclear@0
|
1054 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 3 * sizeof(unsigned int), &idata[0], GL_STATIC_DRAW);
|
nuclear@0
|
1055 ibo_valid = true;
|
nuclear@0
|
1056 }
|
nuclear@0
|
1057 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
nuclear@0
|
1058 }
|
nuclear@0
|
1059
|
nuclear@0
|
1060 void Mesh::update_wire_ibo()
|
nuclear@0
|
1061 {
|
nuclear@0
|
1062 update_buffers();
|
nuclear@0
|
1063
|
nuclear@0
|
1064 if(wire_ibo_valid) {
|
nuclear@0
|
1065 return;
|
nuclear@0
|
1066 }
|
nuclear@0
|
1067
|
nuclear@0
|
1068 if(!wire_ibo) {
|
nuclear@0
|
1069 glGenBuffers(1, &wire_ibo);
|
nuclear@0
|
1070 }
|
nuclear@0
|
1071
|
nuclear@0
|
1072 unsigned int *wire_idxarr = new unsigned int[nfaces * 6];
|
nuclear@0
|
1073 unsigned int *dest = wire_idxarr;
|
nuclear@0
|
1074
|
nuclear@0
|
1075 if(ibo_valid) {
|
nuclear@0
|
1076 // we're dealing with an indexed mesh
|
nuclear@0
|
1077 const unsigned int *idxarr = ((const Mesh*)this)->get_index_data();
|
nuclear@0
|
1078
|
nuclear@0
|
1079 for(unsigned int i=0; i<nfaces; i++) {
|
nuclear@0
|
1080 *dest++ = idxarr[0];
|
nuclear@0
|
1081 *dest++ = idxarr[1];
|
nuclear@0
|
1082 *dest++ = idxarr[1];
|
nuclear@0
|
1083 *dest++ = idxarr[2];
|
nuclear@0
|
1084 *dest++ = idxarr[2];
|
nuclear@0
|
1085 *dest++ = idxarr[0];
|
nuclear@0
|
1086 idxarr += 3;
|
nuclear@0
|
1087 }
|
nuclear@0
|
1088 } else {
|
nuclear@0
|
1089 // not an indexed mesh ...
|
nuclear@0
|
1090 for(unsigned int i=0; i<nfaces; i++) {
|
nuclear@0
|
1091 int vidx = i * 3;
|
nuclear@0
|
1092 *dest++ = vidx;
|
nuclear@0
|
1093 *dest++ = vidx + 1;
|
nuclear@0
|
1094 *dest++ = vidx + 1;
|
nuclear@0
|
1095 *dest++ = vidx + 2;
|
nuclear@0
|
1096 *dest++ = vidx + 2;
|
nuclear@0
|
1097 *dest++ = vidx;
|
nuclear@0
|
1098 }
|
nuclear@0
|
1099 }
|
nuclear@0
|
1100
|
nuclear@0
|
1101 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wire_ibo);
|
nuclear@0
|
1102 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nfaces * 6 * sizeof(unsigned int), wire_idxarr, GL_STATIC_DRAW);
|
nuclear@0
|
1103 delete [] wire_idxarr;
|
nuclear@0
|
1104 wire_ibo_valid = true;
|
nuclear@0
|
1105 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
nuclear@0
|
1106 }
|
nuclear@0
|
1107
|
nuclear@0
|
1108
|
nuclear@0
|
1109 // ------ class Triangle ------
|
nuclear@0
|
1110 Triangle::Triangle()
|
nuclear@0
|
1111 {
|
nuclear@0
|
1112 normal_valid = false;
|
nuclear@0
|
1113 id = -1;
|
nuclear@0
|
1114 }
|
nuclear@0
|
1115
|
nuclear@0
|
1116 Triangle::Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2)
|
nuclear@0
|
1117 {
|
nuclear@0
|
1118 v[0] = v0;
|
nuclear@0
|
1119 v[1] = v1;
|
nuclear@0
|
1120 v[2] = v2;
|
nuclear@0
|
1121 normal_valid = false;
|
nuclear@0
|
1122 id = -1;
|
nuclear@0
|
1123 }
|
nuclear@0
|
1124
|
nuclear@0
|
1125 Triangle::Triangle(int n, const Vector3 *varr, const unsigned int *idxarr)
|
nuclear@0
|
1126 {
|
nuclear@0
|
1127 if(idxarr) {
|
nuclear@0
|
1128 v[0] = varr[idxarr[n * 3]];
|
nuclear@0
|
1129 v[1] = varr[idxarr[n * 3 + 1]];
|
nuclear@0
|
1130 v[2] = varr[idxarr[n * 3 + 2]];
|
nuclear@0
|
1131 } else {
|
nuclear@0
|
1132 v[0] = varr[n * 3];
|
nuclear@0
|
1133 v[1] = varr[n * 3 + 1];
|
nuclear@0
|
1134 v[2] = varr[n * 3 + 2];
|
nuclear@0
|
1135 }
|
nuclear@0
|
1136 normal_valid = false;
|
nuclear@0
|
1137 id = n;
|
nuclear@0
|
1138 }
|
nuclear@0
|
1139
|
nuclear@0
|
1140 void Triangle::calc_normal()
|
nuclear@0
|
1141 {
|
nuclear@0
|
1142 normal = cross_product(v[1] - v[0], v[2] - v[0]).normalized();
|
nuclear@0
|
1143 normal_valid = true;
|
nuclear@0
|
1144 }
|
nuclear@0
|
1145
|
nuclear@0
|
1146 const Vector3 &Triangle::get_normal() const
|
nuclear@0
|
1147 {
|
nuclear@0
|
1148 if(!normal_valid) {
|
nuclear@0
|
1149 ((Triangle*)this)->calc_normal();
|
nuclear@0
|
1150 }
|
nuclear@0
|
1151 return normal;
|
nuclear@0
|
1152 }
|
nuclear@0
|
1153
|
nuclear@0
|
1154 void Triangle::transform(const Matrix4x4 &xform)
|
nuclear@0
|
1155 {
|
nuclear@0
|
1156 v[0].transform(xform);
|
nuclear@0
|
1157 v[1].transform(xform);
|
nuclear@0
|
1158 v[2].transform(xform);
|
nuclear@0
|
1159 normal_valid = false;
|
nuclear@0
|
1160 }
|
nuclear@0
|
1161
|
nuclear@0
|
1162 void Triangle::draw() const
|
nuclear@0
|
1163 {
|
nuclear@0
|
1164 Vector3 n[3];
|
nuclear@0
|
1165 n[0] = get_normal();
|
nuclear@0
|
1166 n[1] = get_normal();
|
nuclear@0
|
1167 n[2] = get_normal();
|
nuclear@0
|
1168
|
nuclear@0
|
1169 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
|
nuclear@0
|
1170 int nloc = Mesh::get_attrib_location(MESH_ATTR_NORMAL);
|
nuclear@0
|
1171
|
nuclear@0
|
1172 glEnableVertexAttribArray(vloc);
|
nuclear@0
|
1173 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
|
nuclear@0
|
1174 glVertexAttribPointer(nloc, 3, GL_FLOAT, GL_FALSE, 0, &n[0].x);
|
nuclear@0
|
1175
|
nuclear@0
|
1176 glDrawArrays(GL_TRIANGLES, 0, 3);
|
nuclear@0
|
1177
|
nuclear@0
|
1178 glDisableVertexAttribArray(vloc);
|
nuclear@0
|
1179 glDisableVertexAttribArray(nloc);
|
nuclear@0
|
1180 }
|
nuclear@0
|
1181
|
nuclear@0
|
1182 void Triangle::draw_wire() const
|
nuclear@0
|
1183 {
|
nuclear@0
|
1184 static const int idxarr[] = {0, 1, 1, 2, 2, 0};
|
nuclear@0
|
1185 int vloc = Mesh::get_attrib_location(MESH_ATTR_VERTEX);
|
nuclear@0
|
1186
|
nuclear@0
|
1187 glEnableVertexAttribArray(vloc);
|
nuclear@0
|
1188 glVertexAttribPointer(vloc, 3, GL_FLOAT, GL_FALSE, 0, &v[0].x);
|
nuclear@0
|
1189
|
nuclear@0
|
1190 glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, idxarr);
|
nuclear@0
|
1191
|
nuclear@0
|
1192 glDisableVertexAttribArray(vloc);
|
nuclear@0
|
1193 }
|
nuclear@0
|
1194
|
nuclear@0
|
1195 Vector3 Triangle::calc_barycentric(const Vector3 &pos) const
|
nuclear@0
|
1196 {
|
nuclear@0
|
1197 Vector3 norm = get_normal();
|
nuclear@0
|
1198
|
nuclear@0
|
1199 float area_sq = fabs(dot_product(cross_product(v[1] - v[0], v[2] - v[0]), norm));
|
nuclear@0
|
1200 if(area_sq < 1e-5) {
|
nuclear@0
|
1201 return Vector3(0, 0, 0);
|
nuclear@0
|
1202 }
|
nuclear@0
|
1203
|
nuclear@0
|
1204 float asq0 = fabs(dot_product(cross_product(v[1] - pos, v[2] - pos), norm));
|
nuclear@0
|
1205 float asq1 = fabs(dot_product(cross_product(v[2] - pos, v[0] - pos), norm));
|
nuclear@0
|
1206 float asq2 = fabs(dot_product(cross_product(v[0] - pos, v[1] - pos), norm));
|
nuclear@0
|
1207
|
nuclear@0
|
1208 return Vector3(asq0 / area_sq, asq1 / area_sq, asq2 / area_sq);
|
nuclear@0
|
1209 }
|
nuclear@0
|
1210
|
nuclear@0
|
1211 bool Triangle::intersect(const Ray &ray, HitPoint *hit) const
|
nuclear@0
|
1212 {
|
nuclear@0
|
1213 Vector3 normal = get_normal();
|
nuclear@0
|
1214
|
nuclear@0
|
1215 float ndotdir = dot_product(ray.dir, normal);
|
nuclear@0
|
1216 if(fabs(ndotdir) < 1e-4) {
|
nuclear@0
|
1217 return false;
|
nuclear@0
|
1218 }
|
nuclear@0
|
1219
|
nuclear@0
|
1220 Vector3 vertdir = v[0] - ray.origin;
|
nuclear@0
|
1221 float t = dot_product(normal, vertdir) / ndotdir;
|
nuclear@0
|
1222
|
nuclear@0
|
1223 Vector3 pos = ray.origin + ray.dir * t;
|
nuclear@0
|
1224 Vector3 bary = calc_barycentric(pos);
|
nuclear@0
|
1225
|
nuclear@0
|
1226 if(bary.x + bary.y + bary.z > 1.00001) {
|
nuclear@0
|
1227 return false;
|
nuclear@0
|
1228 }
|
nuclear@0
|
1229
|
nuclear@0
|
1230 if(hit) {
|
nuclear@0
|
1231 hit->dist = t;
|
nuclear@0
|
1232 hit->pos = ray.origin + ray.dir * t;
|
nuclear@0
|
1233 hit->normal = normal;
|
nuclear@0
|
1234 hit->obj = this;
|
nuclear@0
|
1235 }
|
nuclear@0
|
1236 return true;
|
nuclear@0
|
1237 }
|