#include "debug.h"
#include "log.h"
#include "irrMap.h"
+#include <cmath>
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
#include <IAnimatedMeshSceneNode.h>
-// In Irrlicht 1.8 the signature of ITexture::lock was changed from
-// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
-#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
-#define MY_ETLM_READ_ONLY true
-#else
-#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
-#endif
-
inline static void applyShadeFactor(video::SColor& color, float factor)
{
color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
setMeshBufferColor(mesh->getMeshBuffer(j), color);
}
+void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
+{
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ assert(buf->getVertexCount() >= count);
+ u8 *vertices = (u8 *) buf->getVertices();
+ for (u32 i = 0; i < count; i++)
+ ((video::S3DVertex*) (vertices + i * stride))->TCoords = uv[i];
+}
+
+template <typename F>
+static void applyToMesh(scene::IMesh *mesh, const F &fn)
+{
+ u16 mc = mesh->getMeshBufferCount();
+ for (u16 j = 0; j < mc; j++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ u32 vertex_count = buf->getVertexCount();
+ char *vertices = reinterpret_cast<char *>(buf->getVertices());
+ for (u32 i = 0; i < vertex_count; i++)
+ fn(reinterpret_cast<video::S3DVertex *>(vertices + i * stride));
+ }
+}
+
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
{
const u32 stride = getVertexPitchFromType(buf->getVertexType());
const video::SColor &colorY,
const video::SColor &colorZ)
{
- if (mesh == NULL)
+ if (!mesh)
return;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- f32 x = fabs(vertex->Normal.X);
- f32 y = fabs(vertex->Normal.Y);
- f32 z = fabs(vertex->Normal.Z);
- if (x >= y && x >= z)
- vertex->Color = colorX;
- else if (y >= z)
- vertex->Color = colorY;
- else
- vertex->Color = colorZ;
- }
- }
+ auto colorizator = [=] (video::S3DVertex *vertex) {
+ f32 x = fabs(vertex->Normal.X);
+ f32 y = fabs(vertex->Normal.Y);
+ f32 z = fabs(vertex->Normal.Z);
+ if (x >= y && x >= z)
+ vertex->Color = colorX;
+ else if (y >= z)
+ vertex->Color = colorY;
+ else
+ vertex->Color = colorZ;
+ };
+ applyToMesh(mesh, colorizator);
}
void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
{
if (!mesh)
return;
+ auto colorizator = [normal, color] (video::S3DVertex *vertex) {
+ if (vertex->Normal == normal)
+ vertex->Color = color;
+ };
+ applyToMesh(mesh, colorizator);
+}
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- if (normal == vertex->Normal) {
- vertex->Color = color;
- }
- }
- }
+template <float v3f::*U, float v3f::*V>
+static void rotateMesh(scene::IMesh *mesh, float degrees)
+{
+ degrees *= M_PI / 180.0f;
+ float c = std::cos(degrees);
+ float s = std::sin(degrees);
+ auto rotator = [c, s] (video::S3DVertex *vertex) {
+ float u = vertex->Pos.*U;
+ float v = vertex->Pos.*V;
+ vertex->Pos.*U = c * u - s * v;
+ vertex->Pos.*V = s * u + c * v;
+ };
+ applyToMesh(mesh, rotator);
}
void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
- }
+ rotateMesh<&v3f::X, &v3f::Y>(mesh, degrees);
}
void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
- }
+ rotateMesh<&v3f::X, &v3f::Z>(mesh, degrees);
}
void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
- }
+ rotateMesh<&v3f::Y, &v3f::Z>(mesh, degrees);
}
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
int axisdir = facedir >> 2;
facedir &= 0x03;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- switch (axisdir) {
- case 0:
- if (facedir == 1)
- vertex->Pos.rotateXZBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateXZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXZBy(90);
- break;
- case 1: // z+
- vertex->Pos.rotateYZBy(90);
- if (facedir == 1)
- vertex->Pos.rotateXYBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateXYBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXYBy(-90);
- break;
- case 2: //z-
- vertex->Pos.rotateYZBy(-90);
- if (facedir == 1)
- vertex->Pos.rotateXYBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateXYBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXYBy(90);
- break;
- case 3: //x+
- vertex->Pos.rotateXYBy(-90);
- if (facedir == 1)
- vertex->Pos.rotateYZBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateYZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateYZBy(-90);
- break;
- case 4: //x-
- vertex->Pos.rotateXYBy(90);
- if (facedir == 1)
- vertex->Pos.rotateYZBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateYZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateYZBy(90);
- break;
- case 5:
- vertex->Pos.rotateXYBy(-180);
- if (facedir == 1)
- vertex->Pos.rotateXZBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateXZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXZBy(-90);
- break;
- default:
- break;
- }
- }
+ switch (facedir) {
+ case 1: rotateMeshXZby(mesh, -90); break;
+ case 2: rotateMeshXZby(mesh, 180); break;
+ case 3: rotateMeshXZby(mesh, 90); break;
+ }
+ switch (axisdir) {
+ case 1: rotateMeshYZby(mesh, 90); break; // z+
+ case 2: rotateMeshYZby(mesh, -90); break; // z-
+ case 3: rotateMeshXYby(mesh, -90); break; // x+
+ case 4: rotateMeshXYby(mesh, 90); break; // x-
+ case 5: rotateMeshXYby(mesh, -180); break;
}
}
src_mesh->setBoundingBox(bbox);
}
+bool checkMeshNormals(scene::IMesh *mesh)
+{
+ u32 buffer_count = mesh->getMeshBufferCount();
+
+ for (u32 i = 0; i < buffer_count; i++) {
+ scene::IMeshBuffer *buffer = mesh->getMeshBuffer(i);
+
+ // Here we intentionally check only first normal, assuming that if buffer
+ // has it valid, then most likely all other ones are fine too. We can
+ // check all of the normals to have length, but it seems like an overkill
+ // hurting the performance and covering only really weird broken models.
+ f32 length = buffer->getNormal(0).getLength();
+
+ if (!std::isfinite(length) || length < 1e-10f)
+ return false;
+ }
+
+ return true;
+}
+
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
{
switch (mesh_buffer->getVertexType()) {
video::S3DVertex2TCoords *v =
(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
u16 *indices = mesh_buffer->getIndices();
- scene::SMeshBufferTangents *cloned_buffer =
- new scene::SMeshBufferTangents();
+ scene::SMeshBufferLightMap *cloned_buffer =
+ new scene::SMeshBufferLightMap();
cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
return cloned_buffer;