Torque3D/Engine/source/ts/tsMesh.cpp

3124 lines
108 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/tsMesh.h"
#include "ts/tsMeshIntrinsics.h"
#include "ts/tsDecal.h"
#include "ts/tsSortedMesh.h"
#include "ts/tsShape.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsRenderState.h"
#include "ts/tsMaterialList.h"
#include "ts/instancingMatHook.h"
#include "math/mMath.h"
#include "math/mathIO.h"
#include "math/mathUtils.h"
#include "console/console.h"
#include "scene/sceneObject.h"
#include "core/bitRender.h"
#include "collision/convex.h"
#include "collision/optimizedPolyList.h"
#include "core/frameAllocator.h"
#include "platform/profiler.h"
#include "materials/sceneData.h"
#include "materials/materialManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "materials/matInstance.h"
#include "renderInstance/renderPassManager.h"
#include "materials/customMaterialDefinition.h"
#include "gfx/util/triListOpt.h"
#include "util/triRayCheck.h"
#include "opcode/Opcode.h"
#if defined(TORQUE_OS_XENON)
# include "platformXbox/platformXbox.h"
#endif
GFXPrimitiveType drawTypes[] = { GFXTriangleList, GFXTriangleStrip, GFXTriangleFan };
#define getDrawType(a) (drawTypes[a])
// structures used to share data between detail levels...
// used (and valid) during load only
Vector<Point3F*> TSMesh::smVertsList;
Vector<Point3F*> TSMesh::smNormsList;
Vector<U8*> TSMesh::smEncodedNormsList;
Vector<Point2F*> TSMesh::smTVertsList;
Vector<Point2F*> TSMesh::smTVerts2List;
Vector<ColorI*> TSMesh::smColorsList;
Vector<bool> TSMesh::smDataCopied;
Vector<MatrixF*> TSSkinMesh::smInitTransformList;
Vector<S32*> TSSkinMesh::smVertexIndexList;
Vector<S32*> TSSkinMesh::smBoneIndexList;
Vector<F32*> TSSkinMesh::smWeightList;
Vector<S32*> TSSkinMesh::smNodeIndexList;
Vector<Point3F> gNormalStore;
bool TSMesh::smUseTriangles = false; // convert all primitives to triangle lists on load
bool TSMesh::smUseOneStrip = true; // join triangle strips into one long strip on load
S32 TSMesh::smMinStripSize = 1; // smallest number of _faces_ allowed per strip (all else put in tri list)
bool TSMesh::smUseEncodedNormals = false;
const F32 TSMesh::VISIBILITY_EPSILON = 0.0001f;
S32 TSMesh::smMaxInstancingVerts = 200;
// quick function to force object to face camera -- currently throws out roll :(
void tsForceFaceCamera( MatrixF *mat, const Point3F *objScale )
{
Point4F p;
mat->getColumn( 3, &p );
mat->identity();
mat->setColumn( 3, p );
if ( objScale )
{
MatrixF scale( true );
scale.scale( *objScale );
mat->mul( scale );
}
}
//-----------------------------------------------------
// TSMesh render methods
//-----------------------------------------------------
void TSMesh::render( TSVertexBufferHandle &instanceVB, GFXPrimitiveBufferHandle &instancePB )
{
// A TSMesh never uses the instanceVB.
TORQUE_UNUSED( instanceVB );
TORQUE_UNUSED( instancePB );
innerRender( mVB, mPB );
}
void TSMesh::innerRender( TSVertexBufferHandle &vb, GFXPrimitiveBufferHandle &pb )
{
if ( !vb.isValid() || !pb.isValid() )
return;
GFX->setVertexBuffer( vb );
GFX->setPrimitiveBuffer( pb );
for( U32 p = 0; p < primitives.size(); p++ )
GFX->drawPrimitive( p );
}
void TSMesh::render( TSMaterialList *materials,
const TSRenderState &rdata,
bool isSkinDirty,
const Vector<MatrixF> &transforms,
TSVertexBufferHandle &vertexBuffer,
GFXPrimitiveBufferHandle &primitiveBuffer )
{
// These are only used by TSSkinMesh.
TORQUE_UNUSED( isSkinDirty );
TORQUE_UNUSED( transforms );
TORQUE_UNUSED( vertexBuffer );
TORQUE_UNUSED( primitiveBuffer );
// Pass our shared VB.
innerRender( materials, rdata, mVB, mPB );
}
void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata, TSVertexBufferHandle &vb, GFXPrimitiveBufferHandle &pb )
{
PROFILE_SCOPE( TSMesh_InnerRender );
if( vertsPerFrame <= 0 )
return;
F32 meshVisibility = rdata.getFadeOverride() * mVisibility;
if ( meshVisibility < VISIBILITY_EPSILON )
return;
const SceneRenderState *state = rdata.getSceneState();
RenderPassManager *renderPass = state->getRenderPass();
MeshRenderInst *coreRI = renderPass->allocInst<MeshRenderInst>();
coreRI->type = RenderPassManager::RIT_Mesh;
const MatrixF &objToWorld = GFX->getWorldMatrix();
// Sort by the center point or the bounds.
if ( rdata.useOriginSort() )
coreRI->sortDistSq = ( objToWorld.getPosition() - state->getCameraPosition() ).lenSquared();
else
{
Box3F rBox = mBounds;
objToWorld.mul( rBox );
coreRI->sortDistSq = rBox.getSqDistanceToPoint( state->getCameraPosition() );
}
if (getFlags(Billboard))
{
Point3F camPos = state->getDiffuseCameraPosition();
Point3F objPos;
objToWorld.getColumn(3, &objPos);
Point3F targetVector = camPos - objPos;
if(getFlags(BillboardZAxis))
targetVector.z = 0.0f;
targetVector.normalize();
MatrixF orient = MathUtils::createOrientFromDir(targetVector);
orient.setPosition(objPos);
orient.scale(objToWorld.getScale());
coreRI->objectToWorld = renderPass->allocUniqueXform( orient );
}
else
coreRI->objectToWorld = renderPass->allocUniqueXform( objToWorld );
coreRI->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
coreRI->projection = renderPass->allocSharedXform(RenderPassManager::Projection);
AssertFatal( vb.isValid(), "TSMesh::innerRender() - Got invalid vertex buffer!" );
AssertFatal( pb.isValid(), "TSMesh::innerRender() - Got invalid primitive buffer!" );
coreRI->vertBuff = &vb;
coreRI->primBuff = &pb;
coreRI->defaultKey2 = (U32) coreRI->vertBuff;
coreRI->materialHint = rdata.getMaterialHint();
coreRI->visibility = meshVisibility;
coreRI->cubemap = rdata.getCubemap();
// NOTICE: SFXBB is removed and refraction is disabled!
//coreRI->backBuffTex = GFX->getSfxBackBuffer();
for ( S32 i = 0; i < primitives.size(); i++ )
{
const TSDrawPrimitive &draw = primitives[i];
// We need to have a material.
if ( draw.matIndex & TSDrawPrimitive::NoMaterial )
continue;
#ifdef TORQUE_DEBUG
// for inspection if you happen to be running in a debugger and can't do bit
// operations in your head.
S32 triangles = draw.matIndex & TSDrawPrimitive::Triangles;
S32 strip = draw.matIndex & TSDrawPrimitive::Strip;
S32 fan = draw.matIndex & TSDrawPrimitive::Fan;
S32 indexed = draw.matIndex & TSDrawPrimitive::Indexed;
S32 type = draw.matIndex & TSDrawPrimitive::TypeMask;
TORQUE_UNUSED(triangles);
TORQUE_UNUSED(strip);
TORQUE_UNUSED(fan);
TORQUE_UNUSED(indexed);
TORQUE_UNUSED(type);
#endif
const U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
BaseMatInstance *matInst = materials->getMaterialInst( matIndex );
#ifndef TORQUE_OS_MAC
// Get the instancing material if this mesh qualifies.
if ( meshType != SkinMeshType && pb->mPrimitiveArray[i].numVertices < smMaxInstancingVerts )
matInst = InstancingMaterialHook::getInstancingMat( matInst );
#endif
// If we don't have a material instance after the overload then
// there is nothing to render... skip this primitive.
matInst = state->getOverrideMaterial( matInst );
if ( !matInst || !matInst->isValid())
continue;
// If the material needs lights then gather them
// here once and set them on the core render inst.
if ( matInst->isForwardLit() && !coreRI->lights[0] && rdata.getLightQuery() )
rdata.getLightQuery()->getLights( coreRI->lights, 8 );
MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
*ri = *coreRI;
ri->matInst = matInst;
ri->defaultKey = matInst->getStateHint();
ri->primBuffIndex = i;
// Translucent materials need the translucent type.
if ( matInst->getMaterial()->isTranslucent() )
{
ri->type = RenderPassManager::RIT_Translucent;
ri->translucentSort = true;
}
renderPass->addInst( ri );
}
}
const Point3F * TSMesh::getNormals( S32 firstVert )
{
if ( getFlags( UseEncodedNormals ) )
{
gNormalStore.setSize( vertsPerFrame );
for ( S32 i = 0; i < encodedNorms.size(); i++ )
gNormalStore[i] = decodeNormal( encodedNorms[ i + firstVert ] );
return gNormalStore.address();
}
return &norms[firstVert];
}
//-----------------------------------------------------
// TSMesh collision methods
//-----------------------------------------------------
bool TSMesh::buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
{
S32 firstVert = vertsPerFrame * frame, i, base = 0;
// add the verts...
if ( vertsPerFrame )
{
if ( mVertexData.isReady() )
{
OptimizedPolyList* opList = dynamic_cast<OptimizedPolyList*>(polyList);
if ( opList )
{
base = opList->mVertexList.size();
for ( i = 0; i < vertsPerFrame; i++ )
{
// Don't use vertex() method as we want to retain the original indices
OptimizedPolyList::VertIndex vert;
vert.vertIdx = opList->insertPoint( mVertexData[ i + firstVert ].vert() );
vert.normalIdx = opList->insertNormal( mVertexData[ i + firstVert ].normal() );
vert.uv0Idx = opList->insertUV0( mVertexData[ i + firstVert ].tvert() );
if ( mHasTVert2 )
vert.uv1Idx = opList->insertUV1( mVertexData[ i + firstVert ].tvert2() );
opList->mVertexList.push_back( vert );
}
}
else
{
base = polyList->addPointAndNormal( mVertexData[firstVert].vert(), mVertexData[firstVert].normal() );
for ( i = 1; i < vertsPerFrame; i++ )
{
polyList->addPointAndNormal( mVertexData[ i + firstVert ].vert(), mVertexData[ i + firstVert ].normal() );
}
}
}
else
{
OptimizedPolyList* opList = dynamic_cast<OptimizedPolyList*>(polyList);
if ( opList )
{
base = opList->mVertexList.size();
for ( i = 0; i < vertsPerFrame; i++ )
{
// Don't use vertex() method as we want to retain the original indices
OptimizedPolyList::VertIndex vert;
vert.vertIdx = opList->insertPoint( verts[ i + firstVert ] );
vert.normalIdx = opList->insertNormal( norms[ i + firstVert ] );
vert.uv0Idx = opList->insertUV0( tverts[ i + firstVert ] );
if ( mHasTVert2 )
vert.uv1Idx = opList->insertUV1( tverts2[ i + firstVert ] );
opList->mVertexList.push_back( vert );
}
}
else
{
base = polyList->addPointAndNormal( verts[firstVert], norms[firstVert] );
for ( i = 1; i < vertsPerFrame; i++ )
polyList->addPointAndNormal( verts[ i + firstVert ], norms[ i + firstVert ] );
}
}
}
// add the polys...
for ( i = 0; i < primitives.size(); i++ )
{
TSDrawPrimitive & draw = primitives[i];
U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
BaseMatInstance* material = ( materials ? materials->getMaterialInst( matIndex ) : 0 );
// gonna depend on what kind of primitive it is...
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
{
for ( S32 j = 0; j < draw.numElements; )
{
U32 idx0 = base + indices[start + j + 0];
U32 idx1 = base + indices[start + j + 1];
U32 idx2 = base + indices[start + j + 2];
polyList->begin(material,surfaceKey++);
polyList->vertex( idx0 );
polyList->vertex( idx1 );
polyList->vertex( idx2 );
polyList->plane( idx0, idx1, idx2 );
polyList->end();
j += 3;
}
}
else
{
AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::buildPolyList (2)" );
U32 idx0 = base + indices[start + 0];
U32 idx1;
U32 idx2 = base + indices[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = base + indices[start + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
polyList->begin( material, surfaceKey++ );
polyList->vertex( idx0 );
polyList->vertex( idx1 );
polyList->vertex( idx2 );
polyList->plane( idx0, idx1, idx2 );
polyList->end();
}
}
}
return true;
}
bool TSMesh::getFeatures( S32 frame, const MatrixF& mat, const VectorF&, ConvexFeature* cf, U32& )
{
S32 firstVert = vertsPerFrame * frame;
S32 i;
S32 base = cf->mVertexList.size();
for ( i = 0; i < vertsPerFrame; i++ )
{
cf->mVertexList.increment();
mat.mulP( mVertexData[firstVert + i].vert(), &cf->mVertexList.last() );
}
// add the polys...
for ( i = 0; i < primitives.size(); i++ )
{
TSDrawPrimitive & draw = primitives[i];
U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildPolyList (1)" );
// gonna depend on what kind of primitive it is...
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles)
{
for ( S32 j = 0; j < draw.numElements; j += 3 )
{
PlaneF plane( cf->mVertexList[base + indices[start + j + 0]],
cf->mVertexList[base + indices[start + j + 1]],
cf->mVertexList[base + indices[start + j + 2]]);
cf->mFaceList.increment();
cf->mFaceList.last().normal = plane;
cf->mFaceList.last().vertex[0] = base + indices[start + j + 0];
cf->mFaceList.last().vertex[1] = base + indices[start + j + 1];
cf->mFaceList.last().vertex[2] = base + indices[start + j + 2];
for ( U32 l = 0; l < 3; l++ )
{
U32 newEdge0, newEdge1;
U32 zero = base + indices[start + j + l];
U32 one = base + indices[start + j + ((l+1)%3)];
newEdge0 = getMin( zero, one );
newEdge1 = getMax( zero, one );
bool found = false;
for ( S32 k = 0; k < cf->mEdgeList.size(); k++ )
{
if ( cf->mEdgeList[k].vertex[0] == newEdge0 &&
cf->mEdgeList[k].vertex[1] == newEdge1)
{
found = true;
break;
}
}
if ( !found )
{
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = newEdge0;
cf->mEdgeList.last().vertex[1] = newEdge1;
}
}
}
}
else
{
AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::buildPolyList (2)" );
U32 idx0 = base + indices[start + 0];
U32 idx1;
U32 idx2 = base + indices[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = base + indices[start + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
PlaneF plane( cf->mVertexList[idx0],
cf->mVertexList[idx1],
cf->mVertexList[idx2] );
cf->mFaceList.increment();
cf->mFaceList.last().normal = plane;
cf->mFaceList.last().vertex[0] = idx0;
cf->mFaceList.last().vertex[1] = idx1;
cf->mFaceList.last().vertex[2] = idx2;
U32 newEdge0, newEdge1;
newEdge0 = getMin( idx0, idx1 );
newEdge1 = getMax( idx0, idx1 );
bool found = false;
S32 k;
for ( k = 0; k < cf->mEdgeList.size(); k++ )
{
if ( cf->mEdgeList[k].vertex[0] == newEdge0 &&
cf->mEdgeList[k].vertex[1] == newEdge1)
{
found = true;
break;
}
}
if ( !found )
{
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = newEdge0;
cf->mEdgeList.last().vertex[1] = newEdge1;
}
newEdge0 = getMin( idx1, idx2 );
newEdge1 = getMax( idx1, idx2 );
found = false;
for ( k = 0; k < cf->mEdgeList.size(); k++ )
{
if ( cf->mEdgeList[k].vertex[0] == newEdge0 &&
cf->mEdgeList[k].vertex[1] == newEdge1 )
{
found = true;
break;
}
}
if ( !found )
{
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = newEdge0;
cf->mEdgeList.last().vertex[1] = newEdge1;
}
newEdge0 = getMin(idx0, idx2);
newEdge1 = getMax(idx0, idx2);
found = false;
for ( k = 0; k < cf->mEdgeList.size(); k++ )
{
if ( cf->mEdgeList[k].vertex[0] == newEdge0 &&
cf->mEdgeList[k].vertex[1] == newEdge1 )
{
found = true;
break;
}
}
if ( !found )
{
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = newEdge0;
cf->mEdgeList.last().vertex[1] = newEdge1;
}
}
}
}
return false;
}
void TSMesh::support( S32 frame, const Point3F &v, F32 *currMaxDP, Point3F *currSupport )
{
if ( vertsPerFrame == 0 )
return;
U32 waterMark = FrameAllocator::getWaterMark();
F32* pDots = (F32*)FrameAllocator::alloc( sizeof(F32) * vertsPerFrame );
S32 firstVert = vertsPerFrame * frame;
m_point3F_bulk_dot( &v.x,
&mVertexData[firstVert].vert().x,
vertsPerFrame,
mVertexData.vertSize(),
pDots );
F32 localdp = *currMaxDP;
S32 index = -1;
for ( S32 i = 0; i < vertsPerFrame; i++ )
{
if ( pDots[i] > localdp )
{
localdp = pDots[i];
index = i;
}
}
FrameAllocator::setWaterMark(waterMark);
if ( index != -1 )
{
*currMaxDP = localdp;
*currSupport = mVertexData[index + firstVert].vert();
}
}
bool TSMesh::castRay( S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList* materials )
{
if ( planeNormals.empty() )
buildConvexHull(); // if haven't done it yet...
// Keep track of startTime and endTime. They start out at just under 0 and just over 1, respectively.
// As we check against each plane, prune start and end times back to represent current intersection of
// line with all the planes (or rather with all the half-spaces defined by the planes).
// But, instead of explicitly keeping track of startTime and endTime, keep track as numerator and denominator
// so that we can avoid as many divisions as possible.
// F32 startTime = -0.01f;
F32 startNum = -0.01f;
F32 startDen = 1.00f;
// F32 endTime = 1.01f;
F32 endNum = 1.01f;
F32 endDen = 1.00f;
S32 curPlane = 0;
U32 curMaterial = 0;
bool found = false;
// the following block of code is an optimization...
// it isn't necessary if the longer version of the main loop is used
bool tmpFound;
S32 tmpPlane;
F32 sgn = -1.0f;
F32 * pnum = &startNum;
F32 * pden = &startDen;
S32 * pplane = &curPlane;
bool * pfound = &found;
S32 startPlane = frame * planesPerFrame;
for ( S32 i = startPlane; i < startPlane + planesPerFrame; i++ )
{
// if start & end outside, no collision
// if start & end inside, continue
// if start outside, end inside, or visa versa, find intersection of line with plane
// then update intersection of line with hull (using startTime and endTime)
F32 dot1 = mDot( planeNormals[i], start ) - planeConstants[i];
F32 dot2 = mDot( planeNormals[i], end) - planeConstants[i];
if ( dot1 * dot2 > 0.0f )
{
// same side of the plane...which side -- dot==0 considered inside
if ( dot1 > 0.0f )
return false; // start and end outside of this plane, no collision
// start and end inside plane, continue
continue;
}
//AssertFatal( dot1 / ( dot1 - dot2 ) >= 0.0f && dot1 / ( dot1 - dot2 ) <= 1.0f,"TSMesh::castRay (1)" );
// find intersection (time) with this plane...
// F32 time = dot1 / (dot1-dot2);
F32 num = mFabs( dot1 );
F32 den = mFabs( dot1 - dot2 );
// the following block of code is an optimized version...
// this can be commented out and the following block of code used instead
// if debugging a problem in this code, that should probably be done
// if you want to see how this works, look at the following block of code,
// not this one...
// Note that this does not get optimized appropriately...it is included this way
// as an idea for future optimization.
if ( sgn * dot1 >= 0 )
{
sgn *= -1.0f;
pnum = (F32*) ((dsize_t)pnum ^ (dsize_t)&endNum ^ (dsize_t)&startNum);
pden = (F32*) ((dsize_t)pden ^ (dsize_t)&endDen ^ (dsize_t)&startDen);
pplane = (S32*) ((dsize_t)pplane ^ (dsize_t)&tmpPlane ^ (dsize_t)&curPlane);
pfound = (bool*) ((dsize_t)pfound ^ (dsize_t)&tmpFound ^ (dsize_t)&found);
}
bool noCollision = num * endDen * sgn < endNum * den * sgn && num * startDen * sgn < startNum * den * sgn;
if (num * *pden * sgn < *pnum * den * sgn && !noCollision)
{
*pnum = num;
*pden = den;
*pplane = i;
*pfound = true;
}
else if ( noCollision )
return false;
// if (dot1<=0.0f)
// {
// // start is inside plane, end is outside...chop off end
// if (num*endDen<endNum*den) // if (time<endTime)
// {
// if (num*startDen<startNum*den) //if (time<startTime)
// // no intersection of line and hull
// return false;
// // endTime = time;
// endNum = num;
// endDen = den;
// }
// // else, no need to do anything, just continue (we've been more inside than this)
// }
// else // dot2<=0.0f
// {
// // end is inside poly, start is outside...chop off start
// AssertFatal(dot2<=0.0f,"TSMesh::castRay (2)");
// if (num*startDen>startNum*den) // if (time>startTime)
// {
// if (num*endDen>endNum*den) //if (time>endTime)
// // no intersection of line and hull
// return false;
// // startTime = time;
// startNum = num;
// startDen = den;
// curPlane = i;
// curMaterial = planeMaterials[i-startPlane];
// found = true;
// }
// // else, no need to do anything, just continue (we've been more inside than this)
// }
}
// setup rayInfo
if ( found && rayInfo )
{
curMaterial = planeMaterials[ curPlane - startPlane ];
rayInfo->t = (F32)startNum/(F32)startDen; // finally divide...
rayInfo->normal = planeNormals[curPlane];
if (materials && materials->size() > 0)
rayInfo->material = materials->getMaterialInst( curMaterial );
else
rayInfo->material = NULL;
rayInfo->setContactPoint( start, end );
return true;
}
else if ( found )
return true;
// only way to get here is if start is inside hull...
// we could return null and just plug in garbage for the material and normal...
return false;
}
bool TSMesh::castRayRendered( S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList* materials )
{
if( vertsPerFrame <= 0 )
return false;
if( mNumVerts == 0 )
return false;
S32 firstVert = vertsPerFrame * frame;
bool found = false;
F32 best_t = F32_MAX;
U32 bestIdx0 = 0, bestIdx1 = 0, bestIdx2 = 0;
BaseMatInstance* bestMaterial = NULL;
Point3F dir = end - start;
for ( S32 i = 0; i < primitives.size(); i++ )
{
TSDrawPrimitive & draw = primitives[i];
U32 drawStart = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::castRayRendered (1)" );
U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
BaseMatInstance* material = ( materials ? materials->getMaterialInst( matIndex ) : 0 );
U32 idx0, idx1, idx2;
// gonna depend on what kind of primitive it is...
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
{
for ( S32 j = 0; j < draw.numElements-2; j++)
{
idx0 = indices[drawStart + j + 0];
idx1 = indices[drawStart + j + 1];
idx2 = indices[drawStart + j + 2];
F32 cur_t = 0;
Point2F b;
if(castRayTriangle(start, dir, mVertexData[firstVert + idx0].vert(),
mVertexData[firstVert + idx1].vert(), mVertexData[firstVert + idx2].vert(), cur_t, b))
{
if(cur_t < best_t)
{
best_t = cur_t;
bestIdx0 = idx0;
bestIdx1 = idx1;
bestIdx2 = idx2;
bestMaterial = material;
found = true;
}
}
}
}
else
{
AssertFatal( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Strip,"TSMesh::castRayRendered (2)" );
idx0 = indices[drawStart + 0];
idx2 = indices[drawStart + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = indices[drawStart + j];
if ( idx0 == idx1 || idx0 == idx2 || idx1 == idx2 )
continue;
F32 cur_t = 0;
Point2F b;
if(castRayTriangle(start, dir, mVertexData[firstVert + idx0].vert(),
mVertexData[firstVert + idx1].vert(), mVertexData[firstVert + idx2].vert(), cur_t, b))
{
if(cur_t < best_t)
{
best_t = cur_t;
bestIdx0 = firstVert + idx0;
bestIdx1 = firstVert + idx1;
bestIdx2 = firstVert + idx2;
bestMaterial = material;
found = true;
}
}
}
}
}
// setup rayInfo
if ( found && rayInfo )
{
rayInfo->t = best_t;
Point3F normal;
mCross(mVertexData[bestIdx2].vert()-mVertexData[bestIdx0].vert(),mVertexData[bestIdx1].vert()-mVertexData[bestIdx0].vert(),&normal);
if ( mDot( normal, normal ) < 0.001f )
{
mCross( mVertexData[bestIdx0].vert() - mVertexData[bestIdx1].vert(), mVertexData[bestIdx2].vert() - mVertexData[bestIdx1].vert(), &normal );
if ( mDot( normal, normal ) < 0.001f )
{
mCross( mVertexData[bestIdx1].vert() - mVertexData[bestIdx2].vert(), mVertexData[bestIdx0].vert() - mVertexData[bestIdx2].vert(), &normal );
}
}
normal.normalize();
rayInfo->normal = normal;
rayInfo->material = bestMaterial;
rayInfo->setContactPoint( start, end );
return true;
}
else if ( found )
return true;
return false;
}
bool TSMesh::addToHull( U32 idx0, U32 idx1, U32 idx2 )
{
// calculate the normal of this triangle... remember, we lose precision
// when we subtract two large numbers that are very close to each other,
// so depending on how we calculate the normal, we could get a
// different result. so, we will calculate the normal three different
// ways and take the one that gives us the largest vector before we
// normalize.
Point3F normal1, normal2, normal3;
mCross(mVertexData[idx2].vert()-mVertexData[idx0].vert(),mVertexData[idx1].vert()-mVertexData[idx0].vert(),&normal1);
mCross(mVertexData[idx0].vert()-mVertexData[idx1].vert(),mVertexData[idx2].vert()-mVertexData[idx1].vert(),&normal2);
mCross(mVertexData[idx1].vert()-mVertexData[idx2].vert(),mVertexData[idx0].vert()-mVertexData[idx2].vert(),&normal3);
Point3F normal = normal1;
F32 greatestMagSquared = mDot(normal1, normal1);
F32 magSquared = mDot(normal2, normal2);
if (magSquared > greatestMagSquared)
{
normal = normal2;
greatestMagSquared = magSquared;
}
magSquared = mDot(normal3, normal3);
if (magSquared > greatestMagSquared)
{
normal = normal3;
greatestMagSquared = magSquared;
}
if (mDot(normal, normal) < 0.00000001f)
return false;
normal.normalize();
F32 k = mDot( normal, mVertexData[idx0].vert() );
for ( S32 i = 0; i < planeNormals.size(); i++ )
{
if ( mDot( planeNormals[i], normal ) > 0.99f && mFabs( k-planeConstants[i] ) < 0.01f )
return false; // this is a repeat...
}
// new plane, add it to the list...
planeNormals.push_back( normal );
planeConstants.push_back( k );
return true;
}
bool TSMesh::buildConvexHull()
{
// already done, return without error
if ( planeNormals.size() )
return true;
bool error = false;
// should probably only have 1 frame, but just in case...
planesPerFrame = 0;
S32 frame, i, j;
for ( frame = 0; frame < numFrames; frame++ )
{
S32 firstVert = vertsPerFrame * frame;
S32 firstPlane = planeNormals.size();
for ( i = 0; i < primitives.size(); i++ )
{
TSDrawPrimitive & draw = primitives[i];
U32 start = draw.start;
AssertFatal( draw.matIndex & TSDrawPrimitive::Indexed,"TSMesh::buildConvexHull (1)" );
// gonna depend on what kind of primitive it is...
if ( (draw.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
{
for ( j = 0; j < draw.numElements; j += 3 )
if ( addToHull( indices[start + j + 0] + firstVert,
indices[start + j + 1] + firstVert,
indices[start + j + 2] + firstVert ) && frame == 0 )
planeMaterials.push_back( draw.matIndex & TSDrawPrimitive::MaterialMask );
}
else
{
AssertFatal( (draw.matIndex&TSDrawPrimitive::Strip) == TSDrawPrimitive::Strip,"TSMesh::buildConvexHull (2)" );
U32 idx0 = indices[start + 0] + firstVert;
U32 idx1;
U32 idx2 = indices[start + 1] + firstVert;
U32 * nextIdx = &idx1;
for ( j = 2; j < draw.numElements; j++ )
{
*nextIdx = idx2;
// nextIdx = (j%2)==0 ? &idx0 : &idx1;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1 );
idx2 = indices[start + j] + firstVert;
if ( addToHull( idx0, idx1, idx2 ) && frame == 0 )
planeMaterials.push_back( draw.matIndex & TSDrawPrimitive::MaterialMask );
}
}
}
// make sure all the verts on this frame are inside all the planes
for ( i = 0; i < vertsPerFrame; i++ )
for ( j = firstPlane; j < planeNormals.size(); j++ )
if ( mDot( mVertexData[firstVert + i].vert(), planeNormals[j] ) - planeConstants[j] < 0.01 ) // .01 == a little slack
error = true;
if ( frame == 0 )
planesPerFrame = planeNormals.size();
if ( (frame + 1) * planesPerFrame != planeNormals.size() )
{
// eek, not all frames have same number of planes...
while ( (frame + 1) * planesPerFrame > planeNormals.size() )
{
// we're short, duplicate last plane till we match
U32 sz = planeNormals.size();
planeNormals.increment();
planeNormals.last() = planeNormals[sz-1];
planeConstants.increment();
planeConstants.last() = planeConstants[sz-1];
}
while ( (frame + 1) * planesPerFrame < planeNormals.size() )
{
// harsh -- last frame has more than other frames
// duplicate last plane in each frame
for ( S32 k = frame - 1; k >= 0; k-- )
{
planeNormals.insert( k * planesPerFrame + planesPerFrame );
planeNormals[k * planesPerFrame + planesPerFrame] = planeNormals[k * planesPerFrame + planesPerFrame - 1];
planeConstants.insert( k * planesPerFrame + planesPerFrame );
planeConstants[k * planesPerFrame + planesPerFrame] = planeConstants[k * planesPerFrame + planesPerFrame - 1];
if ( k == 0 )
{
planeMaterials.increment();
planeMaterials.last() = planeMaterials[planeMaterials.size() - 2];
}
}
planesPerFrame++;
}
}
AssertFatal( (frame + 1) * planesPerFrame == planeNormals.size(),"TSMesh::buildConvexHull (3)" );
}
return !error;
}
//-----------------------------------------------------
// TSMesh bounds methods
//-----------------------------------------------------
void TSMesh::computeBounds()
{
MatrixF mat(true);
computeBounds( mat, mBounds, -1, &mCenter, &mRadius );
}
void TSMesh::computeBounds( const MatrixF &transform, Box3F &bounds, S32 frame, Point3F *center, F32 *radius )
{
const Point3F *baseVert = NULL;
S32 stride = 0;
S32 numVerts = 0;
if(mVertexData.isReady())
{
baseVert = &mVertexData[0].vert();
stride = mVertexData.vertSize();
if ( frame < 0 )
numVerts = mNumVerts;
else
{
baseVert = &mVertexData[frame * vertsPerFrame].vert();
numVerts = vertsPerFrame;
}
}
else
{
baseVert = verts.address();
stride = sizeof(Point3F);
if ( frame < 0 )
numVerts = verts.size();
else
{
baseVert += frame * vertsPerFrame;
numVerts = vertsPerFrame;
}
}
computeBounds( baseVert, numVerts, stride, transform, bounds, center, radius );
}
void TSMesh::computeBounds( const Point3F *v, S32 numVerts, S32 stride, const MatrixF &transform, Box3F &bounds, Point3F *center, F32 *radius )
{
const U8 *_vb = reinterpret_cast<const U8 *>(v);
if ( !numVerts )
{
bounds.minExtents = Point3F::Zero;
bounds.maxExtents = Point3F::Zero;
if ( center )
*center = Point3F::Zero;
if ( radius )
*radius = 0;
return;
}
S32 i;
Point3F p;
transform.mulP( *v, &bounds.minExtents );
bounds.maxExtents = bounds.minExtents;
for ( i = 0; i < numVerts; i++ )
{
const Point3F &curVert = *reinterpret_cast<const Point3F *>(_vb + i * stride);
transform.mulP( curVert, &p );
bounds.maxExtents.setMax( p );
bounds.minExtents.setMin( p );
}
Point3F c;
if ( !center )
center = &c;
center->x = 0.5f * (bounds.minExtents.x + bounds.maxExtents.x);
center->y = 0.5f * (bounds.minExtents.y + bounds.maxExtents.y);
center->z = 0.5f * (bounds.minExtents.z + bounds.maxExtents.z);
if ( radius )
{
*radius = 0.0f;
for ( i = 0; i < numVerts; i++ )
{
const Point3F &curVert = *reinterpret_cast<const Point3F *>(_vb + i * stride);
transform.mulP( curVert, &p );
p -= *center;
*radius = getMax( *radius, mDot( p, p ) );
}
*radius = mSqrt( *radius );
}
}
//-----------------------------------------------------
S32 TSMesh::getNumPolys() const
{
S32 count = 0;
for ( S32 i = 0; i < primitives.size(); i++ )
{
switch (primitives[i].matIndex & TSDrawPrimitive::TypeMask)
{
case TSDrawPrimitive::Triangles:
count += primitives[i].numElements / 3;
break;
case TSDrawPrimitive::Fan:
count += primitives[i].numElements - 2;
break;
case TSDrawPrimitive::Strip:
// Don't count degenerate triangles
for ( S32 j = primitives[i].start;
j < primitives[i].start+primitives[i].numElements-2;
j++ )
{
if ((indices[j] != indices[j+1]) &&
(indices[j] != indices[j+2]) &&
(indices[j+1] != indices[j+2]))
count++;
}
break;
}
}
return count;
}
//-----------------------------------------------------
TSMesh::TSMesh() : meshType( StandardMeshType )
{
VECTOR_SET_ASSOCIATION( planeNormals );
VECTOR_SET_ASSOCIATION( planeConstants );
VECTOR_SET_ASSOCIATION( planeMaterials );
parentMesh = -1;
mOptTree = NULL;
mOpMeshInterface = NULL;
mOpTris = NULL;
mOpPoints = NULL;
mDynamic = false;
mVisibility = 1.0f;
mHasTVert2 = false;
mHasColor = false;
mNumVerts = 0;
}
//-----------------------------------------------------
// TSMesh destructor
//-----------------------------------------------------
TSMesh::~TSMesh()
{
SAFE_DELETE( mOptTree );
SAFE_DELETE( mOpMeshInterface );
SAFE_DELETE_ARRAY( mOpTris );
SAFE_DELETE_ARRAY( mOpPoints );
mNumVerts = 0;
}
//-----------------------------------------------------
// TSSkinMesh methods
//-----------------------------------------------------
void TSSkinMesh::updateSkin( const Vector<MatrixF> &transforms, TSVertexBufferHandle &instanceVB, GFXPrimitiveBufferHandle &instancePB )
{
PROFILE_SCOPE( TSSkinMesh_UpdateSkin );
AssertFatal(batchDataInitialized, "Batch data not initialized. Call createBatchData() before any skin update is called.");
// set arrays
#if defined(TORQUE_MAX_LIB)
verts.setSize(batchData.initialVerts.size());
norms.setSize(batchData.initialNorms.size());
#else
if ( !batchDataInitialized && encodedNorms.size() )
{
// we co-opt responsibility for updating encoded normals from mesh
gNormalStore.setSize( vertsPerFrame );
for ( S32 i = 0; i < vertsPerFrame; i++ )
gNormalStore[i] = decodeNormal( encodedNorms[i] );
batchData.initialNorms.set( gNormalStore.address(), vertsPerFrame );
}
#endif
static Vector<MatrixF> sBoneTransforms;
sBoneTransforms.setSize( batchData.nodeIndex.size() );
// set up bone transforms
PROFILE_START(TSSkinMesh_UpdateTransforms);
for( S32 i=0; i<batchData.nodeIndex.size(); i++ )
{
S32 node = batchData.nodeIndex[i];
sBoneTransforms[i].mul( transforms[node], batchData.initialTransforms[i] );
}
const MatrixF * matrices = &sBoneTransforms[0];
PROFILE_END();
// Perform skinning
const bool bBatchByVert = !batchData.vertexBatchOperations.empty();
if(bBatchByVert)
{
const Point3F *inVerts = &batchData.initialVerts[0];
const Point3F *inNorms = &batchData.initialNorms[0];
Point3F srcVtx, srcNrm;
AssertFatal( batchData.vertexBatchOperations.size() == batchData.initialVerts.size(), "Assumption failed!" );
register Point3F skinnedVert;
register Point3F skinnedNorm;
for( Vector<BatchData::BatchedVertex>::const_iterator itr = batchData.vertexBatchOperations.begin();
itr != batchData.vertexBatchOperations.end(); itr++ )
{
const BatchData::BatchedVertex &curVert = *itr;
skinnedVert.zero();
skinnedNorm.zero();
for( S32 tOp = 0; tOp < curVert.transformCount; tOp++ )
{
const BatchData::TransformOp &transformOp = curVert.transform[tOp];
const MatrixF& deltaTransform = matrices[transformOp.transformIndex];
deltaTransform.mulP( inVerts[curVert.vertexIndex], &srcVtx );
skinnedVert += ( srcVtx * transformOp.weight );
deltaTransform.mulV( inNorms[curVert.vertexIndex], &srcNrm );
skinnedNorm += srcNrm * transformOp.weight;
}
// Assign results
__TSMeshVertexBase &dest = mVertexData[curVert.vertexIndex];
dest.vert(skinnedVert);
dest.normal(skinnedNorm);
}
}
else // Batch by transform
{
U8 *outPtr = reinterpret_cast<U8 *>(mVertexData.address());
dsize_t outStride = mVertexData.vertSize();
#if defined(USE_MEM_VERTEX_BUFFERS)
// Initialize it if NULL.
// Skinning includes readbacks from memory (argh) so don't allocate with PAGE_WRITECOMBINE
if( instanceVB.isNull() )
instanceVB.set( GFX, outStride, mVertexFormat, mNumVerts, GFXBufferTypeDynamic );
// Grow if needed
if( instanceVB.getPointer()->mNumVerts < mNumVerts )
instanceVB.resize( mNumVerts );
// Lock, and skin directly into the final memory destination
outPtr = (U8 *)instanceVB.lock();
if(!outPtr) return;
#endif
// Set position/normal to zero so we can accumulate
zero_vert_normal_bulk(mNumVerts, outPtr, outStride);
// Iterate over transforms, and perform batch transform x skin_vert
for(Vector<S32>::const_iterator itr = batchData.transformKeys.begin();
itr != batchData.transformKeys.end(); itr++)
{
const S32 boneXfmIdx = *itr;
const BatchData::BatchedTransform &curTransform = *batchData.transformBatchOperations.retreive(boneXfmIdx);
const MatrixF &curBoneMat = matrices[boneXfmIdx];
const S32 numVerts = curTransform.numElements;
// Bulk transform points/normals by this transform
m_matF_x_BatchedVertWeightList(curBoneMat, numVerts, curTransform.alignedMem,
outPtr, outStride);
}
#if defined(USE_MEM_VERTEX_BUFFERS)
instanceVB.unlock();
#endif
}
}
S32 QSORT_CALLBACK _sort_BatchedVertWeight( const void *a, const void *b )
{
// Sort by vertex index
const TSSkinMesh::BatchData::BatchedVertWeight &_a = *reinterpret_cast<const TSSkinMesh::BatchData::BatchedVertWeight *>(a);
const TSSkinMesh::BatchData::BatchedVertWeight &_b = *reinterpret_cast<const TSSkinMesh::BatchData::BatchedVertWeight *>(b);
return ( _a.vidx - _b.vidx );
}
// Batch by vertex is useful to emulate the old skinning, or to build batch data
// sutable for GPU skinning.
//#define _BATCH_BY_VERTEX
void TSSkinMesh::createBatchData()
{
if(batchDataInitialized)
return;
batchDataInitialized = true;
S32 * curVtx = vertexIndex.begin();
S32 * curBone = boneIndex.begin();
F32 * curWeight = weight.begin();
const S32 * endVtx = vertexIndex.end();
// Temp vector to build batch operations
Vector<BatchData::BatchedVertex> batchOperations;
bool issuedWeightWarning = false;
// Build the batch operations
while( curVtx != endVtx )
{
const S32 vidx = *curVtx;
++curVtx;
const S32 midx = *curBone;
++curBone;
const F32 w = *curWeight;
++curWeight;
// Ignore empty weights
if ( vidx < 0 || midx < 0 || w == 0 )
continue;
if( !batchOperations.empty() &&
batchOperations.last().vertexIndex == vidx )
{
AssertFatal( batchOperations.last().transformCount > 0, "Not sure how this happened!" );
S32 opIdx = batchOperations.last().transformCount++;
// Limit the number of weights per bone (keep the N largest influences)
if ( opIdx >= TSSkinMesh::BatchData::maxBonePerVert )
{
if ( !issuedWeightWarning )
{
issuedWeightWarning = true;
Con::warnf( "At least one vertex has too many bone weights - limiting "
"to the largest %d influences (see maxBonePerVert in tsMesh.h).",
TSSkinMesh::BatchData::maxBonePerVert );
}
// Too many weights => find and replace the smallest one
S32 minIndex = 0;
F32 minWeight = batchOperations.last().transform[0].weight;
for ( S32 i = 1; i < batchOperations.last().transformCount; i++ )
{
if ( batchOperations.last().transform[i].weight < minWeight )
{
minWeight = batchOperations.last().transform[i].weight;
minIndex = i;
}
}
opIdx = minIndex;
batchOperations.last().transformCount = TSSkinMesh::BatchData::maxBonePerVert;
}
batchOperations.last().transform[opIdx].transformIndex = midx;
batchOperations.last().transform[opIdx].weight = w;
}
else
{
batchOperations.increment();
batchOperations.last().vertexIndex = vidx;
batchOperations.last().transformCount = 1;
batchOperations.last().transform[0].transformIndex = midx;
batchOperations.last().transform[0].weight = w;
}
//Con::printf( "[%d] transform idx %d, weight %1.5f", vidx, midx, w );
}
//Con::printf("End skin update");
// Normalize vertex weights (force weights for each vert to sum to 1)
if ( issuedWeightWarning )
{
for ( S32 i = 0; i < batchOperations.size(); i++ )
{
BatchData::BatchedVertex& batchOp = batchOperations[i];
// Sum weights for this vertex
F32 invTotalWeight = 0;
for ( S32 j = 0; j < batchOp.transformCount; j++ )
invTotalWeight += batchOp.transform[j].weight;
// Then normalize the vertex weights
invTotalWeight = 1.0f / invTotalWeight;
for ( S32 j = 0; j < batchOp.transformCount; j++ )
batchOp.transform[j].weight *= invTotalWeight;
}
}
#ifdef _BATCH_BY_VERTEX
// Copy data to member, and be done
batchData.vertexBatchOperations.set(batchOperations.address(), batchOperations.size());
// Convert to batch-by-transform, which is better for CPU skinning,
// where-as GPU skinning would data for batch-by-vertex operation
#else
// Iterate the batch-by-vertex, and populate the batch-by-transform structs
for( Vector<BatchData::BatchedVertex>::const_iterator itr = batchOperations.begin();
itr != batchOperations.end(); itr++ )
{
const BatchData::BatchedVertex &curTransform = *itr;
for( S32 i = 0; i < curTransform.transformCount; i++ )
{
const BatchData::TransformOp &transformOp = curTransform.transform[i];
// Find the proper batched transform, and add this vertex/weight to the
// list of verts affected by the transform
BatchData::BatchedTransform *bt = batchData.transformBatchOperations.retreive(transformOp.transformIndex);
if(!bt)
{
bt = new BatchData::BatchedTransform;
batchData.transformBatchOperations.insert(bt, transformOp.transformIndex);
bt->_tmpVec = new Vector<BatchData::BatchedVertWeight>;
batchData.transformKeys.push_back(transformOp.transformIndex);
}
bt->_tmpVec->increment();
bt->_tmpVec->last().vert = batchData.initialVerts[curTransform.vertexIndex];
bt->_tmpVec->last().normal = batchData.initialNorms[curTransform.vertexIndex];
bt->_tmpVec->last().weight = transformOp.weight;
bt->_tmpVec->last().vidx = curTransform.vertexIndex;
}
}
// Now iterate the resulting operations and convert the vectors to aligned
// memory locations
const S32 numBatchOps = batchData.transformKeys.size();
for(S32 i = 0; i < numBatchOps; i++)
{
BatchData::BatchedTransform &curTransform = *batchData.transformBatchOperations.retreive(batchData.transformKeys[i]);
const S32 numVerts = curTransform._tmpVec->size();
// Allocate a chunk of aligned memory and copy in values
curTransform.numElements = numVerts;
curTransform.alignedMem = reinterpret_cast<BatchData::BatchedVertWeight *>(dMalloc_aligned(sizeof(BatchData::BatchedVertWeight) * numVerts, 16));
AssertFatal(curTransform.alignedMem, "Aligned malloc failed! Debug!");
constructArrayInPlace(curTransform.alignedMem, numVerts);
dMemcpy(curTransform.alignedMem, curTransform._tmpVec->address(), numVerts * sizeof(BatchData::BatchedVertWeight));
// Now free the vector memory
delete curTransform._tmpVec;
curTransform._tmpVec = NULL;
}
// Now sort the batch data so that the skin function writes close to linear output
for(S32 i = 0; i < numBatchOps; i++)
{
BatchData::BatchedTransform &curTransform = *batchData.transformBatchOperations.retreive(batchData.transformKeys[i]);
dQsort(curTransform.alignedMem, curTransform.numElements, sizeof(BatchData::BatchedVertWeight), _sort_BatchedVertWeight);
}
#endif
}
void TSSkinMesh::render( TSVertexBufferHandle &instanceVB, GFXPrimitiveBufferHandle &instancePB )
{
innerRender( instanceVB, instancePB );
}
void TSSkinMesh::render( TSMaterialList *materials,
const TSRenderState &rdata,
bool isSkinDirty,
const Vector<MatrixF> &transforms,
TSVertexBufferHandle &vertexBuffer,
GFXPrimitiveBufferHandle &primitiveBuffer )
{
PROFILE_SCOPE(TSSkinMesh_render);
if( mNumVerts == 0 )
return;
// Initialize the vertex data if it needs it
if(!mVertexData.isReady() )
_convertToAlignedMeshData(mVertexData, batchData.initialVerts, batchData.initialNorms);
AssertFatal(mVertexData.size() == mNumVerts, "Vert # mismatch");
// Initialize the skin batch if that isn't ready
if(!batchDataInitialized)
createBatchData();
const bool vertsChanged = vertexBuffer.isNull() || vertexBuffer->mNumVerts != mNumVerts;
const bool primsChanged = primitiveBuffer.isNull() || primitiveBuffer->mIndexCount != indices.size();
if ( primsChanged || vertsChanged || isSkinDirty )
{
// Perform skinning
updateSkin( transforms, vertexBuffer, primitiveBuffer );
// Update GFX vertex buffer
_createVBIB( vertexBuffer, primitiveBuffer );
}
// render...
innerRender( materials, rdata, vertexBuffer, primitiveBuffer );
}
bool TSSkinMesh::buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
{
// UpdateSkin() here may not be needed...
// we don't capture skinned
// verts in the polylist.
// update verts and normals...
//if( !smGlowPass && !smRefractPass )
// updateSkin();
// render...
//Parent::buildPolyList( frame,polyList,surfaceKey, materials );
return false;
}
bool TSSkinMesh::castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials )
{
TORQUE_UNUSED(frame);
TORQUE_UNUSED(start);
TORQUE_UNUSED(end);
TORQUE_UNUSED(rayInfo);
TORQUE_UNUSED(materials);
return false;
}
bool TSSkinMesh::buildConvexHull()
{
return false; // no error, but we don't do anything either...
}
void TSSkinMesh::computeBounds( const MatrixF &transform, Box3F &bounds, S32 frame, Point3F *center, F32 *radius )
{
TORQUE_UNUSED(frame);
if (frame < 0)
{
// Use unskinned verts
TSMesh::computeBounds( batchData.initialVerts.address(), batchData.initialVerts.size(), sizeof(Point3F), transform, bounds, center, radius );
}
else
{
Point3F *vertStart = reinterpret_cast<Point3F *>(mVertexData.address());
TSMesh::computeBounds( vertStart, mVertexData.size(), mVertexData.vertSize(), transform, bounds, center, radius );
}
}
//-----------------------------------------------------
// encoded normals
//-----------------------------------------------------
const Point3F TSMesh::smU8ToNormalTable[] =
{
Point3F( 0.565061f, -0.270644f, -0.779396f ),
Point3F( -0.309804f, -0.731114f, 0.607860f ),
Point3F( -0.867412f, 0.472957f, 0.154619f ),
Point3F( -0.757488f, 0.498188f, -0.421925f ),
Point3F( 0.306834f, -0.915340f, 0.260778f ),
Point3F( 0.098754f, 0.639153f, -0.762713f ),
Point3F( 0.713706f, -0.558862f, -0.422252f ),
Point3F( -0.890431f, -0.407603f, -0.202466f ),
Point3F( 0.848050f, -0.487612f, -0.207475f ),
Point3F( -0.232226f, 0.776855f, 0.585293f ),
Point3F( -0.940195f, 0.304490f, -0.152706f ),
Point3F( 0.602019f, -0.491878f, -0.628991f ),
Point3F( -0.096835f, -0.494354f, -0.863850f ),
Point3F( 0.026630f, -0.323659f, -0.945799f ),
Point3F( 0.019208f, 0.909386f, 0.415510f ),
Point3F( 0.854440f, 0.491730f, 0.167731f ),
Point3F( -0.418835f, 0.866521f, -0.271512f ),
Point3F( 0.465024f, 0.409667f, 0.784809f ),
Point3F( -0.674391f, -0.691087f, -0.259992f ),
Point3F( 0.303858f, -0.869270f, -0.389922f ),
Point3F( 0.991333f, 0.090061f, -0.095640f ),
Point3F( -0.275924f, -0.369550f, 0.887298f ),
Point3F( 0.426545f, -0.465962f, 0.775202f ),
Point3F( -0.482741f, -0.873278f, -0.065920f ),
Point3F( 0.063616f, 0.932012f, -0.356800f ),
Point3F( 0.624786f, -0.061315f, 0.778385f ),
Point3F( -0.530300f, 0.416850f, 0.738253f ),
Point3F( 0.312144f, -0.757028f, -0.573999f ),
Point3F( 0.399288f, -0.587091f, -0.704197f ),
Point3F( -0.132698f, 0.482877f, 0.865576f ),
Point3F( 0.950966f, 0.306530f, 0.041268f ),
Point3F( -0.015923f, -0.144300f, 0.989406f ),
Point3F( -0.407522f, -0.854193f, 0.322925f ),
Point3F( -0.932398f, 0.220464f, 0.286408f ),
Point3F( 0.477509f, 0.876580f, 0.059936f ),
Point3F( 0.337133f, 0.932606f, -0.128796f ),
Point3F( -0.638117f, 0.199338f, 0.743687f ),
Point3F( -0.677454f, 0.445349f, 0.585423f ),
Point3F( -0.446715f, 0.889059f, -0.100099f ),
Point3F( -0.410024f, 0.909168f, 0.072759f ),
Point3F( 0.708462f, 0.702103f, -0.071641f ),
Point3F( -0.048801f, -0.903683f, -0.425411f ),
Point3F( -0.513681f, -0.646901f, 0.563606f ),
Point3F( -0.080022f, 0.000676f, -0.996793f ),
Point3F( 0.066966f, -0.991150f, -0.114615f ),
Point3F( -0.245220f, 0.639318f, -0.728793f ),
Point3F( 0.250978f, 0.855979f, 0.452006f ),
Point3F( -0.123547f, 0.982443f, -0.139791f ),
Point3F( -0.794825f, 0.030254f, -0.606084f ),
Point3F( -0.772905f, 0.547941f, 0.319967f ),
Point3F( 0.916347f, 0.369614f, -0.153928f ),
Point3F( -0.388203f, 0.105395f, 0.915527f ),
Point3F( -0.700468f, -0.709334f, 0.078677f ),
Point3F( -0.816193f, 0.390455f, 0.425880f ),
Point3F( -0.043007f, 0.769222f, -0.637533f ),
Point3F( 0.911444f, 0.113150f, 0.395560f ),
Point3F( 0.845801f, 0.156091f, -0.510153f ),
Point3F( 0.829801f, -0.029340f, 0.557287f ),
Point3F( 0.259529f, 0.416263f, 0.871418f ),
Point3F( 0.231128f, -0.845982f, 0.480515f ),
Point3F( -0.626203f, -0.646168f, 0.436277f ),
Point3F( -0.197047f, -0.065791f, 0.978184f ),
Point3F( -0.255692f, -0.637488f, -0.726794f ),
Point3F( 0.530662f, -0.844385f, -0.073567f ),
Point3F( -0.779887f, 0.617067f, -0.104899f ),
Point3F( 0.739908f, 0.113984f, 0.662982f ),
Point3F( -0.218801f, 0.930194f, -0.294729f ),
Point3F( -0.374231f, 0.818666f, 0.435589f ),
Point3F( -0.720250f, -0.028285f, 0.693137f ),
Point3F( 0.075389f, 0.415049f, 0.906670f ),
Point3F( -0.539724f, -0.106620f, 0.835063f ),
Point3F( -0.452612f, -0.754669f, -0.474991f ),
Point3F( 0.682822f, 0.581234f, -0.442629f ),
Point3F( 0.002435f, -0.618462f, -0.785811f ),
Point3F( -0.397631f, 0.110766f, -0.910835f ),
Point3F( 0.133935f, -0.985438f, 0.104754f ),
Point3F( 0.759098f, -0.608004f, 0.232595f ),
Point3F( -0.825239f, -0.256087f, 0.503388f ),
Point3F( 0.101693f, -0.565568f, 0.818408f ),
Point3F( 0.386377f, 0.793546f, -0.470104f ),
Point3F( -0.520516f, -0.840690f, 0.149346f ),
Point3F( -0.784549f, -0.479672f, 0.392935f ),
Point3F( -0.325322f, -0.927581f, -0.183735f ),
Point3F( -0.069294f, -0.428541f, 0.900861f ),
Point3F( 0.993354f, -0.115023f, -0.004288f ),
Point3F( -0.123896f, -0.700568f, 0.702747f ),
Point3F( -0.438031f, -0.120880f, -0.890795f ),
Point3F( 0.063314f, 0.813233f, 0.578484f ),
Point3F( 0.322045f, 0.889086f, -0.325289f ),
Point3F( -0.133521f, 0.875063f, -0.465228f ),
Point3F( 0.637155f, 0.564814f, 0.524422f ),
Point3F( 0.260092f, -0.669353f, 0.695930f ),
Point3F( 0.953195f, 0.040485f, -0.299634f ),
Point3F( -0.840665f, -0.076509f, 0.536124f ),
Point3F( -0.971350f, 0.202093f, 0.125047f ),
Point3F( -0.804307f, -0.396312f, -0.442749f ),
Point3F( -0.936746f, 0.069572f, 0.343027f ),
Point3F( 0.426545f, -0.465962f, 0.775202f ),
Point3F( 0.794542f, -0.227450f, 0.563000f ),
Point3F( -0.892172f, 0.091169f, -0.442399f ),
Point3F( -0.312654f, 0.541264f, 0.780564f ),
Point3F( 0.590603f, -0.735618f, -0.331743f ),
Point3F( -0.098040f, -0.986713f, 0.129558f ),
Point3F( 0.569646f, 0.283078f, -0.771603f ),
Point3F( 0.431051f, -0.407385f, -0.805129f ),
Point3F( -0.162087f, -0.938749f, -0.304104f ),
Point3F( 0.241533f, -0.359509f, 0.901341f ),
Point3F( -0.576191f, 0.614939f, 0.538380f ),
Point3F( -0.025110f, 0.085740f, 0.996001f ),
Point3F( -0.352693f, -0.198168f, 0.914515f ),
Point3F( -0.604577f, 0.700711f, 0.378802f ),
Point3F( 0.465024f, 0.409667f, 0.784809f ),
Point3F( -0.254684f, -0.030474f, -0.966544f ),
Point3F( -0.604789f, 0.791809f, 0.085259f ),
Point3F( -0.705147f, -0.399298f, 0.585943f ),
Point3F( 0.185691f, 0.017236f, -0.982457f ),
Point3F( 0.044588f, 0.973094f, 0.226052f ),
Point3F( -0.405463f, 0.642367f, 0.650357f ),
Point3F( -0.563959f, 0.599136f, -0.568319f ),
Point3F( 0.367162f, -0.072253f, -0.927347f ),
Point3F( 0.960429f, -0.213570f, -0.178783f ),
Point3F( -0.192629f, 0.906005f, 0.376893f ),
Point3F( -0.199718f, -0.359865f, -0.911378f ),
Point3F( 0.485072f, 0.121233f, -0.866030f ),
Point3F( 0.467163f, -0.874294f, 0.131792f ),
Point3F( -0.638953f, -0.716603f, 0.279677f ),
Point3F( -0.622710f, 0.047813f, -0.780990f ),
Point3F( 0.828724f, -0.054433f, -0.557004f ),
Point3F( 0.130241f, 0.991080f, 0.028245f ),
Point3F( 0.310995f, -0.950076f, -0.025242f ),
Point3F( 0.818118f, 0.275336f, 0.504850f ),
Point3F( 0.676328f, 0.387023f, 0.626733f ),
Point3F( -0.100433f, 0.495114f, -0.863004f ),
Point3F( -0.949609f, -0.240681f, -0.200786f ),
Point3F( -0.102610f, 0.261831f, -0.959644f ),
Point3F( -0.845732f, -0.493136f, 0.203850f ),
Point3F( 0.672617f, -0.738838f, 0.041290f ),
Point3F( 0.380465f, 0.875938f, 0.296613f ),
Point3F( -0.811223f, 0.262027f, -0.522742f ),
Point3F( -0.074423f, -0.775670f, -0.626736f ),
Point3F( -0.286499f, 0.755850f, -0.588735f ),
Point3F( 0.291182f, -0.276189f, -0.915933f ),
Point3F( -0.638117f, 0.199338f, 0.743687f ),
Point3F( 0.439922f, -0.864433f, -0.243359f ),
Point3F( 0.177649f, 0.206919f, 0.962094f ),
Point3F( 0.277107f, 0.948521f, 0.153361f ),
Point3F( 0.507629f, 0.661918f, -0.551523f ),
Point3F( -0.503110f, -0.579308f, -0.641313f ),
Point3F( 0.600522f, 0.736495f, -0.311364f ),
Point3F( -0.691096f, -0.715301f, -0.103592f ),
Point3F( -0.041083f, -0.858497f, 0.511171f ),
Point3F( 0.207773f, -0.480062f, -0.852274f ),
Point3F( 0.795719f, 0.464614f, 0.388543f ),
Point3F( -0.100433f, 0.495114f, -0.863004f ),
Point3F( 0.703249f, 0.065157f, -0.707951f ),
Point3F( -0.324171f, -0.941112f, 0.096024f ),
Point3F( -0.134933f, -0.940212f, 0.312722f ),
Point3F( -0.438240f, 0.752088f, -0.492249f ),
Point3F( 0.964762f, -0.198855f, 0.172311f ),
Point3F( -0.831799f, 0.196807f, 0.519015f ),
Point3F( -0.508008f, 0.819902f, 0.263986f ),
Point3F( 0.471075f, -0.001146f, 0.882092f ),
Point3F( 0.919512f, 0.246162f, -0.306435f ),
Point3F( -0.960050f, 0.279828f, -0.001187f ),
Point3F( 0.110232f, -0.847535f, -0.519165f ),
Point3F( 0.208229f, 0.697360f, 0.685806f ),
Point3F( -0.199680f, -0.560621f, 0.803637f ),
Point3F( 0.170135f, -0.679985f, -0.713214f ),
Point3F( 0.758371f, -0.494907f, 0.424195f ),
Point3F( 0.077734f, -0.755978f, 0.649965f ),
Point3F( 0.612831f, -0.672475f, 0.414987f ),
Point3F( 0.142776f, 0.836698f, -0.528726f ),
Point3F( -0.765185f, 0.635778f, 0.101382f ),
Point3F( 0.669873f, -0.419737f, 0.612447f ),
Point3F( 0.593549f, 0.194879f, 0.780847f ),
Point3F( 0.646930f, 0.752173f, 0.125368f ),
Point3F( 0.837721f, 0.545266f, -0.030127f ),
Point3F( 0.541505f, 0.768070f, 0.341820f ),
Point3F( 0.760679f, -0.365715f, -0.536301f ),
Point3F( 0.381516f, 0.640377f, 0.666605f ),
Point3F( 0.565794f, -0.072415f, -0.821361f ),
Point3F( -0.466072f, -0.401588f, 0.788356f ),
Point3F( 0.987146f, 0.096290f, 0.127560f ),
Point3F( 0.509709f, -0.688886f, -0.515396f ),
Point3F( -0.135132f, -0.988046f, -0.074192f ),
Point3F( 0.600499f, 0.476471f, -0.642166f ),
Point3F( -0.732326f, -0.275320f, -0.622815f ),
Point3F( -0.881141f, -0.470404f, 0.048078f ),
Point3F( 0.051548f, 0.601042f, 0.797553f ),
Point3F( 0.402027f, -0.763183f, 0.505891f ),
Point3F( 0.404233f, -0.208288f, 0.890624f ),
Point3F( -0.311793f, 0.343843f, 0.885752f ),
Point3F( 0.098132f, -0.937014f, 0.335223f ),
Point3F( 0.537158f, 0.830585f, -0.146936f ),
Point3F( 0.725277f, 0.298172f, -0.620538f ),
Point3F( -0.882025f, 0.342976f, -0.323110f ),
Point3F( -0.668829f, 0.424296f, -0.610443f ),
Point3F( -0.408835f, -0.476442f, -0.778368f ),
Point3F( 0.809472f, 0.397249f, -0.432375f ),
Point3F( -0.909184f, -0.205938f, -0.361903f ),
Point3F( 0.866930f, -0.347934f, -0.356895f ),
Point3F( 0.911660f, -0.141281f, -0.385897f ),
Point3F( -0.431404f, -0.844074f, -0.318480f ),
Point3F( -0.950593f, -0.073496f, 0.301614f ),
Point3F( -0.719716f, 0.626915f, -0.298305f ),
Point3F( -0.779887f, 0.617067f, -0.104899f ),
Point3F( -0.475899f, -0.542630f, 0.692151f ),
Point3F( 0.081952f, -0.157248f, -0.984153f ),
Point3F( 0.923990f, -0.381662f, -0.024025f ),
Point3F( -0.957998f, 0.120979f, -0.260008f ),
Point3F( 0.306601f, 0.227975f, -0.924134f ),
Point3F( -0.141244f, 0.989182f, 0.039601f ),
Point3F( 0.077097f, 0.186288f, -0.979466f ),
Point3F( -0.630407f, -0.259801f, 0.731499f ),
Point3F( 0.718150f, 0.637408f, 0.279233f ),
Point3F( 0.340946f, 0.110494f, 0.933567f ),
Point3F( -0.396671f, 0.503020f, -0.767869f ),
Point3F( 0.636943f, -0.245005f, 0.730942f ),
Point3F( -0.849605f, -0.518660f, -0.095724f ),
Point3F( -0.388203f, 0.105395f, 0.915527f ),
Point3F( -0.280671f, -0.776541f, -0.564099f ),
Point3F( -0.601680f, 0.215451f, -0.769131f ),
Point3F( -0.660112f, -0.632371f, -0.405412f ),
Point3F( 0.921096f, 0.284072f, 0.266242f ),
Point3F( 0.074850f, -0.300846f, 0.950731f ),
Point3F( 0.943952f, -0.067062f, 0.323198f ),
Point3F( -0.917838f, -0.254589f, 0.304561f ),
Point3F( 0.889843f, -0.409008f, 0.202219f ),
Point3F( -0.565849f, 0.753721f, -0.334246f ),
Point3F( 0.791460f, 0.555918f, -0.254060f ),
Point3F( 0.261936f, 0.703590f, -0.660568f ),
Point3F( -0.234406f, 0.952084f, 0.196444f ),
Point3F( 0.111205f, 0.979492f, -0.168014f ),
Point3F( -0.869844f, -0.109095f, -0.481113f ),
Point3F( -0.337728f, -0.269701f, -0.901777f ),
Point3F( 0.366793f, 0.408875f, -0.835634f ),
Point3F( -0.098749f, 0.261316f, 0.960189f ),
Point3F( -0.272379f, -0.847100f, 0.456324f ),
Point3F( -0.319506f, 0.287444f, -0.902935f ),
Point3F( 0.873383f, -0.294109f, 0.388203f ),
Point3F( -0.088950f, 0.710450f, 0.698104f ),
Point3F( 0.551238f, -0.786552f, 0.278340f ),
Point3F( 0.724436f, -0.663575f, -0.186712f ),
Point3F( 0.529741f, -0.606539f, 0.592861f ),
Point3F( -0.949743f, -0.282514f, 0.134809f ),
Point3F( 0.155047f, 0.419442f, -0.894443f ),
Point3F( -0.562653f, -0.329139f, -0.758346f ),
Point3F( 0.816407f, -0.576953f, 0.024576f ),
Point3F( 0.178550f, -0.950242f, -0.255266f ),
Point3F( 0.479571f, 0.706691f, 0.520192f ),
Point3F( 0.391687f, 0.559884f, -0.730145f ),
Point3F( 0.724872f, -0.205570f, -0.657496f ),
Point3F( -0.663196f, -0.517587f, -0.540624f ),
Point3F( -0.660054f, -0.122486f, -0.741165f ),
Point3F( -0.531989f, 0.374711f, -0.759328f ),
Point3F( 0.194979f, -0.059120f, 0.979024f )
};
U8 TSMesh::encodeNormal( const Point3F &normal )
{
U8 bestIndex = 0;
F32 bestDot = -10E30f;
for ( U32 i = 0; i < 256; i++ )
{
F32 dot = mDot( normal, smU8ToNormalTable[i] );
if ( dot > bestDot )
{
bestIndex = i;
bestDot = dot;
}
}
return bestIndex;
}
//-----------------------------------------------------
// TSMesh assemble from/ dissemble to memory buffer
//-----------------------------------------------------
#define tsalloc TSShape::smTSAlloc
TSMesh* TSMesh::assembleMesh( U32 meshType, bool skip )
{
static TSMesh tempStandardMesh;
static TSSkinMesh tempSkinMesh;
static TSDecalMesh tempDecalMesh;
static TSSortedMesh tempSortedMesh;
bool justSize = skip || !tsalloc.allocShape32(0); // if this returns NULL, we're just sizing memory block
// a little funny business because we pretend decals are derived from meshes
S32 * ret = NULL;
TSMesh * mesh = NULL;
TSDecalMesh * decal = NULL;
if ( justSize )
{
switch ( meshType )
{
case StandardMeshType :
{
ret = (S32*)&tempStandardMesh;
mesh = &tempStandardMesh;
tsalloc.allocShape32( sizeof(TSMesh) >> 2 );
break;
}
case SkinMeshType :
{
ret = (S32*)&tempSkinMesh;
mesh = &tempSkinMesh;
tsalloc.allocShape32( sizeof(TSSkinMesh) >> 2 );
break;
}
case DecalMeshType :
{
ret = (S32*)&tempDecalMesh;
decal = &tempDecalMesh;
tsalloc.allocShape32( sizeof(TSDecalMesh) >> 2 );
break;
}
case SortedMeshType :
{
ret = (S32*)&tempSortedMesh;
mesh = &tempSortedMesh;
tsalloc.allocShape32( sizeof(TSSortedMesh) >> 2 );
break;
}
}
}
else
{
switch ( meshType )
{
case StandardMeshType :
{
ret = tsalloc.allocShape32( sizeof(TSMesh) >> 2 );
constructInPlace( (TSMesh*)ret );
mesh = (TSMesh*)ret;
break;
}
case SkinMeshType :
{
ret = tsalloc.allocShape32( sizeof(TSSkinMesh) >> 2 );
constructInPlace( (TSSkinMesh*)ret );
mesh = (TSSkinMesh*)ret;
break;
}
case DecalMeshType :
{
ret = tsalloc.allocShape32( sizeof(TSDecalMesh) >> 2 );
constructInPlace((TSDecalMesh*)ret);
decal = (TSDecalMesh*)ret;
break;
}
case SortedMeshType :
{
ret = tsalloc.allocShape32( sizeof(TSSortedMesh) >> 2 );
constructInPlace( (TSSortedMesh*)ret );
mesh = (TSSortedMesh*)ret;
break;
}
}
}
tsalloc.setSkipMode( skip );
if ( mesh )
mesh->assemble( skip );
if ( decal )
decal->assemble( skip );
tsalloc.setSkipMode( false );
return (TSMesh*)ret;
}
void TSMesh::convertToTris( const TSDrawPrimitive *primitivesIn,
const S32 *indicesIn,
S32 numPrimIn,
S32 &numPrimOut,
S32 &numIndicesOut,
TSDrawPrimitive *primitivesOut,
S32 *indicesOut ) const
{
S32 prevMaterial = -99999;
TSDrawPrimitive * newDraw = NULL;
numPrimOut = 0;
numIndicesOut = 0;
for ( S32 i = 0; i < numPrimIn; i++ )
{
S32 newMat = primitivesIn[i].matIndex;
newMat &= ~TSDrawPrimitive::TypeMask;
U32 start = primitivesIn[i].start;
U32 prevStart = (i > 0) ? primitivesIn[i-1].start : start;
U32 numElements = primitivesIn[i].numElements;
// Add a new primitive if changing materials, or if this primitive
// indexes vertices in a different 16-bit range
if ( ( newMat != prevMaterial ) ||
((indicesIn[prevStart] ^ indicesIn[start]) & 0xFFFF0000) )
{
if ( primitivesOut )
{
newDraw = &primitivesOut[numPrimOut];
newDraw->start = numIndicesOut;
newDraw->numElements = 0;
newDraw->matIndex = newMat | TSDrawPrimitive::Triangles;
}
numPrimOut++;
prevMaterial = newMat;
}
// gonna depend on what kind of primitive it is...
if ( (primitivesIn[i].matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles)
{
for ( S32 j = 0; j < numElements; j += 3 )
{
if ( indicesOut )
{
indicesOut[numIndicesOut + 0] = indicesIn[start + j + 0];
indicesOut[numIndicesOut + 1] = indicesIn[start + j + 1];
indicesOut[numIndicesOut + 2] = indicesIn[start + j + 2];
}
if ( newDraw )
newDraw->numElements += 3;
numIndicesOut += 3;
}
}
else
{
U32 idx0 = indicesIn[start + 0];
U32 idx1;
U32 idx2 = indicesIn[start + 1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < numElements; j++ )
{
*nextIdx = idx2;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = indicesIn[start + j];
if ( idx0 == idx1 || idx1 == idx2 || idx2 == idx0 )
continue;
if ( indicesOut )
{
indicesOut[numIndicesOut+0] = idx0;
indicesOut[numIndicesOut+1] = idx1;
indicesOut[numIndicesOut+2] = idx2;
}
if ( newDraw )
newDraw->numElements += 3;
numIndicesOut += 3;
}
}
}
}
void unwindStrip( const S32 * indices, S32 numElements, Vector<S32> &triIndices )
{
U32 idx0 = indices[0];
U32 idx1;
U32 idx2 = indices[1];
U32 * nextIdx = &idx1;
for ( S32 j = 2; j < numElements; j++ )
{
*nextIdx = idx2;
nextIdx = (U32*) ( (dsize_t)nextIdx ^ (dsize_t)&idx0 ^ (dsize_t)&idx1);
idx2 = indices[j];
if ( idx0 == idx1 || idx1 == idx2 || idx2 == idx0 )
continue;
triIndices.push_back( idx0 );
triIndices.push_back( idx1 );
triIndices.push_back( idx2 );
}
}
void TSMesh::convertToSingleStrip( const TSDrawPrimitive *primitivesIn,
const S32 *indicesIn,
S32 numPrimIn,
S32 &numPrimOut,
S32 &numIndicesOut,
TSDrawPrimitive *primitivesOut,
S32 *indicesOut ) const
{
S32 prevMaterial = -99999;
TSDrawPrimitive * newDraw = NULL;
TSDrawPrimitive * newTris = NULL;
Vector<S32> triIndices;
S32 curDrawOut = 0;
numPrimOut = 0;
numIndicesOut = 0;
for ( S32 i = 0; i < numPrimIn; i++ )
{
S32 newMat = primitivesIn[i].matIndex;
U32 start = primitivesIn[i].start;
U32 prevStart = (i > 0) ? primitivesIn[i-1].start : start;
U32 numElements = primitivesIn[i].numElements;
// Add a new primitive if changing materials, or if this primitive
// indexes vertices in a different 16-bit range
if ( ( newMat != prevMaterial ) ||
((indicesIn[prevStart] ^ indicesIn[start]) & 0xFFFF0000) )
{
// before adding the new primitive, transfer triangle indices
if ( triIndices.size() )
{
if ( newTris && indicesOut )
{
newTris->start = numIndicesOut;
newTris->numElements = triIndices.size();
dMemcpy(&indicesOut[numIndicesOut],triIndices.address(),triIndices.size()*sizeof(U32));
}
numIndicesOut += triIndices.size();
triIndices.clear();
newTris = NULL;
}
if ( primitivesOut )
{
newDraw = &primitivesOut[numPrimOut];
newDraw->start = numIndicesOut;
newDraw->numElements = 0;
newDraw->matIndex = newMat;
}
numPrimOut++;
curDrawOut = 0;
prevMaterial = newMat;
}
// gonna depend on what kind of primitive it is...
// from above we know it's the same kind as the one we're building...
if ( (primitivesIn[i].matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles)
{
// triangles primitive...add to it
for ( S32 j = 0; j < numElements; j += 3 )
{
if ( indicesOut )
{
indicesOut[numIndicesOut + 0] = indicesIn[start + j + 0];
indicesOut[numIndicesOut + 1] = indicesIn[start + j + 1];
indicesOut[numIndicesOut + 2] = indicesIn[start + j + 2];
}
if ( newDraw )
newDraw->numElements += 3;
numIndicesOut += 3;
}
}
else
{
// strip primitive...
// if numElements less than smSmallestStripSize, add to triangles...
if ( numElements < smMinStripSize + 2 )
{
// put triangle indices aside until material changes...
if ( triIndices.empty() )
{
// set up for new triangle primitive and add it if we are copying data right now
if ( primitivesOut )
{
newTris = &primitivesOut[numPrimOut];
newTris->matIndex = newMat;
newTris->matIndex &= ~(TSDrawPrimitive::Triangles|TSDrawPrimitive::Strip);
newTris->matIndex |= TSDrawPrimitive::Triangles;
}
numPrimOut++;
}
unwindStrip( indicesIn + start, numElements, triIndices );
}
else
{
// strip primitive...add to it
if ( indicesOut )
{
if ( curDrawOut & 1 )
{
indicesOut[numIndicesOut + 0] = indicesOut[numIndicesOut - 1];
indicesOut[numIndicesOut + 1] = indicesOut[numIndicesOut - 1];
indicesOut[numIndicesOut + 2] = indicesIn[start];
dMemcpy(indicesOut+numIndicesOut+3,indicesIn+start,numElements*sizeof(U32));
}
else if ( curDrawOut )
{
indicesOut[numIndicesOut + 0] = indicesOut[numIndicesOut - 1];
indicesOut[numIndicesOut + 1] = indicesIn[start];
dMemcpy(indicesOut+numIndicesOut+2,indicesIn+start,numElements*sizeof(U32));
}
else
dMemcpy(indicesOut+numIndicesOut,indicesIn+start,numElements*sizeof(U32));
}
S32 added = numElements;
added += curDrawOut ? (curDrawOut&1 ? 3 : 2) : 0;
if ( newDraw )
newDraw->numElements += added;
numIndicesOut += added;
curDrawOut += added;
}
}
}
// spit out tris before leaving
// before adding the new primitive, transfer triangle indices
if ( triIndices.size() )
{
if ( newTris && indicesOut )
{
newTris->start = numIndicesOut;
newTris->numElements = triIndices.size();
dMemcpy(&indicesOut[numIndicesOut],triIndices.address(),triIndices.size()*sizeof(U32));
}
numIndicesOut += triIndices.size();
triIndices.clear();
newTris = NULL;
}
}
// this method does none of the converting that the above methods do, except that small strips are converted
// to triangle lists...
void TSMesh::leaveAsMultipleStrips( const TSDrawPrimitive *primitivesIn,
const S32 *indicesIn,
S32 numPrimIn,
S32 &numPrimOut,
S32 &numIndicesOut,
TSDrawPrimitive *primitivesOut,
S32 *indicesOut ) const
{
S32 prevMaterial = -99999;
TSDrawPrimitive * newDraw = NULL;
Vector<S32> triIndices;
numPrimOut = 0;
numIndicesOut = 0;
for ( S32 i = 0; i < numPrimIn; i++ )
{
S32 newMat = primitivesIn[i].matIndex;
U32 start = primitivesIn[i].start;
U32 prevStart = (i > 0) ? primitivesIn[i-1].start : start;
U32 numElements = primitivesIn[i].numElements;
// Add a new primitive if changing materials, or if this primitive
// indexes vertices in a different 16-bit range
if ( triIndices.size() &&
(( newMat != prevMaterial ) ||
((indicesIn[prevStart] ^ indicesIn[start]) & 0xFFFF0000) ))
{
// material just changed and we have triangles lying around
// add primitive and indices for triangles and clear triIndices
if ( indicesOut )
{
TSDrawPrimitive * newTris = &primitivesOut[numPrimOut];
newTris->matIndex = prevMaterial;
newTris->matIndex &= ~(TSDrawPrimitive::Triangles|TSDrawPrimitive::Strip);
newTris->matIndex |= TSDrawPrimitive::Triangles;
newTris->start = numIndicesOut;
newTris->numElements = triIndices.size();
dMemcpy(&indicesOut[numIndicesOut],triIndices.address(),triIndices.size()*sizeof(U32));
}
numPrimOut++;
numIndicesOut += triIndices.size();
triIndices.clear();
}
// this is a little convoluted because this code was adapted from convertToSingleStrip
// but we will need a new primitive only if it is a triangle primitive coming in
// or we have more elements than the min strip size...
if ( (primitivesIn[i].matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles || numElements>=smMinStripSize+2)
{
if ( primitivesOut )
{
newDraw = &primitivesOut[numPrimOut];
newDraw->start = numIndicesOut;
newDraw->numElements = 0;
newDraw->matIndex = newMat;
}
numPrimOut++;
}
prevMaterial = newMat;
// gonna depend on what kind of primitive it is...
// from above we know it's the same kind as the one we're building...
if ( (primitivesIn[i].matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles)
{
// triangles primitive...add to it
for ( S32 j = 0; j < numElements; j += 3 )
{
if ( indicesOut )
{
indicesOut[numIndicesOut + 0] = indicesIn[start + j + 0];
indicesOut[numIndicesOut + 1] = indicesIn[start + j + 1];
indicesOut[numIndicesOut + 2] = indicesIn[start + j + 2];
}
if ( newDraw )
newDraw->numElements += 3;
numIndicesOut += 3;
}
}
else
{
// strip primitive...
// if numElements less than smSmallestStripSize, add to triangles...
if ( numElements < smMinStripSize + 2 )
// put triangle indices aside until material changes...
unwindStrip( indicesIn + start, numElements, triIndices );
else
{
// strip primitive...add to it
if ( indicesOut )
dMemcpy(indicesOut+numIndicesOut,indicesIn+start,numElements*sizeof(U32));
if ( newDraw )
newDraw->numElements = numElements;
numIndicesOut += numElements;
}
}
}
// spit out tris before leaving
if ( triIndices.size() )
{
// material just changed and we have triangles lying around
// add primitive and indices for triangles and clear triIndices
if ( indicesOut )
{
TSDrawPrimitive *newTris = &primitivesOut[numPrimOut];
newTris->matIndex = prevMaterial;
newTris->matIndex &= ~(TSDrawPrimitive::Triangles|TSDrawPrimitive::Strip);
newTris->matIndex |= TSDrawPrimitive::Triangles;
newTris->start = numIndicesOut;
newTris->numElements = triIndices.size();
dMemcpy(&indicesOut[numIndicesOut],triIndices.address(),triIndices.size()*sizeof(U32));
}
numPrimOut++;
numIndicesOut += triIndices.size();
triIndices.clear();
}
}
// This method retrieves data that is shared (or possibly shared) between different meshes.
// This adds an extra step to the copying of data from the memory buffer to the shape data buffer.
// If we have no parentMesh, then we either return a pointer to the data in the memory buffer
// (in the case that we skip this mesh) or copy the data into the shape data buffer and return
// that pointer (in the case that we don't skip this mesh).
// If we do have a parent mesh, then we return a pointer to the data in the shape buffer,
// copying the data in there ourselves if our parent didn't already do it (i.e., if it was skipped).
S32 * TSMesh::getSharedData32( S32 parentMesh, S32 size, S32 **source, bool skip )
{
S32 * ptr;
if( parentMesh < 0 )
ptr = skip ? tsalloc.getPointer32( size ) : tsalloc.copyToShape32( size );
else
{
ptr = source[parentMesh];
// if we skipped the previous mesh (and we're not skipping this one) then
// we still need to copy points into the shape...
if ( !smDataCopied[parentMesh] && !skip )
{
S32 * tmp = ptr;
ptr = tsalloc.allocShape32( size );
if ( ptr && tmp )
dMemcpy(ptr, tmp, size * sizeof(S32) );
}
}
return ptr;
}
S8 * TSMesh::getSharedData8( S32 parentMesh, S32 size, S8 **source, bool skip )
{
S8 * ptr;
if( parentMesh < 0 )
ptr = skip ? tsalloc.getPointer8( size ) : tsalloc.copyToShape8( size );
else
{
ptr = source[parentMesh];
// if we skipped the previous mesh (and we're not skipping this one) then
// we still need to copy points into the shape...
if ( !smDataCopied[parentMesh] && !skip )
{
S8 * tmp = ptr;
ptr = tsalloc.allocShape8( size );
if ( ptr && tmp )
dMemcpy( ptr, tmp, size * sizeof(S32) );
}
}
return ptr;
}
void TSMesh::createVBIB()
{
AssertFatal( getMeshType() != SkinMeshType, "TSMesh::createVBIB() - Invalid call for skinned mesh type!" );
_createVBIB( mVB, mPB );
}
void TSMesh::_createVBIB( TSVertexBufferHandle &vb, GFXPrimitiveBufferHandle &pb )
{
AssertFatal(mVertexData.isReady(), "Call convertToAlignedMeshData() before calling _createVBIB()");
if ( mNumVerts == 0 || !GFXDevice::devicePresent() )
return;
PROFILE_SCOPE( TSMesh_CreateVBIB );
// Number of verts can change in LOD skinned mesh
const bool vertsChanged = ( vb && vb->mNumVerts < mNumVerts );
#if defined(USE_MEM_VERTEX_BUFFERS)
if(!mDynamic)
{
#endif
// Create the vertex buffer
if( vertsChanged || vb == NULL )
vb.set( GFX, mVertSize, mVertexFormat, mNumVerts, mDynamic ?
#if defined(TORQUE_OS_XENON)
// Skinned meshes still will occasionally re-skin more than once per frame.
// This cannot happen on the Xbox360. Until this issue is resolved, use
// type volatile instead. [1/27/2010 Pat]
GFXBufferTypeVolatile : GFXBufferTypeStatic );
#else
GFXBufferTypeDynamic : GFXBufferTypeStatic );
#endif
// Copy from aligned memory right into GPU memory
U8 *vertData = (U8*)vb.lock();
if(!vertData) return;
#if defined(TORQUE_OS_XENON)
XMemCpyStreaming_WriteCombined( vertData, mVertexData.address(), mVertexData.mem_size() );
#else
dMemcpy( vertData, mVertexData.address(), mVertexData.mem_size() );
#endif
vb.unlock();
#if defined(USE_MEM_VERTEX_BUFFERS)
}
#endif
const bool primsChanged = ( pb.isValid() && pb->mIndexCount != indices.size() );
if( primsChanged || pb.isNull() )
{
// go through and create PrimitiveInfo array
Vector <GFXPrimitive> piArray;
GFXPrimitive pInfo;
U32 primitivesSize = primitives.size();
for ( U32 i = 0; i < primitivesSize; i++ )
{
const TSDrawPrimitive & draw = primitives[i];
GFXPrimitiveType drawType = getDrawType( draw.matIndex >> 30 );
switch( drawType )
{
case GFXTriangleList:
pInfo.type = drawType;
pInfo.numPrimitives = draw.numElements / 3;
pInfo.startIndex = draw.start;
// Use the first index to determine which 16-bit address space we are operating in
pInfo.startVertex = indices[draw.start] & 0xFFFF0000;
pInfo.minIndex = pInfo.startVertex;
pInfo.numVertices = getMin((U32)0x10000, mNumVerts - pInfo.startVertex);
break;
case GFXTriangleStrip:
case GFXTriangleFan:
pInfo.type = drawType;
pInfo.numPrimitives = draw.numElements - 2;
pInfo.startIndex = draw.start;
// Use the first index to determine which 16-bit address space we are operating in
pInfo.startVertex = indices[draw.start] & 0xFFFF0000;
pInfo.minIndex = pInfo.startVertex;
pInfo.numVertices = getMin((U32)0x10000, mNumVerts - pInfo.startVertex);
break;
default:
AssertFatal( false, "WTF?!" );
}
piArray.push_back( pInfo );
}
pb.set( GFX, indices.size(), piArray.size(), GFXBufferTypeStatic );
U16 *ibIndices = NULL;
GFXPrimitive *piInput = NULL;
pb.lock( &ibIndices, &piInput );
dCopyArray( ibIndices, indices.address(), indices.size() );
dMemcpy( piInput, piArray.address(), piArray.size() * sizeof(GFXPrimitive) );
pb.unlock();
}
}
void TSMesh::assemble( bool skip )
{
tsalloc.checkGuard();
numFrames = tsalloc.get32();
numMatFrames = tsalloc.get32();
parentMesh = tsalloc.get32();
tsalloc.get32( (S32*)&mBounds, 6 );
tsalloc.get32( (S32*)&mCenter, 3 );
mRadius = (F32)tsalloc.get32();
S32 numVerts = tsalloc.get32();
S32 *ptr32 = getSharedData32( parentMesh, 3 * numVerts, (S32**)smVertsList.address(), skip );
verts.set( (Point3F*)ptr32, numVerts );
S32 numTVerts = tsalloc.get32();
ptr32 = getSharedData32( parentMesh, 2 * numTVerts, (S32**)smTVertsList.address(), skip );
tverts.set( (Point2F*)ptr32, numTVerts );
if ( TSShape::smReadVersion > 25 )
{
numTVerts = tsalloc.get32();
ptr32 = getSharedData32( parentMesh, 2 * numTVerts, (S32**)smTVerts2List.address(), skip );
tverts2.set( (Point2F*)ptr32, numTVerts );
S32 numVColors = tsalloc.get32();
ptr32 = getSharedData32( parentMesh, numVColors, (S32**)smColorsList.address(), skip );
colors.set( (ColorI*)ptr32, numVColors );
}
S8 *ptr8;
if ( TSShape::smReadVersion > 21 && TSMesh::smUseEncodedNormals)
{
// we have encoded normals and we want to use them...
if ( parentMesh < 0 )
tsalloc.getPointer32( numVerts * 3 ); // advance past norms, don't use
norms.set( NULL, 0 );
ptr8 = getSharedData8( parentMesh, numVerts, (S8**)smEncodedNormsList.address(), skip );
encodedNorms.set( ptr8, numVerts );
}
else if ( TSShape::smReadVersion > 21 )
{
// we have encoded normals but we don't want to use them...
ptr32 = getSharedData32( parentMesh, 3 * numVerts, (S32**)smNormsList.address(), skip );
norms.set( (Point3F*)ptr32, numVerts );
if ( parentMesh < 0 )
tsalloc.getPointer8( numVerts ); // advance past encoded normls, don't use
encodedNorms.set( NULL, 0 );
}
else
{
// no encoded normals...
ptr32 = getSharedData32( parentMesh, 3 * numVerts, (S32**)smNormsList.address(), skip );
norms.set( (Point3F*)ptr32, numVerts );
encodedNorms.set( NULL, 0 );
}
// copy the primitives and indices...how we do this depends on what
// form we want them in when copied...just get pointers to data for now
S32 szPrimIn, szIndIn;
TSDrawPrimitive *primIn;
S32 *indIn;
bool deleteInputArrays = false;
if (TSShape::smReadVersion > 25)
{
// mesh primitives (start, numElements) and indices are stored as 32 bit values
szPrimIn = tsalloc.get32();
primIn = (TSDrawPrimitive*)tsalloc.getPointer32(szPrimIn*3);
szIndIn = tsalloc.get32();
indIn = tsalloc.getPointer32(szIndIn);
}
else
{
// mesh primitives (start, numElements) indices are stored as 16 bit values
szPrimIn = tsalloc.get32();
S16 *prim16 = tsalloc.getPointer16(szPrimIn*2); // primitive: start, numElements
S32 *prim32 = tsalloc.getPointer32(szPrimIn); // primitive: matIndex
szIndIn = tsalloc.get32();
// warn about non-addressable indices
if ( !skip && szIndIn >= 0x10000 )
{
Con::warnf("Mesh contains non-addressable indices, and may not render "
"correctly. Either split this mesh into pieces of no more than 65k "
"unique verts prior to export, or use COLLADA.");
}
S16 *ind16 = tsalloc.getPointer16(szIndIn);
// need to copy to temporary arrays
deleteInputArrays = true;
primIn = new TSDrawPrimitive[szPrimIn];
for (S32 i = 0; i < szPrimIn; i++)
{
primIn[i].start = prim16[i*2];
primIn[i].numElements = prim16[i*2+1];
primIn[i].matIndex = prim32[i];
}
indIn = new S32[szIndIn];
dCopyArray(indIn, ind16, szIndIn);
}
// count the number of output primitives and indices
S32 szPrimOut = szPrimIn, szIndOut = szIndIn;
if (smUseTriangles)
convertToTris(primIn, indIn, szPrimIn, szPrimOut, szIndOut, NULL, NULL);
else if (smUseOneStrip)
convertToSingleStrip(primIn, indIn, szPrimIn, szPrimOut, szIndOut, NULL, NULL);
else
leaveAsMultipleStrips(primIn, indIn, szPrimIn, szPrimOut, szIndOut, NULL, NULL);
// allocate enough space for the new primitives and indices (all 32 bits)
TSDrawPrimitive *primOut = (TSDrawPrimitive*)tsalloc.allocShape32(3*szPrimOut);
S32 *indOut = tsalloc.allocShape32(szIndOut);
// copy output primitives and indices
S32 chkPrim = szPrimOut, chkInd = szIndOut;
if (smUseTriangles)
convertToTris(primIn, indIn, szPrimIn, chkPrim, chkInd, primOut, indOut);
else if (smUseOneStrip)
convertToSingleStrip(primIn, indIn, szPrimIn, chkPrim, chkInd, primOut, indOut);
else
leaveAsMultipleStrips(primIn, indIn, szPrimIn, chkPrim, chkInd, primOut, indOut);
AssertFatal(chkPrim==szPrimOut && chkInd==szIndOut,"TSMesh::primitive conversion");
// store output
primitives.set(primOut, szPrimOut);
indices.set(indOut, szIndOut);
// delete temporary arrays if necessary
if (deleteInputArrays)
{
delete [] primIn;
delete [] indIn;
}
S32 sz = tsalloc.get32();
tsalloc.getPointer16( sz ); // skip deprecated merge indices
tsalloc.align32();
vertsPerFrame = tsalloc.get32();
U32 flags = (U32)tsalloc.get32();
if ( encodedNorms.size() )
flags |= UseEncodedNormals;
setFlags( flags );
tsalloc.checkGuard();
if ( tsalloc.allocShape32( 0 ) && TSShape::smReadVersion < 19 )
computeBounds(); // only do this if we copied the data...
if(getMeshType() != SkinMeshType)
createTangents(verts, norms);
}
void TSMesh::disassemble()
{
tsalloc.setGuard();
tsalloc.set32( numFrames );
tsalloc.set32( numMatFrames );
tsalloc.set32( parentMesh );
tsalloc.copyToBuffer32( (S32*)&mBounds, 6 );
tsalloc.copyToBuffer32( (S32*)&mCenter, 3 );
tsalloc.set32( (S32)mRadius );
// Re-create the vectors
if(mVertexData.isReady())
{
verts.setSize(mNumVerts);
tverts.setSize(mNumVerts);
norms.setSize(mNumVerts);
if(mHasColor)
colors.setSize(mNumVerts);
if(mHasTVert2)
tverts2.setSize(mNumVerts);
// Fill arrays
for(U32 i = 0; i < mNumVerts; i++)
{
const __TSMeshVertexBase &cv = mVertexData[i];
verts[i] = cv.vert();
tverts[i] = cv.tvert();
norms[i] = cv.normal();
if(mHasColor)
cv.color().getColor(&colors[i]);
if(mHasTVert2)
tverts2[i] = cv.tvert2();
}
}
// verts...
tsalloc.set32( verts.size() );
if ( parentMesh < 0 )
tsalloc.copyToBuffer32( (S32*)verts.address(), 3 * verts.size() ); // if no parent mesh, then save off our verts
// tverts...
tsalloc.set32( tverts.size() );
if ( parentMesh < 0 )
tsalloc.copyToBuffer32( (S32*)tverts.address(), 2 * tverts.size() ); // if no parent mesh, then save off our tverts
if (TSShape::smVersion > 25)
{
// tverts2...
tsalloc.set32( tverts2.size() );
if ( parentMesh < 0 )
tsalloc.copyToBuffer32( (S32*)tverts2.address(), 2 * tverts2.size() ); // if no parent mesh, then save off our tverts
// colors
tsalloc.set32( colors.size() );
if ( parentMesh < 0 )
tsalloc.copyToBuffer32( (S32*)colors.address(), colors.size() ); // if no parent mesh, then save off our tverts
}
// norms...
if ( parentMesh < 0 ) // if no parent mesh, then save off our norms
tsalloc.copyToBuffer32( (S32*)norms.address(), 3 * norms.size() ); // norms.size()==verts.size() or error...
// encoded norms...
if ( parentMesh < 0 )
{
// if no parent mesh, compute encoded normals and copy over
for ( S32 i = 0; i < norms.size(); i++ )
{
U8 normIdx = encodedNorms.size() ? encodedNorms[i] : encodeNormal( norms[i] );
tsalloc.copyToBuffer8( (S8*)&normIdx, 1 );
}
}
// optimize triangle draw order during disassemble
{
FrameTemp<TriListOpt::IndexType> tmpIdxs(indices.size());
for ( S32 i = 0; i < primitives.size(); i++ )
{
const TSDrawPrimitive& prim = primitives[i];
// only optimize triangle lists (strips and fans are assumed to be already optimized)
if ( (prim.matIndex & TSDrawPrimitive::TypeMask) == TSDrawPrimitive::Triangles )
{
TriListOpt::OptimizeTriangleOrdering(verts.size(), prim.numElements,
indices.address() + prim.start, tmpIdxs.address());
dCopyArray(indices.address() + prim.start, tmpIdxs.address(),
prim.numElements);
}
}
}
if (TSShape::smVersion > 25)
{
// primitives...
tsalloc.set32( primitives.size() );
tsalloc.copyToBuffer32((S32*)primitives.address(),3*primitives.size());
// indices...
tsalloc.set32(indices.size());
tsalloc.copyToBuffer32((S32*)indices.address(),indices.size());
}
else
{
// primitives
tsalloc.set32( primitives.size() );
for (S32 i=0; i<primitives.size(); i++)
{
S16 start = (S16)primitives[i].start;
S16 numElements = (S16)primitives[i].numElements;
tsalloc.copyToBuffer16(&start, 1);
tsalloc.copyToBuffer16(&numElements, 1);
tsalloc.copyToBuffer32(&(primitives[i].matIndex), 1);
}
// indices
tsalloc.set32(indices.size());
Vector<S16> s16_indices(indices.size());
for (S32 i=0; i<indices.size(); i++)
s16_indices.push_back((S16)indices[i]);
tsalloc.copyToBuffer16(s16_indices.address(), s16_indices.size());
}
// merge indices...DEPRECATED
tsalloc.set32( 0 );
// small stuff...
tsalloc.set32( vertsPerFrame );
tsalloc.set32( getFlags() );
tsalloc.setGuard();
}
//-----------------------------------------------------------------------------
// TSSkinMesh assemble from/ dissemble to memory buffer
//-----------------------------------------------------------------------------
void TSSkinMesh::assemble( bool skip )
{
// avoid a crash on computeBounds...
batchData.initialVerts.set( NULL, 0 );
TSMesh::assemble( skip );
S32 sz = tsalloc.get32();
S32 numVerts = sz;
S32 * ptr32 = getSharedData32( parentMesh, 3 * numVerts, (S32**)smVertsList.address(), skip );
batchData.initialVerts.set( (Point3F*)ptr32, sz );
S8 * ptr8;
if ( TSShape::smReadVersion>21 && TSMesh::smUseEncodedNormals )
{
// we have encoded normals and we want to use them...
if ( parentMesh < 0 )
tsalloc.getPointer32( numVerts * 3 ); // advance past norms, don't use
batchData.initialNorms.set( NULL, 0 );
ptr8 = getSharedData8( parentMesh, numVerts, (S8**)smEncodedNormsList.address(), skip );
encodedNorms.set( ptr8, numVerts );
// Note: we don't set the encoded normals flag because we handle them in updateSkin and
// hide the fact that we are using them from base class (TSMesh)
}
else if ( TSShape::smReadVersion > 21 )
{
// we have encoded normals but we don't want to use them...
ptr32 = getSharedData32( parentMesh, 3 * numVerts, (S32**)smNormsList.address(), skip );
batchData.initialNorms.set( (Point3F*)ptr32, numVerts );
if ( parentMesh < 0 )
tsalloc.getPointer8( numVerts ); // advance past encoded normls, don't use
encodedNorms.set( NULL, 0 );
}
else
{
// no encoded normals...
ptr32 = getSharedData32( parentMesh, 3 * numVerts, (S32**)smNormsList.address(), skip );
batchData.initialNorms.set( (Point3F*)ptr32, numVerts );
encodedNorms.set( NULL, 0 );
}
sz = tsalloc.get32();
ptr32 = getSharedData32( parentMesh, 16 * sz, (S32**)smInitTransformList.address(), skip );
batchData.initialTransforms.set( ptr32, sz );
sz = tsalloc.get32();
ptr32 = getSharedData32( parentMesh, sz, (S32**)smVertexIndexList.address(), skip );
vertexIndex.set( ptr32, sz );
ptr32 = getSharedData32( parentMesh, sz, (S32**)smBoneIndexList.address(), skip );
boneIndex.set( ptr32, sz );
ptr32 = getSharedData32( parentMesh, sz, (S32**)smWeightList.address(), skip );
weight.set( (F32*)ptr32, sz );
sz = tsalloc.get32();
ptr32 = getSharedData32( parentMesh, sz, (S32**)smNodeIndexList.address(), skip );
batchData.nodeIndex.set( ptr32, sz );
tsalloc.checkGuard();
if ( tsalloc.allocShape32( 0 ) && TSShape::smReadVersion < 19 )
TSMesh::computeBounds(); // only do this if we copied the data...
createTangents(batchData.initialVerts, batchData.initialNorms);
}
//-----------------------------------------------------------------------------
// disassemble
//-----------------------------------------------------------------------------
void TSSkinMesh::disassemble()
{
TSMesh::disassemble();
tsalloc.set32( batchData.initialVerts.size() );
// if we have no parent mesh, then save off our verts & norms
if ( parentMesh < 0 )
{
tsalloc.copyToBuffer32( (S32*)batchData.initialVerts.address(), 3 * batchData.initialVerts.size() );
// no longer do this here...let tsmesh handle this
tsalloc.copyToBuffer32( (S32*)batchData.initialNorms.address(), 3 * batchData.initialNorms.size() );
// if no parent mesh, compute encoded normals and copy over
for ( S32 i = 0; i < batchData.initialNorms.size(); i++ )
{
U8 normIdx = encodedNorms.size() ? encodedNorms[i] : encodeNormal( batchData.initialNorms[i] );
tsalloc.copyToBuffer8( (S8*)&normIdx, 1 );
}
}
tsalloc.set32( batchData.initialTransforms.size() );
if ( parentMesh < 0 )
tsalloc.copyToBuffer32( (S32*)batchData.initialTransforms.address(), batchData.initialTransforms.size() * 16 );
tsalloc.set32( vertexIndex.size() );
if ( parentMesh < 0 )
{
tsalloc.copyToBuffer32( (S32*)vertexIndex.address(), vertexIndex.size() );
tsalloc.copyToBuffer32( (S32*)boneIndex.address(), boneIndex.size() );
tsalloc.copyToBuffer32( (S32*)weight.address(), weight.size() );
}
tsalloc.set32( batchData.nodeIndex.size() );
if ( parentMesh < 0 )
tsalloc.copyToBuffer32( (S32*)batchData.nodeIndex.address(), batchData.nodeIndex.size() );
tsalloc.setGuard();
}
TSSkinMesh::TSSkinMesh()
{
meshType = SkinMeshType;
mDynamic = true;
batchDataInitialized = false;
}
//-----------------------------------------------------------------------------
// find tangent vector
//-----------------------------------------------------------------------------
inline void TSMesh::findTangent( U32 index1,
U32 index2,
U32 index3,
Point3F *tan0,
Point3F *tan1,
const Vector<Point3F> &_verts)
{
const Point3F &v1 = _verts[index1];
const Point3F &v2 = _verts[index2];
const Point3F &v3 = _verts[index3];
const Point2F &w1 = tverts[index1];
const Point2F &w2 = tverts[index2];
const Point2F &w3 = tverts[index3];
F32 x1 = v2.x - v1.x;
F32 x2 = v3.x - v1.x;
F32 y1 = v2.y - v1.y;
F32 y2 = v3.y - v1.y;
F32 z1 = v2.z - v1.z;
F32 z2 = v3.z - v1.z;
F32 s1 = w2.x - w1.x;
F32 s2 = w3.x - w1.x;
F32 t1 = w2.y - w1.y;
F32 t2 = w3.y - w1.y;
F32 denom = (s1 * t2 - s2 * t1);
if( mFabs( denom ) < 0.0001f )
{
// handle degenerate triangles from strips
if (denom<0) denom = -0.0001f;
else denom = 0.0001f;
}
F32 r = 1.0f / denom;
Point3F sdir( (t2 * x1 - t1 * x2) * r,
(t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r );
Point3F tdir( (s1 * x2 - s2 * x1) * r,
(s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r );
tan0[index1] += sdir;
tan1[index1] += tdir;
tan0[index2] += sdir;
tan1[index2] += tdir;
tan0[index3] += sdir;
tan1[index3] += tdir;
}
//-----------------------------------------------------------------------------
// create array of tangent vectors
//-----------------------------------------------------------------------------
void TSMesh::createTangents(const Vector<Point3F> &_verts, const Vector<Point3F> &_norms)
{
U32 numVerts = _verts.size();
U32 numNorms = _norms.size();
if ( numVerts <= 0 || numNorms <= 0 )
return;
if( numVerts != numNorms)
return;
Vector<Point3F> tan0;
tan0.setSize( numVerts * 2 );
Point3F *tan1 = tan0.address() + numVerts;
dMemset( tan0.address(), 0, sizeof(Point3F) * 2 * numVerts );
U32 numPrimatives = primitives.size();
for (S32 i = 0; i < numPrimatives; i++ )
{
const TSDrawPrimitive & draw = primitives[i];
GFXPrimitiveType drawType = getDrawType( draw.matIndex >> 30 );
U32 p1Index = 0;
U32 p2Index = 0;
U32 *baseIdx = &indices[draw.start];
const U32 numElements = (U32)draw.numElements;
switch( drawType )
{
case GFXTriangleList:
{
for( U32 j = 0; j < numElements; j += 3 )
findTangent( baseIdx[j], baseIdx[j + 1], baseIdx[j + 2], tan0.address(), tan1, _verts );
break;
}
case GFXTriangleStrip:
{
p1Index = baseIdx[0];
p2Index = baseIdx[1];
for( U32 j = 2; j < numElements; j++ )
{
findTangent( p1Index, p2Index, baseIdx[j], tan0.address(), tan1, _verts );
p1Index = p2Index;
p2Index = baseIdx[j];
}
break;
}
case GFXTriangleFan:
{
p1Index = baseIdx[0];
p2Index = baseIdx[1];
for( U32 j = 2; j < numElements; j++ )
{
findTangent( p1Index, p2Index, baseIdx[j], tan0.address(), tan1, _verts );
p2Index = baseIdx[j];
}
break;
}
default:
AssertFatal( false, "TSMesh::createTangents: unknown primitive type!" );
}
}
tangents.setSize( numVerts );
// fill out final info from accumulated basis data
for( U32 i = 0; i < numVerts; i++ )
{
const Point3F &n = _norms[i];
const Point3F &t = tan0[i];
const Point3F &b = tan1[i];
Point3F tempPt = t - n * mDot( n, t );
tempPt.normalize();
tangents[i] = tempPt;
Point3F cp;
mCross( n, t, &cp );
tangents[i].w = (mDot( cp, b ) < 0.0f) ? -1.0f : 1.0f;
}
}
void TSMesh::convertToAlignedMeshData()
{
if(!mVertexData.isReady())
_convertToAlignedMeshData(mVertexData, verts, norms);
}
void TSSkinMesh::convertToAlignedMeshData()
{
if(!mVertexData.isReady())
_convertToAlignedMeshData(mVertexData, batchData.initialVerts, batchData.initialNorms);
}
void TSMesh::_convertToAlignedMeshData( TSMeshVertexArray &vertexData, const Vector<Point3F> &_verts, const Vector<Point3F> &_norms )
{
// If mVertexData is ready, and the input array is different than mVertexData
// use mVertexData to quickly initialize the input array
if(mVertexData.isReady() && vertexData.address() != mVertexData.address())
{
AssertFatal(mVertexData.size() == mNumVerts, "Vertex data length mismatch; no idea how this happened.");
// There doesn't seem to be an _mm_realloc, even though there is an _aligned_realloc
// We really shouldn't be re-allocating anyway. Should TSShapeInstance be
// storing an array of the data structures? That would certainly bloat memory.
void *aligned_mem = dMalloc_aligned(mVertSize * mNumVerts, 16);
AssertFatal(aligned_mem, "Aligned malloc failed! Debug!");
vertexData.set(aligned_mem, mVertSize, mNumVerts);
vertexData.setReady(true);
#if defined(TORQUE_OS_XENON)
XMemCpyStreaming(vertexData.address(), mVertexData.address(), vertexData.mem_size() );
#else
dMemcpy(vertexData.address(), mVertexData.address(), vertexData.mem_size());
#endif
return;
}
AssertFatal(!vertexData.isReady(), "Mesh already converted to aligned data! Re-check code!");
AssertFatal(_verts.size() == _norms.size() &&
_verts.size() == tangents.size(),
"Vectors: verts, norms, tangents must all be the same size");
mNumVerts = _verts.size();
// Initialize the vertex data
vertexData.set(NULL, 0, 0);
vertexData.setReady(true);
if(mNumVerts == 0)
return;
mHasColor = !colors.empty();
AssertFatal(!mHasColor || colors.size() == _verts.size(), "Vector of color elements should be the same size as other vectors");
mHasTVert2 = !tverts2.empty();
AssertFatal(!mHasTVert2 || tverts2.size() == _verts.size(), "Vector of tvert2 elements should be the same size as other vectors");
// Create the proper array type
void *aligned_mem = dMalloc_aligned(mVertSize * mNumVerts, 16);
AssertFatal(aligned_mem, "Aligned malloc failed! Debug!");
dMemset(aligned_mem, 0, mNumVerts * mVertSize);
vertexData.set(aligned_mem, mVertSize, mNumVerts);
for(U32 i = 0; i < mNumVerts; i++)
{
__TSMeshVertexBase &v = vertexData[i];
v.vert(_verts[i]);
v.normal(_norms[i]);
v.tangent(tangents[i]);
if(i < tverts.size())
v.tvert(tverts[i]);
if(mHasTVert2 && i < tverts2.size())
v.tvert2(tverts2[i]);
if(mHasColor && i < colors.size())
v.color(colors[i]);
}
// Now that the data is in the aligned struct, free the Vector memory
verts.free_memory();
norms.free_memory();
tangents.free_memory();
tverts.free_memory();
tverts2.free_memory();
colors.free_memory();
}