[5] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #include "OgreStableHeaders.h" |
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| 30 | #include "OgreSubMesh.h" |
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| 31 | |
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| 32 | #include "OgreMesh.h" |
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| 33 | #include "OgreException.h" |
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| 34 | #include "OgreMeshManager.h" |
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| 35 | #include "OgreMaterialManager.h" |
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| 36 | #include "OgreStringConverter.h" |
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| 37 | |
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| 38 | namespace Ogre { |
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| 39 | //----------------------------------------------------------------------- |
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| 40 | SubMesh::SubMesh() |
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| 41 | : useSharedVertices(true) |
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| 42 | , operationType(RenderOperation::OT_TRIANGLE_LIST) |
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| 43 | , vertexData(0) |
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| 44 | , mMatInitialised(false) |
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| 45 | , mBoneAssignmentsOutOfDate(false) |
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| 46 | , mVertexAnimationType(VAT_NONE) |
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| 47 | { |
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| 48 | indexData = new IndexData(); |
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| 49 | } |
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| 50 | //----------------------------------------------------------------------- |
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| 51 | SubMesh::~SubMesh() |
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| 52 | { |
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| 53 | delete vertexData; |
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| 54 | delete indexData; |
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| 55 | |
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| 56 | removeLodLevels(); |
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| 57 | } |
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| 58 | |
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| 59 | //----------------------------------------------------------------------- |
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| 60 | void SubMesh::setMaterialName(const String& name) |
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| 61 | { |
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| 62 | mMaterialName = name; |
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| 63 | mMatInitialised = true; |
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| 64 | } |
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| 65 | //----------------------------------------------------------------------- |
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| 66 | const String& SubMesh::getMaterialName() const |
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| 67 | { |
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| 68 | return mMaterialName; |
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| 69 | } |
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| 70 | //----------------------------------------------------------------------- |
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| 71 | bool SubMesh::isMatInitialised(void) const |
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| 72 | { |
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| 73 | return mMatInitialised; |
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| 74 | |
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| 75 | } |
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| 76 | //----------------------------------------------------------------------- |
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| 77 | void SubMesh::_getRenderOperation(RenderOperation& ro, ushort lodIndex) |
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| 78 | { |
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| 79 | |
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| 80 | // SubMeshes always use indexes |
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| 81 | ro.useIndexes = true; |
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| 82 | if (lodIndex > 0 && static_cast< size_t >( lodIndex - 1 ) < mLodFaceList.size()) |
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| 83 | { |
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| 84 | // lodIndex - 1 because we don't store full detail version in mLodFaceList |
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| 85 | ro.indexData = mLodFaceList[lodIndex-1]; |
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| 86 | } |
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| 87 | else |
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| 88 | { |
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| 89 | ro.indexData = indexData; |
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| 90 | } |
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| 91 | ro.operationType = operationType; |
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| 92 | ro.vertexData = useSharedVertices? parent->sharedVertexData : vertexData; |
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| 93 | |
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| 94 | } |
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| 95 | //----------------------------------------------------------------------- |
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| 96 | void SubMesh::addBoneAssignment(const VertexBoneAssignment& vertBoneAssign) |
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| 97 | { |
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| 98 | if (useSharedVertices) |
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| 99 | { |
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| 100 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "This SubMesh uses shared geometry, you " |
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| 101 | "must assign bones to the Mesh, not the SubMesh", "SubMesh.addBoneAssignment"); |
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| 102 | } |
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| 103 | mBoneAssignments.insert( |
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| 104 | VertexBoneAssignmentList::value_type(vertBoneAssign.vertexIndex, vertBoneAssign)); |
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| 105 | mBoneAssignmentsOutOfDate = true; |
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| 106 | } |
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| 107 | //----------------------------------------------------------------------- |
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| 108 | void SubMesh::clearBoneAssignments(void) |
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| 109 | { |
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| 110 | mBoneAssignments.clear(); |
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| 111 | mBoneAssignmentsOutOfDate = true; |
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| 112 | } |
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| 113 | |
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| 114 | //----------------------------------------------------------------------- |
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| 115 | void SubMesh::_compileBoneAssignments(void) |
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| 116 | { |
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| 117 | unsigned short maxBones = |
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| 118 | parent->_rationaliseBoneAssignments(vertexData->vertexCount, mBoneAssignments); |
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| 119 | |
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| 120 | if (maxBones != 0) |
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| 121 | { |
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| 122 | parent->compileBoneAssignments(mBoneAssignments, maxBones, |
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| 123 | blendIndexToBoneIndexMap, vertexData); |
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| 124 | } |
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| 125 | |
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| 126 | mBoneAssignmentsOutOfDate = false; |
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| 127 | } |
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| 128 | //--------------------------------------------------------------------- |
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| 129 | SubMesh::BoneAssignmentIterator SubMesh::getBoneAssignmentIterator(void) |
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| 130 | { |
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| 131 | return BoneAssignmentIterator(mBoneAssignments.begin(), |
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| 132 | mBoneAssignments.end()); |
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| 133 | } |
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| 134 | //--------------------------------------------------------------------- |
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| 135 | SubMesh::AliasTextureIterator SubMesh::getAliasTextureIterator(void) const |
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| 136 | { |
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| 137 | return AliasTextureIterator(mTextureAliases.begin(), |
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| 138 | mTextureAliases.end()); |
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| 139 | } |
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| 140 | //--------------------------------------------------------------------- |
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| 141 | void SubMesh::addTextureAlias(const String& aliasName, const String& textureName) |
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| 142 | { |
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| 143 | mTextureAliases[aliasName] = textureName; |
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| 144 | } |
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| 145 | //--------------------------------------------------------------------- |
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| 146 | void SubMesh::removeTextureAlias(const String& aliasName) |
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| 147 | { |
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| 148 | mTextureAliases.erase(aliasName); |
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| 149 | } |
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| 150 | //--------------------------------------------------------------------- |
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| 151 | void SubMesh::removeAllTextureAliases(void) |
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| 152 | { |
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| 153 | mTextureAliases.clear(); |
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| 154 | } |
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| 155 | //--------------------------------------------------------------------- |
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| 156 | bool SubMesh::updateMaterialUsingTextureAliases(void) |
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| 157 | { |
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| 158 | bool newMaterialCreated = false; |
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| 159 | // if submesh has texture aliases |
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| 160 | // ask the material manager if the current summesh material exists |
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| 161 | if (hasTextureAliases() && MaterialManager::getSingleton().resourceExists(mMaterialName)) |
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| 162 | { |
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| 163 | // get the current submesh material |
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| 164 | MaterialPtr material = MaterialManager::getSingleton().getByName( mMaterialName ); |
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| 165 | // get test result for if change will occur when the texture aliases are applied |
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| 166 | if (material->applyTextureAliases(mTextureAliases, false)) |
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| 167 | { |
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| 168 | // material textures will be changed so copy material, |
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| 169 | // new material name is old material name + index |
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| 170 | // check with material manager and find a unique name |
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| 171 | size_t index = 0; |
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| 172 | String newMaterialName = mMaterialName + "_" + StringConverter::toString(index); |
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| 173 | while (MaterialManager::getSingleton().resourceExists(newMaterialName)) |
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| 174 | { |
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| 175 | // increment index for next name |
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| 176 | newMaterialName = mMaterialName + "_" + StringConverter::toString(++index); |
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| 177 | } |
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| 178 | |
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| 179 | Ogre::MaterialPtr newMaterial = Ogre::MaterialManager::getSingleton().create( |
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| 180 | newMaterialName, material->getGroup()); |
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| 181 | // copy parent material details to new material |
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| 182 | material->copyDetailsTo(newMaterial); |
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| 183 | // apply texture aliases to new material |
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| 184 | newMaterial->applyTextureAliases(mTextureAliases); |
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| 185 | // place new material name in submesh |
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| 186 | setMaterialName(newMaterialName); |
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| 187 | newMaterialCreated = true; |
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| 188 | } |
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| 189 | } |
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| 190 | |
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| 191 | return newMaterialCreated; |
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| 192 | } |
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| 193 | //--------------------------------------------------------------------- |
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| 194 | void SubMesh::removeLodLevels(void) |
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| 195 | { |
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| 196 | ProgressiveMesh::LODFaceList::iterator lodi, lodend; |
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| 197 | lodend = mLodFaceList.end(); |
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| 198 | for (lodi = mLodFaceList.begin(); lodi != lodend; ++lodi) |
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| 199 | { |
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| 200 | delete *lodi; |
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| 201 | } |
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| 202 | |
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| 203 | mLodFaceList.clear(); |
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| 204 | |
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| 205 | } |
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| 206 | //--------------------------------------------------------------------- |
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| 207 | VertexAnimationType SubMesh::getVertexAnimationType(void) const |
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| 208 | { |
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| 209 | if(parent->_getAnimationTypesDirty()) |
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| 210 | { |
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| 211 | parent->_determineAnimationTypes(); |
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| 212 | } |
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| 213 | return mVertexAnimationType; |
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| 214 | } |
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| 215 | //--------------------------------------------------------------------- |
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| 216 | /* To find as many points from different domains as we need, |
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| 217 | * such that those domains are from different parts of the mesh, |
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| 218 | * we implement a simplified Heckbert quantization algorithm. |
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| 219 | * |
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| 220 | * This struct is like AxisAlignedBox with some specialized methods |
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| 221 | * for doing quantization. |
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| 222 | */ |
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| 223 | struct Cluster |
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| 224 | { |
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| 225 | Vector3 mMin, mMax; |
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| 226 | std::set<uint32> mIndices; |
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| 227 | |
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| 228 | Cluster () |
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| 229 | { } |
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| 230 | |
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| 231 | bool empty () const |
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| 232 | { |
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| 233 | if (mIndices.empty ()) |
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| 234 | return true; |
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| 235 | if (mMin == mMax) |
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| 236 | return true; |
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| 237 | return false; |
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| 238 | } |
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| 239 | |
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| 240 | float volume () const |
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| 241 | { |
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| 242 | return (mMax.x - mMin.x) * (mMax.y - mMin.y) * (mMax.z - mMin.z); |
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| 243 | } |
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| 244 | |
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| 245 | void extend (float *v) |
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| 246 | { |
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| 247 | if (v [0] < mMin.x) mMin.x = v [0]; |
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| 248 | if (v [1] < mMin.y) mMin.y = v [1]; |
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| 249 | if (v [2] < mMin.z) mMin.z = v [2]; |
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| 250 | if (v [0] > mMax.x) mMax.x = v [0]; |
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| 251 | if (v [1] > mMax.y) mMax.y = v [1]; |
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| 252 | if (v [2] > mMax.z) mMax.z = v [2]; |
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| 253 | } |
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| 254 | |
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| 255 | void computeBBox (const VertexElement *poselem, uint8 *vdata, size_t vsz) |
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| 256 | { |
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| 257 | mMin.x = mMin.y = mMin.z = Math::POS_INFINITY; |
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| 258 | mMax.x = mMax.y = mMax.z = Math::NEG_INFINITY; |
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| 259 | |
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| 260 | for (std::set<uint32>::const_iterator i = mIndices.begin (); |
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| 261 | i != mIndices.end (); ++i) |
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| 262 | { |
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| 263 | float *v; |
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| 264 | poselem->baseVertexPointerToElement (vdata + *i * vsz, &v); |
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| 265 | extend (v); |
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| 266 | } |
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| 267 | } |
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| 268 | |
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| 269 | Cluster split (int split_axis, const VertexElement *poselem, |
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| 270 | uint8 *vdata, size_t vsz) |
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| 271 | { |
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| 272 | Real r = (mMin [split_axis] + mMax [split_axis]) * 0.5; |
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| 273 | Cluster newbox; |
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| 274 | |
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| 275 | // Separate all points that are inside the new bbox |
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| 276 | for (std::set<uint32>::iterator i = mIndices.begin (); |
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| 277 | i != mIndices.end (); ) |
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| 278 | { |
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| 279 | float *v; |
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| 280 | poselem->baseVertexPointerToElement (vdata + *i * vsz, &v); |
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| 281 | if (v [split_axis] > r) |
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| 282 | { |
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| 283 | newbox.mIndices.insert (*i); |
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| 284 | std::set<uint32>::iterator x = i++; |
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| 285 | mIndices.erase(x); |
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| 286 | } |
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| 287 | else |
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| 288 | ++i; |
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| 289 | } |
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| 290 | |
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| 291 | computeBBox (poselem, vdata, vsz); |
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| 292 | newbox.computeBBox (poselem, vdata, vsz); |
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| 293 | |
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| 294 | return newbox; |
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| 295 | } |
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| 296 | }; |
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| 297 | //--------------------------------------------------------------------- |
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| 298 | void SubMesh::generateExtremes(size_t count) |
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| 299 | { |
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| 300 | extremityPoints.clear(); |
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| 301 | |
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| 302 | /* Currently this uses just one criteria: the points must be |
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| 303 | * as far as possible from each other. This at least ensures |
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| 304 | * that the extreme points characterise the submesh as |
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| 305 | * detailed as it's possible. |
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| 306 | */ |
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| 307 | |
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| 308 | uint elsz = indexData->indexBuffer->getType () == HardwareIndexBuffer::IT_32BIT ? |
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| 309 | 4 : 2; |
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| 310 | uint8 *idata = (uint8 *)indexData->indexBuffer->lock ( |
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| 311 | indexData->indexStart * elsz, indexData->indexCount * elsz, |
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| 312 | HardwareIndexBuffer::HBL_READ_ONLY); |
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| 313 | |
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| 314 | VertexData *vert = useSharedVertices ? |
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| 315 | parent->sharedVertexData : vertexData; |
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| 316 | const VertexElement *poselem = vert->vertexDeclaration-> |
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| 317 | findElementBySemantic (VES_POSITION); |
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| 318 | HardwareVertexBufferSharedPtr vbuf = vert->vertexBufferBinding-> |
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| 319 | getBuffer (poselem->getSource ()); |
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| 320 | uint8 *vdata = (uint8 *)vbuf->lock (HardwareBuffer::HBL_READ_ONLY); |
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| 321 | size_t vsz = vbuf->getVertexSize (); |
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| 322 | |
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| 323 | std::vector<Cluster> boxes; |
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| 324 | boxes.reserve (count); |
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| 325 | |
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| 326 | // First of all, find min and max bounding box of the submesh |
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| 327 | boxes.push_back (Cluster ()); |
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| 328 | for (size_t i = 0; i < indexData->indexCount; i++) |
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| 329 | { |
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| 330 | int idx = (elsz == 2) ? ((uint16 *)idata) [i] : ((uint32 *)idata) [i]; |
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| 331 | boxes [0].mIndices.insert (idx); |
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| 332 | } |
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| 333 | |
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| 334 | boxes [0].computeBBox (poselem, vdata, vsz); |
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| 335 | |
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| 336 | // Remember the geometrical center of the submesh |
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| 337 | Vector3 center = (boxes [0].mMax + boxes [0].mMin) * 0.5; |
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| 338 | |
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| 339 | // Ok, now loop until we have as many boxes, as we need extremes |
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| 340 | while (boxes.size () < count) |
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| 341 | { |
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| 342 | // Find the largest box with more than one vertex :) |
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| 343 | Cluster *split_box = NULL; |
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| 344 | Real split_volume = -1; |
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| 345 | for (std::vector<Cluster>::iterator b = boxes.begin (); |
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| 346 | b != boxes.end (); ++b) |
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| 347 | { |
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| 348 | if (b->empty ()) |
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| 349 | continue; |
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| 350 | Real v = b->volume (); |
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| 351 | if (v > split_volume) |
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| 352 | { |
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| 353 | split_volume = v; |
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| 354 | split_box = &*b; |
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| 355 | } |
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| 356 | } |
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| 357 | |
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| 358 | // If we don't have what to split, break |
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| 359 | if (!split_box) |
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| 360 | break; |
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| 361 | |
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| 362 | // Find the coordinate axis to split the box into two |
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| 363 | int split_axis = 0; |
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| 364 | Real split_length = split_box->mMax.x - split_box->mMin.x; |
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| 365 | for (int i = 1; i < 3; i++) |
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| 366 | { |
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| 367 | Real l = split_box->mMax [i] - split_box->mMin [i]; |
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| 368 | if (l > split_length) |
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| 369 | { |
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| 370 | split_length = l; |
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| 371 | split_axis = i; |
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| 372 | } |
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| 373 | } |
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| 374 | |
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| 375 | // Now split the box into halves |
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| 376 | boxes.push_back (split_box->split (split_axis, poselem, vdata, vsz)); |
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| 377 | } |
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| 378 | |
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| 379 | // Fine, now from every cluster choose the vertex that is most |
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| 380 | // distant from the geometrical center and from other extremes. |
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| 381 | for (std::vector<Cluster>::const_iterator b = boxes.begin (); |
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| 382 | b != boxes.end (); ++b) |
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| 383 | { |
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| 384 | Real rating = 0; |
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| 385 | Vector3 best_vertex; |
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| 386 | |
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| 387 | for (std::set<uint32>::const_iterator i = b->mIndices.begin (); |
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| 388 | i != b->mIndices.end (); ++i) |
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| 389 | { |
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| 390 | float *v; |
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| 391 | poselem->baseVertexPointerToElement (vdata + *i * vsz, &v); |
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| 392 | |
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| 393 | Vector3 vv (v [0], v [1], v [2]); |
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| 394 | Real r = (vv - center).squaredLength (); |
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| 395 | |
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| 396 | for (std::vector<Vector3>::const_iterator e = extremityPoints.begin (); |
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| 397 | e != extremityPoints.end (); ++e) |
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| 398 | r += (*e - vv).squaredLength (); |
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| 399 | if (r > rating) |
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| 400 | { |
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| 401 | rating = r; |
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| 402 | best_vertex = vv; |
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| 403 | } |
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| 404 | } |
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| 405 | |
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| 406 | if (rating > 0) |
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| 407 | extremityPoints.push_back (best_vertex); |
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| 408 | } |
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| 409 | |
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| 410 | vbuf->unlock (); |
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| 411 | indexData->indexBuffer->unlock (); |
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| 412 | } |
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| 413 | } |
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| 414 | |
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