mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
421 lines
12 KiB
C++
421 lines
12 KiB
C++
#include "lc_global.h"
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#include "lc_mesh.h"
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#include "lc_colors.h"
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#include "lc_texture.h"
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#include "lc_file.h"
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#include "lc_math.h"
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#include "lc_application.h"
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#include "lc_library.h"
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lcMesh* gPlaceholderMesh;
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lcMesh::lcMesh()
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{
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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{
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mLods[LodIdx].Sections = NULL;
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mLods[LodIdx].NumSections = 0;
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}
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mNumVertices = 0;
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mNumTexturedVertices = 0;
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mIndexType = 0;
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mVertexData = NULL;
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mVertexDataSize = 0;
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mIndexData = NULL;
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mIndexDataSize = 0;
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mVertexCacheOffset = -1;
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mIndexCacheOffset = -1;
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}
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lcMesh::~lcMesh()
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{
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free(mVertexData);
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free(mIndexData);
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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delete[] mLods[LodIdx].Sections;
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}
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void lcMesh::Create(lcuint16 NumSections[LC_NUM_MESH_LODS], int NumVertices, int NumTexturedVertices, int NumIndices)
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{
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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{
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if (NumSections[LodIdx])
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mLods[LodIdx].Sections = new lcMeshSection[NumSections[LodIdx]];
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mLods[LodIdx].NumSections = NumSections[LodIdx];
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}
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mNumVertices = NumVertices;
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mNumTexturedVertices = NumTexturedVertices;
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mVertexDataSize = NumVertices * sizeof(lcVertex) + NumTexturedVertices * sizeof(lcVertexTextured);
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mVertexData = malloc(mVertexDataSize);
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if (NumVertices < 0x10000 && NumTexturedVertices < 0x10000)
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{
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mIndexType = GL_UNSIGNED_SHORT;
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mIndexDataSize = NumIndices * sizeof(GLushort);
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}
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else
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{
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mIndexType = GL_UNSIGNED_INT;
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mIndexDataSize = NumIndices * sizeof(GLuint);
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}
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mIndexData = malloc(mIndexDataSize);
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}
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void lcMesh::CreateBox()
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{
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lcuint16 NumSections[LC_NUM_MESH_LODS];
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memset(NumSections, 0, sizeof(NumSections));
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NumSections[LC_MESH_LOD_HIGH] = 2;
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Create(NumSections, 8, 0, 36 + 24);
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lcVector3 Min(-10.0f, -10.0f, -24.0f);
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lcVector3 Max(10.0f, 10.0f, 4.0f);
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mRadius = lcLength(Max - Min) / 2.0f;
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mBoundingBox.Min = Min;
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mBoundingBox.Max = Max;
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float* Verts = (float*)mVertexData;
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lcuint16* Indices = (lcuint16*)mIndexData;
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*Verts++ = Min[0]; *Verts++ = Min[1]; *Verts++ = Min[2];
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*Verts++ = Min[0]; *Verts++ = Max[1]; *Verts++ = Min[2];
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*Verts++ = Max[0]; *Verts++ = Max[1]; *Verts++ = Min[2];
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*Verts++ = Max[0]; *Verts++ = Min[1]; *Verts++ = Min[2];
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*Verts++ = Min[0]; *Verts++ = Min[1]; *Verts++ = Max[2];
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*Verts++ = Min[0]; *Verts++ = Max[1]; *Verts++ = Max[2];
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*Verts++ = Max[0]; *Verts++ = Max[1]; *Verts++ = Max[2];
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*Verts++ = Max[0]; *Verts++ = Min[1]; *Verts++ = Max[2];
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[0];
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Section->ColorIndex = gDefaultColor;
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Section->IndexOffset = 0;
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Section->NumIndices = 36;
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Section->PrimitiveType = LC_MESH_TRIANGLES;
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Section->Texture = NULL;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 2;
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*Indices++ = 0; *Indices++ = 2; *Indices++ = 3;
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*Indices++ = 7; *Indices++ = 6; *Indices++ = 5;
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*Indices++ = 7; *Indices++ = 5; *Indices++ = 4;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 5;
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*Indices++ = 0; *Indices++ = 5; *Indices++ = 4;
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*Indices++ = 2; *Indices++ = 3; *Indices++ = 7;
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*Indices++ = 2; *Indices++ = 7; *Indices++ = 6;
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*Indices++ = 0; *Indices++ = 3; *Indices++ = 7;
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*Indices++ = 0; *Indices++ = 7; *Indices++ = 4;
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*Indices++ = 1; *Indices++ = 2; *Indices++ = 6;
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*Indices++ = 1; *Indices++ = 6; *Indices++ = 5;
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Section = &mLods[LC_MESH_LOD_HIGH].Sections[1];
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Section->ColorIndex = gEdgeColor;
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Section->IndexOffset = 36 * 2;
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Section->NumIndices = 24;
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Section->PrimitiveType = LC_MESH_LINES;
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Section->Texture = NULL;
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*Indices++ = 0; *Indices++ = 1; *Indices++ = 1; *Indices++ = 2;
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*Indices++ = 2; *Indices++ = 3; *Indices++ = 3; *Indices++ = 0;
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*Indices++ = 4; *Indices++ = 5; *Indices++ = 5; *Indices++ = 6;
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*Indices++ = 6; *Indices++ = 7; *Indices++ = 7; *Indices++ = 4;
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*Indices++ = 0; *Indices++ = 4; *Indices++ = 1; *Indices++ = 5;
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*Indices++ = 2; *Indices++ = 6; *Indices++ = 3; *Indices++ = 7;
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}
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template<typename IndexType>
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bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDistance)
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{
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float Distance;
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if (!lcBoundingBoxRayIntersectDistance(mBoundingBox.Min, mBoundingBox.Max, Start, End, &Distance, NULL) || (Distance >= MinDistance))
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return false;
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float* Verts = (float*)mVertexData;
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bool Hit = false;
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lcVector3 Intersection;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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float* p1 = Verts + Indices[Idx + 0] * 3;
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float* p2 = Verts + Indices[Idx + 1] * 3;
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float* p3 = Verts + Indices[Idx + 2] * 3;
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lcVector3 v1(p1[0], p1[1], p1[2]);
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lcVector3 v2(p2[0], p2[1], p2[2]);
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lcVector3 v3(p3[0], p3[1], p3[2]);
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if (lcLineTriangleMinIntersection(v1, v2, v3, Start, End, &MinDistance, &Intersection))
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Hit = true;
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}
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}
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return Hit;
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}
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bool lcMesh::MinIntersectDist(const lcVector3& Start, const lcVector3& End, float& MinDist)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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return MinIntersectDist<GLushort>(Start, End, MinDist);
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else
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return MinIntersectDist<GLuint>(Start, End, MinDist);
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}
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template<typename IndexType>
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bool lcMesh::IntersectsPlanes(const lcVector4 Planes[6])
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{
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float* Verts = (float*)mVertexData;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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if (lcTriangleIntersectsPlanes(&Verts[Indices[Idx]*3], &Verts[Indices[Idx+1]*3], &Verts[Indices[Idx+2]*3], Planes))
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return true;
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}
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return false;
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}
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bool lcMesh::IntersectsPlanes(const lcVector4 Planes[6])
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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return IntersectsPlanes<GLushort>(Planes);
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else
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return IntersectsPlanes<GLuint>(Planes);
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}
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template<typename IndexType>
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void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable)
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{
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char Line[1024];
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sprintf(Line, "#declare lc_%s = union {\n", MeshName);
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File.WriteLine(Line);
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float* Verts = (float*)mVertexData;
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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File.WriteLine(" mesh {\n");
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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sprintf(Line, " triangle { <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f>, <%.2f, %.2f, %.2f> }\n",
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-Verts[Indices[Idx+0]*3+1] / 25.0f, -Verts[Indices[Idx+0]*3] / 25.0f, Verts[Indices[Idx+0]*3+2] / 25.0f,
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-Verts[Indices[Idx+1]*3+1] / 25.0f, -Verts[Indices[Idx+1]*3] / 25.0f, Verts[Indices[Idx+1]*3+2] / 25.0f,
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-Verts[Indices[Idx+2]*3+1] / 25.0f, -Verts[Indices[Idx+2]*3] / 25.0f, Verts[Indices[Idx+2]*3+2] / 25.0f);
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File.WriteLine(Line);
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}
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if (Section->ColorIndex != gDefaultColor)
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{
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sprintf(Line, "material { texture { %s normal { bumps 0.1 scale 2 } } }", ColorTable[Section->ColorIndex]);
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File.WriteLine(Line);
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}
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File.WriteLine(" }\n");
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}
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}
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void lcMesh::ExportPOVRay(lcFile& File, const char* MeshName, const char** ColorTable)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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ExportPOVRay<GLushort>(File, MeshName, ColorTable);
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else
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ExportPOVRay<GLuint>(File, MeshName, ColorTable);
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}
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template<typename IndexType>
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void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
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{
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char Line[1024];
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for (int SectionIdx = 0; SectionIdx < mLods[LC_MESH_LOD_HIGH].NumSections; SectionIdx++)
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{
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lcMeshSection* Section = &mLods[LC_MESH_LOD_HIGH].Sections[SectionIdx];
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if (Section->PrimitiveType != LC_MESH_TRIANGLES && Section->PrimitiveType != LC_MESH_TEXTURED_TRIANGLES)
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continue;
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IndexType* Indices = (IndexType*)mIndexData + Section->IndexOffset / sizeof(IndexType);
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if (Section->ColorIndex == gDefaultColor)
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sprintf(Line, "usemtl %s\n", gColorList[DefaultColorIndex].SafeName);
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else
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sprintf(Line, "usemtl %s\n", gColorList[Section->ColorIndex].SafeName);
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File.WriteLine(Line);
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for (int Idx = 0; Idx < Section->NumIndices; Idx += 3)
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{
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long int idx1 = Indices[Idx + 0] + VertexOffset;
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long int idx2 = Indices[Idx + 1] + VertexOffset;
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long int idx3 = Indices[Idx + 2] + VertexOffset;
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if (idx1 != idx2 && idx1 != idx3 && idx2 != idx3)
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sprintf(Line, "f %ld %ld %ld\n", idx1, idx2, idx3);
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File.WriteLine(Line);
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}
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}
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File.WriteLine("\n");
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}
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void lcMesh::ExportWavefrontIndices(lcFile& File, int DefaultColorIndex, int VertexOffset)
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{
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if (mIndexType == GL_UNSIGNED_SHORT)
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ExportWavefrontIndices<GLushort>(File, DefaultColorIndex, VertexOffset);
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else
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ExportWavefrontIndices<GLuint>(File, DefaultColorIndex, VertexOffset);
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}
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bool lcMesh::FileLoad(lcMemFile& File)
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{
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if (File.ReadU32() != LC_MESH_FILE_ID || File.ReadU32() != LC_MESH_FILE_VERSION)
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return false;
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mBoundingBox.Min = File.ReadVector3();
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mBoundingBox.Max = File.ReadVector3();
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mRadius = File.ReadFloat();
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lcuint32 NumVertices, NumTexturedVertices, NumIndices;
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lcuint16 NumLods, NumSections[LC_NUM_MESH_LODS];
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if (!File.ReadU32(&NumVertices, 1) || !File.ReadU32(&NumTexturedVertices, 1) || !File.ReadU32(&NumIndices, 1))
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return false;
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if (!File.ReadU16(&NumLods, 1) || NumLods != LC_NUM_MESH_LODS || !File.ReadU16(NumSections, LC_NUM_MESH_LODS))
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return false;
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Create(NumSections, NumVertices, NumTexturedVertices, NumIndices);
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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{
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for (int SectionIdx = 0; SectionIdx < mLods[LodIdx].NumSections; SectionIdx++)
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{
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lcMeshSection& Section = mLods[LodIdx].Sections[SectionIdx];
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lcuint32 ColorCode, IndexOffset;
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lcuint16 PrimtiveType, Length;
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if (!File.ReadU32(&ColorCode, 1) || !File.ReadU32(&IndexOffset, 1) || !File.ReadU32(&NumIndices, 1) || !File.ReadU16(&PrimtiveType, 1))
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return false;
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Section.ColorIndex = lcGetColorIndex(ColorCode);
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Section.IndexOffset = IndexOffset;
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Section.NumIndices = NumIndices;
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Section.PrimitiveType = (lcMeshPrimitiveType)PrimtiveType;
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if (!File.ReadU16(&Length, 1))
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return false;
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if (Length)
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{
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if (Length >= LC_TEXTURE_NAME_LEN)
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return false;
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char FileName[LC_TEXTURE_NAME_LEN];
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File.ReadBuffer(FileName, Length);
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FileName[Length] = 0;
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Section.Texture = lcGetPiecesLibrary()->FindTexture(FileName);
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}
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else
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Section.Texture = NULL;
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}
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}
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File.ReadFloats((float*)mVertexData, 3 * mNumVertices + 5 * mNumTexturedVertices);
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if (mIndexType == GL_UNSIGNED_SHORT)
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File.ReadU16((lcuint16*)mIndexData, mIndexDataSize / 2);
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else
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File.ReadU32((lcuint32*)mIndexData, mIndexDataSize / 4);
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return true;
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}
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bool lcMesh::FileSave(lcMemFile& File)
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{
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File.WriteU32(LC_MESH_FILE_ID);
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File.WriteU32(LC_MESH_FILE_VERSION);
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File.WriteVector3(mBoundingBox.Min);
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File.WriteVector3(mBoundingBox.Max);
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File.WriteFloat(mRadius);
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File.WriteU32(mNumVertices);
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File.WriteU32(mNumTexturedVertices);
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File.WriteU32(mIndexDataSize / (mIndexType == GL_UNSIGNED_SHORT ? 2 : 4));
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File.WriteU16(LC_NUM_MESH_LODS);
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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File.WriteU16(mLods[LodIdx].NumSections);
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for (int LodIdx = 0; LodIdx < LC_NUM_MESH_LODS; LodIdx++)
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{
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for (int SectionIdx = 0; SectionIdx < mLods[LodIdx].NumSections; SectionIdx++)
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{
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lcMeshSection& Section = mLods[LodIdx].Sections[SectionIdx];
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File.WriteU32(lcGetColorCode(Section.ColorIndex));
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File.WriteU32(Section.IndexOffset);
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File.WriteU32(Section.NumIndices);
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File.WriteU16(Section.PrimitiveType);
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if (Section.Texture)
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{
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lcuint16 Length = (lcuint16)strlen(Section.Texture->mName);
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File.WriteU16(Length);
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File.WriteBuffer(Section.Texture->mName, Length);
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}
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else
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File.WriteU16(0);
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}
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}
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File.WriteFloats((float*)mVertexData, 3 * mNumVertices + 5 * mNumTexturedVertices);
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if (mIndexType == GL_UNSIGNED_SHORT)
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File.WriteU16((lcuint16*)mIndexData, mIndexDataSize / 2);
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else
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File.WriteU32((lcuint32*)mIndexData, mIndexDataSize / 4);
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return true;
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}
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int lcMesh::GetLodIndex(float Distance) const
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{
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if (mLods[LC_MESH_LOD_LOW].NumSections && (Distance - mRadius) > 250.0f)
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return LC_MESH_LOD_LOW;
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else
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return LC_MESH_LOD_HIGH;
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}
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