leocad/common/lc_mesh.cpp
2016-11-17 12:10:33 -08:00

421 lines
12 KiB
C++

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