3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
25 #include <IAnimatedMesh.h>
26 #include <SAnimatedMesh.h>
28 // In Irrlicht 1.8 the signature of ITexture::lock was changed from
29 // (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
30 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
31 #define MY_ETLM_READ_ONLY true
33 #define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
36 inline static void applyShadeFactor(video::SColor& color, float factor)
38 color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
39 color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
40 color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
43 void applyFacesShading(video::SColor &color, const v3f &normal)
46 Some drawtypes have normals set to (0, 0, 0), this must result in
47 maximum brightness: shade factor 1.0.
48 Shade factors for aligned cube faces are:
51 +-X 0.670820 sqrt(0.45)
52 +-Z 0.836660 sqrt(0.7)
54 float x2 = normal.X * normal.X;
55 float y2 = normal.Y * normal.Y;
56 float z2 = normal.Z * normal.Z;
58 applyShadeFactor(color, 0.670820f * x2 + 0.447213f * y2 + 0.836660f * z2);
59 else if ((x2 > 1e-3) || (z2 > 1e-3))
60 applyShadeFactor(color, 0.670820f * x2 + 1.000000f * y2 + 0.836660f * z2);
63 scene::IAnimatedMesh* createCubeMesh(v3f scale)
65 video::SColor c(255,255,255,255);
66 video::S3DVertex vertices[24] =
69 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
70 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
71 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
72 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
74 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
75 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
76 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
77 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
79 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
80 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
81 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
82 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
84 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
85 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
86 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
87 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
89 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
90 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
91 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
92 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
94 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
95 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
96 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
97 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
100 u16 indices[6] = {0,1,2,2,3,0};
102 scene::SMesh *mesh = new scene::SMesh();
103 for (u32 i=0; i<6; ++i)
105 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
106 buf->append(vertices + 4 * i, 4, indices, 6);
107 // Set default material
108 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
109 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
110 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
111 // Add mesh buffer to mesh
112 mesh->addMeshBuffer(buf);
116 scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
118 scaleMesh(anim_mesh, scale); // also recalculates bounding box
122 void scaleMesh(scene::IMesh *mesh, v3f scale)
130 u32 mc = mesh->getMeshBufferCount();
131 for (u32 j = 0; j < mc; j++) {
132 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
133 const u32 stride = getVertexPitchFromType(buf->getVertexType());
134 u32 vertex_count = buf->getVertexCount();
135 u8 *vertices = (u8 *)buf->getVertices();
136 for (u32 i = 0; i < vertex_count; i++)
137 ((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
139 buf->recalculateBoundingBox();
141 // calculate total bounding box
143 bbox = buf->getBoundingBox();
145 bbox.addInternalBox(buf->getBoundingBox());
147 mesh->setBoundingBox(bbox);
150 void translateMesh(scene::IMesh *mesh, v3f vec)
158 u32 mc = mesh->getMeshBufferCount();
159 for (u32 j = 0; j < mc; j++) {
160 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
161 const u32 stride = getVertexPitchFromType(buf->getVertexType());
162 u32 vertex_count = buf->getVertexCount();
163 u8 *vertices = (u8 *)buf->getVertices();
164 for (u32 i = 0; i < vertex_count; i++)
165 ((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
167 buf->recalculateBoundingBox();
169 // calculate total bounding box
171 bbox = buf->getBoundingBox();
173 bbox.addInternalBox(buf->getBoundingBox());
175 mesh->setBoundingBox(bbox);
179 void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
184 u32 mc = mesh->getMeshBufferCount();
185 for (u32 j = 0; j < mc; j++) {
186 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
187 const u32 stride = getVertexPitchFromType(buf->getVertexType());
188 u32 vertex_count = buf->getVertexCount();
189 u8 *vertices = (u8 *)buf->getVertices();
190 for (u32 i = 0; i < vertex_count; i++)
191 ((video::S3DVertex *)(vertices + i * stride))->Color = color;
195 void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
197 const u32 stride = getVertexPitchFromType(buf->getVertexType());
198 u32 vertex_count = buf->getVertexCount();
199 u8 *vertices = (u8 *) buf->getVertices();
200 for (u32 i = 0; i < vertex_count; i++) {
201 video::S3DVertex *vertex = (video::S3DVertex *) (vertices + i * stride);
202 video::SColor *vc = &(vertex->Color);
206 applyFacesShading(*vc, vertex->Normal);
210 void setMeshColorByNormalXYZ(scene::IMesh *mesh,
211 const video::SColor &colorX,
212 const video::SColor &colorY,
213 const video::SColor &colorZ)
218 u16 mc = mesh->getMeshBufferCount();
219 for (u16 j = 0; j < mc; j++) {
220 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
221 const u32 stride = getVertexPitchFromType(buf->getVertexType());
222 u32 vertex_count = buf->getVertexCount();
223 u8 *vertices = (u8 *)buf->getVertices();
224 for (u32 i = 0; i < vertex_count; i++) {
225 video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
226 f32 x = fabs(vertex->Normal.X);
227 f32 y = fabs(vertex->Normal.Y);
228 f32 z = fabs(vertex->Normal.Z);
229 if (x >= y && x >= z)
230 vertex->Color = colorX;
232 vertex->Color = colorY;
234 vertex->Color = colorZ;
239 void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
240 const video::SColor &color)
245 u16 mc = mesh->getMeshBufferCount();
246 for (u16 j = 0; j < mc; j++) {
247 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
248 const u32 stride = getVertexPitchFromType(buf->getVertexType());
249 u32 vertex_count = buf->getVertexCount();
250 u8 *vertices = (u8 *)buf->getVertices();
251 for (u32 i = 0; i < vertex_count; i++) {
252 video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
253 if (normal == vertex->Normal) {
254 vertex->Color = color;
260 void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
262 u16 mc = mesh->getMeshBufferCount();
263 for (u16 j = 0; j < mc; j++) {
264 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
265 const u32 stride = getVertexPitchFromType(buf->getVertexType());
266 u32 vertex_count = buf->getVertexCount();
267 u8 *vertices = (u8 *)buf->getVertices();
268 for (u32 i = 0; i < vertex_count; i++)
269 ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
273 void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
275 u16 mc = mesh->getMeshBufferCount();
276 for (u16 j = 0; j < mc; j++) {
277 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
278 const u32 stride = getVertexPitchFromType(buf->getVertexType());
279 u32 vertex_count = buf->getVertexCount();
280 u8 *vertices = (u8 *)buf->getVertices();
281 for (u32 i = 0; i < vertex_count; i++)
282 ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
286 void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
288 u16 mc = mesh->getMeshBufferCount();
289 for (u16 j = 0; j < mc; j++) {
290 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
291 const u32 stride = getVertexPitchFromType(buf->getVertexType());
292 u32 vertex_count = buf->getVertexCount();
293 u8 *vertices = (u8 *)buf->getVertices();
294 for (u32 i = 0; i < vertex_count; i++)
295 ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
299 void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
301 int axisdir = facedir >> 2;
304 u16 mc = mesh->getMeshBufferCount();
305 for (u16 j = 0; j < mc; j++) {
306 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
307 const u32 stride = getVertexPitchFromType(buf->getVertexType());
308 u32 vertex_count = buf->getVertexCount();
309 u8 *vertices = (u8 *)buf->getVertices();
310 for (u32 i = 0; i < vertex_count; i++) {
311 video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
315 vertex->Pos.rotateXZBy(-90);
316 else if (facedir == 2)
317 vertex->Pos.rotateXZBy(180);
318 else if (facedir == 3)
319 vertex->Pos.rotateXZBy(90);
322 vertex->Pos.rotateYZBy(90);
324 vertex->Pos.rotateXYBy(90);
325 else if (facedir == 2)
326 vertex->Pos.rotateXYBy(180);
327 else if (facedir == 3)
328 vertex->Pos.rotateXYBy(-90);
331 vertex->Pos.rotateYZBy(-90);
333 vertex->Pos.rotateXYBy(-90);
334 else if (facedir == 2)
335 vertex->Pos.rotateXYBy(180);
336 else if (facedir == 3)
337 vertex->Pos.rotateXYBy(90);
340 vertex->Pos.rotateXYBy(-90);
342 vertex->Pos.rotateYZBy(90);
343 else if (facedir == 2)
344 vertex->Pos.rotateYZBy(180);
345 else if (facedir == 3)
346 vertex->Pos.rotateYZBy(-90);
349 vertex->Pos.rotateXYBy(90);
351 vertex->Pos.rotateYZBy(-90);
352 else if (facedir == 2)
353 vertex->Pos.rotateYZBy(180);
354 else if (facedir == 3)
355 vertex->Pos.rotateYZBy(90);
358 vertex->Pos.rotateXYBy(-180);
360 vertex->Pos.rotateXZBy(90);
361 else if (facedir == 2)
362 vertex->Pos.rotateXZBy(180);
363 else if (facedir == 3)
364 vertex->Pos.rotateXZBy(-90);
373 void recalculateBoundingBox(scene::IMesh *src_mesh)
377 for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
378 scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
379 buf->recalculateBoundingBox();
381 bbox = buf->getBoundingBox();
383 bbox.addInternalBox(buf->getBoundingBox());
385 src_mesh->setBoundingBox(bbox);
388 scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
390 scene::SMesh* dst_mesh = new scene::SMesh();
391 for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
392 scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
393 switch (buf->getVertexType()) {
394 case video::EVT_STANDARD: {
395 video::S3DVertex *v =
396 (video::S3DVertex *) buf->getVertices();
397 u16 *indices = (u16*)buf->getIndices();
398 scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
399 temp_buf->append(v, buf->getVertexCount(),
400 indices, buf->getIndexCount());
401 dst_mesh->addMeshBuffer(temp_buf);
405 case video::EVT_2TCOORDS: {
406 video::S3DVertex2TCoords *v =
407 (video::S3DVertex2TCoords *) buf->getVertices();
408 u16 *indices = (u16*)buf->getIndices();
409 scene::SMeshBufferTangents *temp_buf =
410 new scene::SMeshBufferTangents();
411 temp_buf->append(v, buf->getVertexCount(),
412 indices, buf->getIndexCount());
413 dst_mesh->addMeshBuffer(temp_buf);
417 case video::EVT_TANGENTS: {
418 video::S3DVertexTangents *v =
419 (video::S3DVertexTangents *) buf->getVertices();
420 u16 *indices = (u16*)buf->getIndices();
421 scene::SMeshBufferTangents *temp_buf =
422 new scene::SMeshBufferTangents();
423 temp_buf->append(v, buf->getVertexCount(),
424 indices, buf->getIndexCount());
425 dst_mesh->addMeshBuffer(temp_buf);
434 scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
435 const f32 *uv_coords, float expand)
437 scene::SMesh* dst_mesh = new scene::SMesh();
439 for (u16 j = 0; j < 6; j++)
441 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
442 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
443 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
444 dst_mesh->addMeshBuffer(buf);
448 video::SColor c(255,255,255,255);
450 for (std::vector<aabb3f>::const_iterator
452 i != boxes.end(); ++i)
457 box.MinEdge.X -= expand;
458 box.MinEdge.Y -= expand;
459 box.MinEdge.Z -= expand;
460 box.MaxEdge.X += expand;
461 box.MaxEdge.Y += expand;
462 box.MaxEdge.Z += expand;
464 // Compute texture UV coords
465 f32 tx1 = (box.MinEdge.X / BS) + 0.5;
466 f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
467 f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
468 f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
469 f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
470 f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
472 f32 txc_default[24] = {
474 tx1, 1 - tz2, tx2, 1 - tz1,
478 tz1, 1 - ty2, tz2, 1 - ty1,
480 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1,
482 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1,
484 tx1, 1 - ty2, tx2, 1 - ty1,
487 // use default texture UV mapping if not provided
488 const f32 *txc = uv_coords ? uv_coords : txc_default;
490 v3f min = box.MinEdge;
491 v3f max = box.MaxEdge;
493 video::S3DVertex vertices[24] =
496 video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
497 video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
498 video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
499 video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
501 video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
502 video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
503 video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
504 video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
506 video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
507 video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
508 video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
509 video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
511 video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
512 video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
513 video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
514 video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
516 video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
517 video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
518 video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
519 video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
521 video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
522 video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
523 video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
524 video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
527 u16 indices[] = {0,1,2,2,3,0};
529 for(u16 j = 0; j < 24; j += 4)
531 scene::IMeshBuffer *buf = dst_mesh->getMeshBuffer(j / 4);
532 buf->append(vertices + j, 4, indices, 6);
540 core::array<u32> tris;
553 const u16 cachesize = 32;
555 float FindVertexScore(vcache *v)
557 const float CacheDecayPower = 1.5f;
558 const float LastTriScore = 0.75f;
559 const float ValenceBoostScale = 2.0f;
560 const float ValenceBoostPower = 0.5f;
561 const float MaxSizeVertexCache = 32.0f;
563 if (v->NumActiveTris == 0)
565 // No tri needs this vertex!
570 int CachePosition = v->cachepos;
571 if (CachePosition < 0)
573 // Vertex is not in FIFO cache - no score.
577 if (CachePosition < 3)
579 // This vertex was used in the last triangle,
580 // so it has a fixed score.
581 Score = LastTriScore;
585 // Points for being high in the cache.
586 const float Scaler = 1.0f / (MaxSizeVertexCache - 3);
587 Score = 1.0f - (CachePosition - 3) * Scaler;
588 Score = powf(Score, CacheDecayPower);
592 // Bonus points for having a low number of tris still to
593 // use the vert, so we get rid of lone verts quickly.
594 float ValenceBoost = powf(v->NumActiveTris,
596 Score += ValenceBoostScale * ValenceBoost;
602 A specialized LRU cache for the Forsyth algorithm.
609 f_lru(vcache *v, tcache *t): vc(v), tc(t)
611 for (u16 i = 0; i < cachesize; i++)
617 // Adds this vertex index and returns the highest-scoring triangle index
618 u32 add(u16 vert, bool updatetris = false)
622 // Mark existing pos as empty
623 for (u16 i = 0; i < cachesize; i++)
625 if (cache[i] == vert)
627 // Move everything down
628 for (u16 j = i; j; j--)
630 cache[j] = cache[j - 1];
640 if (cache[cachesize-1] != -1)
641 vc[cache[cachesize-1]].cachepos = -1;
643 // Move everything down
644 for (u16 i = cachesize - 1; i; i--)
646 cache[i] = cache[i - 1];
657 // Update cache positions
658 for (u16 i = 0; i < cachesize; i++)
663 vc[cache[i]].cachepos = i;
664 vc[cache[i]].score = FindVertexScore(&vc[cache[i]]);
667 // Update triangle scores
668 for (u16 i = 0; i < cachesize; i++)
673 const u16 trisize = vc[cache[i]].tris.size();
674 for (u16 t = 0; t < trisize; t++)
676 tcache *tri = &tc[vc[cache[i]].tris[t]];
679 vc[tri->ind[0]].score +
680 vc[tri->ind[1]].score +
681 vc[tri->ind[2]].score;
683 if (tri->score > hiscore)
685 hiscore = tri->score;
686 highest = vc[cache[i]].tris[t];
696 s32 cache[cachesize];
702 Vertex cache optimization according to the Forsyth paper:
703 http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
705 The function is thread-safe (read: you can optimize several meshes in different threads)
707 \param mesh Source mesh for the operation. */
708 scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh)
713 scene::SMesh *newmesh = new scene::SMesh();
714 newmesh->BoundingBox = mesh->getBoundingBox();
716 const u32 mbcount = mesh->getMeshBufferCount();
718 for (u32 b = 0; b < mbcount; ++b)
720 const scene::IMeshBuffer *mb = mesh->getMeshBuffer(b);
722 if (mb->getIndexType() != video::EIT_16BIT)
724 //os::Printer::log("Cannot optimize a mesh with 32bit indices", ELL_ERROR);
729 const u32 icount = mb->getIndexCount();
730 const u32 tcount = icount / 3;
731 const u32 vcount = mb->getVertexCount();
732 const u16 *ind = mb->getIndices();
734 vcache *vc = new vcache[vcount];
735 tcache *tc = new tcache[tcount];
740 for (u16 i = 0; i < vcount; i++)
744 vc[i].NumActiveTris = 0;
747 // First pass: count how many times a vert is used
748 for (u32 i = 0; i < icount; i += 3)
750 vc[ind[i]].NumActiveTris++;
751 vc[ind[i + 1]].NumActiveTris++;
752 vc[ind[i + 2]].NumActiveTris++;
754 const u32 tri_ind = i/3;
755 tc[tri_ind].ind[0] = ind[i];
756 tc[tri_ind].ind[1] = ind[i + 1];
757 tc[tri_ind].ind[2] = ind[i + 2];
760 // Second pass: list of each triangle
761 for (u32 i = 0; i < tcount; i++)
763 vc[tc[i].ind[0]].tris.push_back(i);
764 vc[tc[i].ind[1]].tris.push_back(i);
765 vc[tc[i].ind[2]].tris.push_back(i);
770 // Give initial scores
771 for (u16 i = 0; i < vcount; i++)
773 vc[i].score = FindVertexScore(&vc[i]);
775 for (u32 i = 0; i < tcount; i++)
778 vc[tc[i].ind[0]].score +
779 vc[tc[i].ind[1]].score +
780 vc[tc[i].ind[2]].score;
783 switch(mb->getVertexType())
785 case video::EVT_STANDARD:
787 video::S3DVertex *v = (video::S3DVertex *) mb->getVertices();
789 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
790 buf->Material = mb->getMaterial();
792 buf->Vertices.reallocate(vcount);
793 buf->Indices.reallocate(icount);
795 core::map<const video::S3DVertex, const u16> sind; // search index for fast operation
796 typedef core::map<const video::S3DVertex, const u16>::Node snode;
803 if (tc[highest].drawn)
807 for (u32 t = 0; t < tcount; t++)
811 if (tc[t].score > hiscore)
814 hiscore = tc[t].score;
823 // Output the best triangle
824 u16 newind = buf->Vertices.size();
826 snode *s = sind.find(v[tc[highest].ind[0]]);
830 buf->Vertices.push_back(v[tc[highest].ind[0]]);
831 buf->Indices.push_back(newind);
832 sind.insert(v[tc[highest].ind[0]], newind);
837 buf->Indices.push_back(s->getValue());
840 s = sind.find(v[tc[highest].ind[1]]);
844 buf->Vertices.push_back(v[tc[highest].ind[1]]);
845 buf->Indices.push_back(newind);
846 sind.insert(v[tc[highest].ind[1]], newind);
851 buf->Indices.push_back(s->getValue());
854 s = sind.find(v[tc[highest].ind[2]]);
858 buf->Vertices.push_back(v[tc[highest].ind[2]]);
859 buf->Indices.push_back(newind);
860 sind.insert(v[tc[highest].ind[2]], newind);
864 buf->Indices.push_back(s->getValue());
867 vc[tc[highest].ind[0]].NumActiveTris--;
868 vc[tc[highest].ind[1]].NumActiveTris--;
869 vc[tc[highest].ind[2]].NumActiveTris--;
871 tc[highest].drawn = true;
873 for (u16 j = 0; j < 3; j++)
875 vcache *vert = &vc[tc[highest].ind[j]];
876 for (u16 t = 0; t < vert->tris.size(); t++)
878 if (highest == vert->tris[t])
886 lru.add(tc[highest].ind[0]);
887 lru.add(tc[highest].ind[1]);
888 highest = lru.add(tc[highest].ind[2], true);
892 buf->setBoundingBox(mb->getBoundingBox());
893 newmesh->addMeshBuffer(buf);
897 case video::EVT_2TCOORDS:
899 video::S3DVertex2TCoords *v = (video::S3DVertex2TCoords *) mb->getVertices();
901 scene::SMeshBufferLightMap *buf = new scene::SMeshBufferLightMap();
902 buf->Material = mb->getMaterial();
904 buf->Vertices.reallocate(vcount);
905 buf->Indices.reallocate(icount);
907 core::map<const video::S3DVertex2TCoords, const u16> sind; // search index for fast operation
908 typedef core::map<const video::S3DVertex2TCoords, const u16>::Node snode;
915 if (tc[highest].drawn)
919 for (u32 t = 0; t < tcount; t++)
923 if (tc[t].score > hiscore)
926 hiscore = tc[t].score;
935 // Output the best triangle
936 u16 newind = buf->Vertices.size();
938 snode *s = sind.find(v[tc[highest].ind[0]]);
942 buf->Vertices.push_back(v[tc[highest].ind[0]]);
943 buf->Indices.push_back(newind);
944 sind.insert(v[tc[highest].ind[0]], newind);
949 buf->Indices.push_back(s->getValue());
952 s = sind.find(v[tc[highest].ind[1]]);
956 buf->Vertices.push_back(v[tc[highest].ind[1]]);
957 buf->Indices.push_back(newind);
958 sind.insert(v[tc[highest].ind[1]], newind);
963 buf->Indices.push_back(s->getValue());
966 s = sind.find(v[tc[highest].ind[2]]);
970 buf->Vertices.push_back(v[tc[highest].ind[2]]);
971 buf->Indices.push_back(newind);
972 sind.insert(v[tc[highest].ind[2]], newind);
976 buf->Indices.push_back(s->getValue());
979 vc[tc[highest].ind[0]].NumActiveTris--;
980 vc[tc[highest].ind[1]].NumActiveTris--;
981 vc[tc[highest].ind[2]].NumActiveTris--;
983 tc[highest].drawn = true;
985 for (u16 j = 0; j < 3; j++)
987 vcache *vert = &vc[tc[highest].ind[j]];
988 for (u16 t = 0; t < vert->tris.size(); t++)
990 if (highest == vert->tris[t])
998 lru.add(tc[highest].ind[0]);
999 lru.add(tc[highest].ind[1]);
1000 highest = lru.add(tc[highest].ind[2]);
1004 buf->setBoundingBox(mb->getBoundingBox());
1005 newmesh->addMeshBuffer(buf);
1010 case video::EVT_TANGENTS:
1012 video::S3DVertexTangents *v = (video::S3DVertexTangents *) mb->getVertices();
1014 scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
1015 buf->Material = mb->getMaterial();
1017 buf->Vertices.reallocate(vcount);
1018 buf->Indices.reallocate(icount);
1020 core::map<const video::S3DVertexTangents, const u16> sind; // search index for fast operation
1021 typedef core::map<const video::S3DVertexTangents, const u16>::Node snode;
1028 if (tc[highest].drawn)
1032 for (u32 t = 0; t < tcount; t++)
1036 if (tc[t].score > hiscore)
1039 hiscore = tc[t].score;
1048 // Output the best triangle
1049 u16 newind = buf->Vertices.size();
1051 snode *s = sind.find(v[tc[highest].ind[0]]);
1055 buf->Vertices.push_back(v[tc[highest].ind[0]]);
1056 buf->Indices.push_back(newind);
1057 sind.insert(v[tc[highest].ind[0]], newind);
1062 buf->Indices.push_back(s->getValue());
1065 s = sind.find(v[tc[highest].ind[1]]);
1069 buf->Vertices.push_back(v[tc[highest].ind[1]]);
1070 buf->Indices.push_back(newind);
1071 sind.insert(v[tc[highest].ind[1]], newind);
1076 buf->Indices.push_back(s->getValue());
1079 s = sind.find(v[tc[highest].ind[2]]);
1083 buf->Vertices.push_back(v[tc[highest].ind[2]]);
1084 buf->Indices.push_back(newind);
1085 sind.insert(v[tc[highest].ind[2]], newind);
1089 buf->Indices.push_back(s->getValue());
1092 vc[tc[highest].ind[0]].NumActiveTris--;
1093 vc[tc[highest].ind[1]].NumActiveTris--;
1094 vc[tc[highest].ind[2]].NumActiveTris--;
1096 tc[highest].drawn = true;
1098 for (u16 j = 0; j < 3; j++)
1100 vcache *vert = &vc[tc[highest].ind[j]];
1101 for (u16 t = 0; t < vert->tris.size(); t++)
1103 if (highest == vert->tris[t])
1105 vert->tris.erase(t);
1111 lru.add(tc[highest].ind[0]);
1112 lru.add(tc[highest].ind[1]);
1113 highest = lru.add(tc[highest].ind[2]);
1117 buf->setBoundingBox(mb->getBoundingBox());
1118 newmesh->addMeshBuffer(buf);
1127 } // for each meshbuffer