#include "debug.h"
#include "log.h"
#include "irrMap.h"
+#include <cmath>
#include <iostream>
#include <IAnimatedMesh.h>
#include <SAnimatedMesh.h>
setMeshBufferColor(mesh->getMeshBuffer(j), color);
}
+template <typename F>
+static void applyToMesh(scene::IMesh *mesh, const F &fn)
+{
+ u16 mc = mesh->getMeshBufferCount();
+ for (u16 j = 0; j < mc; j++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ u32 vertex_count = buf->getVertexCount();
+ char *vertices = reinterpret_cast<char *>(buf->getVertices());
+ for (u32 i = 0; i < vertex_count; i++)
+ fn(reinterpret_cast<video::S3DVertex *>(vertices + i * stride));
+ }
+}
+
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
{
const u32 stride = getVertexPitchFromType(buf->getVertexType());
const video::SColor &colorY,
const video::SColor &colorZ)
{
- if (mesh == NULL)
+ if (!mesh)
return;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- f32 x = fabs(vertex->Normal.X);
- f32 y = fabs(vertex->Normal.Y);
- f32 z = fabs(vertex->Normal.Z);
- if (x >= y && x >= z)
- vertex->Color = colorX;
- else if (y >= z)
- vertex->Color = colorY;
- else
- vertex->Color = colorZ;
- }
- }
+ auto colorizator = [=] (video::S3DVertex *vertex) {
+ f32 x = fabs(vertex->Normal.X);
+ f32 y = fabs(vertex->Normal.Y);
+ f32 z = fabs(vertex->Normal.Z);
+ if (x >= y && x >= z)
+ vertex->Color = colorX;
+ else if (y >= z)
+ vertex->Color = colorY;
+ else
+ vertex->Color = colorZ;
+ };
+ applyToMesh(mesh, colorizator);
}
void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
{
if (!mesh)
return;
+ auto colorizator = [normal, color] (video::S3DVertex *vertex) {
+ if (vertex->Normal == normal)
+ vertex->Color = color;
+ };
+ applyToMesh(mesh, colorizator);
+}
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- if (normal == vertex->Normal) {
- vertex->Color = color;
- }
- }
- }
+template <float v3f::*U, float v3f::*V>
+static void rotateMesh(scene::IMesh *mesh, float degrees)
+{
+ degrees *= M_PI / 180.0f;
+ float c = std::cos(degrees);
+ float s = std::sin(degrees);
+ auto rotator = [c, s] (video::S3DVertex *vertex) {
+ float u = vertex->Pos.*U;
+ float v = vertex->Pos.*V;
+ vertex->Pos.*U = c * u - s * v;
+ vertex->Pos.*V = s * u + c * v;
+ };
+ applyToMesh(mesh, rotator);
}
void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXYBy(degrees);
- }
+ rotateMesh<&v3f::X, &v3f::Y>(mesh, degrees);
}
void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateXZBy(degrees);
- }
+ rotateMesh<&v3f::X, &v3f::Z>(mesh, degrees);
}
void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
{
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Pos.rotateYZBy(degrees);
- }
+ rotateMesh<&v3f::Y, &v3f::Z>(mesh, degrees);
}
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
{
int axisdir = facedir >> 2;
facedir &= 0x03;
-
- u16 mc = mesh->getMeshBufferCount();
- for (u16 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++) {
- video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
- switch (axisdir) {
- case 0:
- if (facedir == 1)
- vertex->Pos.rotateXZBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateXZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXZBy(90);
- break;
- case 1: // z+
- vertex->Pos.rotateYZBy(90);
- if (facedir == 1)
- vertex->Pos.rotateXYBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateXYBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXYBy(-90);
- break;
- case 2: //z-
- vertex->Pos.rotateYZBy(-90);
- if (facedir == 1)
- vertex->Pos.rotateXYBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateXYBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXYBy(90);
- break;
- case 3: //x+
- vertex->Pos.rotateXYBy(-90);
- if (facedir == 1)
- vertex->Pos.rotateYZBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateYZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateYZBy(-90);
- break;
- case 4: //x-
- vertex->Pos.rotateXYBy(90);
- if (facedir == 1)
- vertex->Pos.rotateYZBy(-90);
- else if (facedir == 2)
- vertex->Pos.rotateYZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateYZBy(90);
- break;
- case 5:
- vertex->Pos.rotateXYBy(-180);
- if (facedir == 1)
- vertex->Pos.rotateXZBy(90);
- else if (facedir == 2)
- vertex->Pos.rotateXZBy(180);
- else if (facedir == 3)
- vertex->Pos.rotateXZBy(-90);
- break;
- default:
- break;
- }
- }
+ switch (facedir) {
+ case 1: rotateMeshXZby(mesh, -90); break;
+ case 2: rotateMeshXZby(mesh, 180); break;
+ case 3: rotateMeshXZby(mesh, 90); break;
+ }
+ switch (axisdir) {
+ case 1: rotateMeshYZby(mesh, 90); break; // z+
+ case 2: rotateMeshYZby(mesh, -90); break; // z-
+ case 3: rotateMeshXYby(mesh, -90); break; // x+
+ case 4: rotateMeshXYby(mesh, 90); break; // x-
+ case 5: rotateMeshXYby(mesh, -180); break;
}
}
video::S3DVertex2TCoords *v =
(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
u16 *indices = mesh_buffer->getIndices();
- scene::SMeshBufferTangents *cloned_buffer =
- new scene::SMeshBufferTangents();
+ scene::SMeshBufferLightMap *cloned_buffer =
+ new scene::SMeshBufferLightMap();
cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
mesh_buffer->getIndexCount());
return cloned_buffer;