Make all mesh manipulators in mesh.cpp work with any vertex type
authorKahrl <kahrl@gmx.net>
Fri, 15 Jan 2016 01:16:21 +0000 (02:16 +0100)
committerKahrl <kahrl@gmx.net>
Fri, 15 Jan 2016 03:18:32 +0000 (04:18 +0100)
cloneMesh() has to use a switch in order to create a different
mesh buffer type depending on vertex type. (Credit: the new cloneMesh
was written by RealBadAngel.)

To avoid repetitive code, all other methods use getVertexPitchFromType()
to automatically adapt the indexing to the vertex type at runtime.

src/mesh.cpp

index 329b93dc9f22b10276457e1b66810390bcd3ed4d..a800ddf1e773b59b654bd99bc6397d1626a3ca0f 100644 (file)
@@ -206,146 +206,139 @@ void setMeshColorByNormalXYZ(scene::IMesh *mesh,
                const video::SColor &colorY,
                const video::SColor &colorZ)
 {
-       if(mesh == NULL)
+       if (mesh == NULL)
                return;
-       
+
        u16 mc = mesh->getMeshBufferCount();
-       for(u16 j=0; j<mc; j++)
-       {
+       for (u16 j = 0; j < mc; j++) {
                scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-               video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-               u16 vc = buf->getVertexCount();
-               for(u16 i=0; i<vc; i++)
-               {
-                       f32 x = fabs(vertices[i].Normal.X);
-                       f32 y = fabs(vertices[i].Normal.Y);
-                       f32 z = fabs(vertices[i].Normal.Z);
-                       if(x >= y && x >= z)
-                               vertices[i].Color = colorX;
-                       else if(y >= z)
-                               vertices[i].Color = colorY;
+               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
-                               vertices[i].Color = colorZ;
+                               vertex->Color = colorZ;
 
                }
        }
 }
 
-void rotateMeshXYby (scene::IMesh *mesh, f64 degrees) 
-{      
+void rotateMeshXYby(scene::IMesh *mesh, f64 degrees)
+{
        u16 mc = mesh->getMeshBufferCount();
-       for(u16 j = 0; j < mc; j++)
-       {
+       for (u16 j = 0; j < mc; j++) {
                scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-               video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-               u16 vc = buf->getVertexCount();
-               for(u16 i = 0; i < vc; i++)
-               {
-                       vertices[i].Pos.rotateXYBy(degrees);
-               }
+               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);
        }
 }
 
-void rotateMeshXZby (scene::IMesh *mesh, f64 degrees) 
-{      
+void rotateMeshXZby(scene::IMesh *mesh, f64 degrees)
+{
        u16 mc = mesh->getMeshBufferCount();
-       for(u16 j = 0; j < mc; j++)
-       {
+       for (u16 j = 0; j < mc; j++) {
                scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-               video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-               u16 vc = buf->getVertexCount();
-               for(u16 i = 0; i < vc; i++)
-               {
-                       vertices[i].Pos.rotateXZBy(degrees);
-               }
+               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);
        }
 }
 
-void rotateMeshYZby (scene::IMesh *mesh, f64 degrees) 
-{      
+void rotateMeshYZby(scene::IMesh *mesh, f64 degrees)
+{
        u16 mc = mesh->getMeshBufferCount();
-       for(u16 j = 0; j < mc; j++)
-       {
+       for (u16 j = 0; j < mc; j++) {
                scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-               video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-               u16 vc = buf->getVertexCount();
-               for(u16 i = 0; i < vc; i++)
-               {
-                       vertices[i].Pos.rotateYZBy(degrees);
-               }
+               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);
        }
 }
 
 void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir)
-{              
-       int axisdir = facedir>>2;
+{
+       int axisdir = facedir >> 2;
        facedir &= 0x03;
 
        u16 mc = mesh->getMeshBufferCount();
-       for(u16 j = 0; j < mc; j++)
-       {
+       for (u16 j = 0; j < mc; j++) {
                scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-               video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-               u16 vc = buf->getVertexCount();
-               for(u16 i=0; i<vc; i++)
-               {
-                       switch (axisdir)
-                       {
-                       case 0:
-                               if(facedir == 1)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               else if(facedir == 2)
-                                       vertices[i].Pos.rotateXZBy(180);
-                               else if(facedir == 3)
-                                       vertices[i].Pos.rotateXZBy(90);
-                               break;
-                       case 1: // z+
-                               vertices[i].Pos.rotateYZBy(90);
-                               if(facedir == 1)
-                                       vertices[i].Pos.rotateXYBy(90);
-                               else if(facedir == 2)
-                                       vertices[i].Pos.rotateXYBy(180);
-                               else if(facedir == 3)
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               break;
-                       case 2: //z-
-                               vertices[i].Pos.rotateYZBy(-90);
-                               if(facedir == 1)
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               else if(facedir == 2)
-                                       vertices[i].Pos.rotateXYBy(180);
-                               else if(facedir == 3)
-                                       vertices[i].Pos.rotateXYBy(90);
-                               break;
-                       case 3:  //x+
-                               vertices[i].Pos.rotateXYBy(-90);
-                               if(facedir == 1)
-                                       vertices[i].Pos.rotateYZBy(90);
-                               else if(facedir == 2)
-                                       vertices[i].Pos.rotateYZBy(180);
-                               else if(facedir == 3)
-                                       vertices[i].Pos.rotateYZBy(-90);
-                               break;
-                       case 4:  //x-
-                               vertices[i].Pos.rotateXYBy(90);
-                               if(facedir == 1)
-                                       vertices[i].Pos.rotateYZBy(-90);
-                               else if(facedir == 2)
-                                       vertices[i].Pos.rotateYZBy(180);
-                               else if(facedir == 3)
-                                       vertices[i].Pos.rotateYZBy(90);
-                               break;
-                       case 5:
-                               vertices[i].Pos.rotateXYBy(-180);
-                               if(facedir == 1)
-                                       vertices[i].Pos.rotateXZBy(90);
-                               else if(facedir == 2)
-                                       vertices[i].Pos.rotateXZBy(180);
-                               else if(facedir == 3)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               break;
-                       default:
-                               break;
+               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;
                        }
                }
        }
@@ -355,11 +348,10 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
 {
        core::aabbox3d<f32> bbox;
        bbox.reset(0,0,0);
-       for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
-       {
+       for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
                scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
                buf->recalculateBoundingBox();
-               if(j == 0)
+               if (j == 0)
                        bbox = buf->getBoundingBox();
                else
                        bbox.addInternalBox(buf->getBoundingBox());
@@ -370,18 +362,47 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
 scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
 {
        scene::SMesh* dst_mesh = new scene::SMesh();
-       for(u16 j = 0; j < src_mesh->getMeshBufferCount(); j++)
-       {
+       for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
                scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
-               video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-               u16 *indices = (u16*)buf->getIndices();
-               scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
-               temp_buf->append(vertices, buf->getVertexCount(),
-                       indices, buf->getIndexCount());
-               dst_mesh->addMeshBuffer(temp_buf);
-               temp_buf->drop();
+               switch (buf->getVertexType()) {
+                       case video::EVT_STANDARD: {
+                               video::S3DVertex *v =
+                                       (video::S3DVertex *) buf->getVertices();
+                               u16 *indices = (u16*)buf->getIndices();
+                               scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
+                               temp_buf->append(v, buf->getVertexCount(),
+                                       indices, buf->getIndexCount());
+                               dst_mesh->addMeshBuffer(temp_buf);
+                               temp_buf->drop();
+                               break;
+                       }
+                       case video::EVT_2TCOORDS: {
+                               video::S3DVertex2TCoords *v =
+                                       (video::S3DVertex2TCoords *) buf->getVertices();
+                               u16 *indices = (u16*)buf->getIndices();
+                               scene::SMeshBufferTangents *temp_buf =
+                                       new scene::SMeshBufferTangents();
+                               temp_buf->append(v, buf->getVertexCount(),
+                                       indices, buf->getIndexCount());
+                               dst_mesh->addMeshBuffer(temp_buf);
+                               temp_buf->drop();
+                               break;
+                       }
+                       case video::EVT_TANGENTS: {
+                               video::S3DVertexTangents *v =
+                                       (video::S3DVertexTangents *) buf->getVertices();
+                               u16 *indices = (u16*)buf->getIndices();
+                               scene::SMeshBufferTangents *temp_buf =
+                                       new scene::SMeshBufferTangents();
+                               temp_buf->append(v, buf->getVertexCount(),
+                                       indices, buf->getIndexCount());
+                               dst_mesh->addMeshBuffer(temp_buf);
+                               temp_buf->drop();
+                               break;
+                       }
+               }
        }
-       return dst_mesh;                                        
+       return dst_mesh;
 }
 
 scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)