1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __EdgeListBuilder_H__ |
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30 | #define __EdgeListBuilder_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreVector4.h" |
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34 | #include "OgreHardwareVertexBuffer.h" |
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35 | #include "OgreRenderOperation.h" |
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36 | #include "OgreAlignedAllocator.h" |
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37 | |
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38 | namespace Ogre { |
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39 | |
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40 | |
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41 | /** This class contains the information required to describe the edge connectivity of a |
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42 | given set of vertices and indexes. |
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43 | @remarks |
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44 | This information is built using the EdgeListBuilder class. Note that for a given mesh, |
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45 | which can be made up of multiple submeshes, there are separate edge lists for when |
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46 | */ |
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47 | class _OgreExport EdgeData |
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48 | { |
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49 | public: |
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50 | /** Basic triangle structure. */ |
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51 | struct Triangle { |
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52 | /** The set of indexes this triangle came from (NB it is possible that the triangles on |
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53 | one side of an edge are using a different vertex buffer from those on the other side.) */ |
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54 | size_t indexSet; |
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55 | /** The vertex set these vertices came from. */ |
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56 | size_t vertexSet; |
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57 | size_t vertIndex[3];/// Vertex indexes, relative to the original buffer |
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58 | size_t sharedVertIndex[3]; /// Vertex indexes, relative to a shared vertex buffer with |
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59 | // duplicates eliminated (this buffer is not exposed) |
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60 | }; |
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61 | /** Edge data. */ |
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62 | struct Edge { |
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63 | /** The indexes of the 2 tris attached, note that tri 0 is the one where the |
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64 | indexes run _anti_ clockwise along the edge. Indexes must be |
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65 | reversed for tri 1. */ |
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66 | size_t triIndex[2]; |
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67 | /** The vertex indices for this edge. Note that both vertices will be in the vertex |
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68 | set as specified in 'vertexSet', which will also be the same as tri 0 */ |
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69 | size_t vertIndex[2]; |
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70 | /** Vertex indices as used in the shared vertex list, not exposed. */ |
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71 | size_t sharedVertIndex[2]; |
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72 | /** Indicates if this is a degenerate edge, ie it does not have 2 triangles */ |
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73 | bool degenerate; |
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74 | }; |
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75 | |
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76 | // Array of 4D vector of triangle face normal, which is unit vector othogonal |
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77 | // to the triangles, plus distance from origin. |
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78 | // Use aligned allocator here because we are intented to use in SIMD optimised routines . |
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79 | typedef std::vector<Vector4, AlignedAllocator<Vector4> > TriangleFaceNormalList; |
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80 | |
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81 | // Working vector used when calculating the silhouette. |
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82 | // Use std::vector<char> instead of std::vector<bool> which might implemented |
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83 | // similar bit-fields causing loss performance. |
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84 | typedef std::vector<char> TriangleLightFacingList; |
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85 | |
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86 | typedef std::vector<Triangle> TriangleList; |
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87 | typedef std::vector<Edge> EdgeList; |
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88 | |
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89 | /** A group of edges sharing the same vertex data. */ |
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90 | struct EdgeGroup |
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91 | { |
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92 | /** The vertex set index that contains the vertices for this edge group. */ |
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93 | size_t vertexSet; |
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94 | /** Pointer to vertex data used by this edge group. */ |
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95 | const VertexData* vertexData; |
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96 | /** Index to main triangles array, indicate the first triangle of this edge |
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97 | group, and all triangles of this edge group are stored continuous in |
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98 | main triangles array. |
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99 | */ |
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100 | size_t triStart; |
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101 | /** Number triangles of this edge group. */ |
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102 | size_t triCount; |
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103 | /** The edges themselves. */ |
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104 | EdgeList edges; |
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105 | |
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106 | }; |
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107 | |
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108 | typedef std::vector<EdgeGroup> EdgeGroupList; |
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109 | |
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110 | /** Main triangles array, stores all triangles of this edge list. Note that |
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111 | triangles are grouping against edge group. |
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112 | */ |
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113 | TriangleList triangles; |
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114 | /** All triangle face normals. It should be 1:1 with triangles. */ |
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115 | TriangleFaceNormalList triangleFaceNormals; |
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116 | /** Triangle light facing states. It should be 1:1 with triangles. */ |
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117 | TriangleLightFacingList triangleLightFacings; |
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118 | /** All edge groups of this edge list. */ |
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119 | EdgeGroupList edgeGroups; |
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120 | /** Flag indicate the mesh is manifold. */ |
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121 | bool isClosed; |
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122 | |
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123 | |
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124 | /** Calculate the light facing state of the triangles in this edge list |
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125 | @remarks |
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126 | This is normally the first stage of calculating a silhouette, ie |
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127 | establishing which tris are facing the light and which are facing |
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128 | away. This state is stored in the 'triangleLightFacings'. |
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129 | @param lightPos 4D position of the light in object space, note that |
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130 | for directional lights (which have no position), the w component |
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131 | is 0 and the x/y/z position are the direction. |
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132 | */ |
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133 | void updateTriangleLightFacing(const Vector4& lightPos); |
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134 | /** Updates the face normals for this edge list based on (changed) |
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135 | position information, useful for animated objects. |
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136 | @param vertexSet The vertex set we are updating |
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137 | @param positionBuffer The updated position buffer, must contain ONLY xyz |
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138 | */ |
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139 | void updateFaceNormals(size_t vertexSet, const HardwareVertexBufferSharedPtr& positionBuffer); |
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140 | |
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141 | |
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142 | |
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143 | // Debugging method |
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144 | void log(Log* log); |
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145 | |
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146 | }; |
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147 | |
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148 | /** General utility class for building edge lists for geometry. |
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149 | @remarks |
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150 | You can add multiple sets of vertex and index data to build and edge list. |
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151 | Edges will be built between the various sets as well as within sets; this allows |
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152 | you to use a model which is built from multiple SubMeshes each using |
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153 | separate index and (optionally) vertex data and still get the same connectivity |
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154 | information. It's important to note that the indexes for the edge will be constrained |
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155 | to a single vertex buffer though (this is required in order to render the edge). |
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156 | */ |
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157 | class _OgreExport EdgeListBuilder |
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158 | { |
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159 | public: |
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160 | |
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161 | EdgeListBuilder(); |
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162 | virtual ~EdgeListBuilder(); |
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163 | /** Add a set of vertex geometry data to the edge builder. |
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164 | @remarks |
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165 | You must add at least one set of vertex data to the builder before invoking the |
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166 | build method. |
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167 | */ |
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168 | void addVertexData(const VertexData* vertexData); |
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169 | /** Add a set of index geometry data to the edge builder. |
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170 | @remarks |
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171 | You must add at least one set of index data to the builder before invoking the |
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172 | build method. |
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173 | @param indexData The index information which describes the triangles. |
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174 | @param vertexSet The vertex data set this index data refers to; you only need to alter this |
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175 | if you have added multiple sets of vertices |
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176 | @param opType The operation type used to render these indexes. Only triangle types |
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177 | are supported (no point or line types) |
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178 | */ |
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179 | void addIndexData(const IndexData* indexData, size_t vertexSet = 0, |
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180 | RenderOperation::OperationType opType = RenderOperation::OT_TRIANGLE_LIST); |
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181 | |
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182 | /** Builds the edge information based on the information built up so far. |
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183 | @remarks |
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184 | The caller takes responsibility for deleting the returned structure. |
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185 | */ |
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186 | EdgeData* build(void); |
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187 | |
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188 | /// Debugging method |
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189 | void log(Log* l); |
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190 | protected: |
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191 | |
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192 | /** A vertex can actually represent several vertices in the final model, because |
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193 | vertices along texture seams etc will have been duplicated. In order to properly |
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194 | evaluate the surface properties, a single common vertex is used for these duplicates, |
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195 | and the faces hold the detail of the duplicated vertices. |
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196 | */ |
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197 | struct CommonVertex { |
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198 | Vector3 position; // location of point in euclidean space |
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199 | size_t index; // place of vertex in common vertex list |
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200 | size_t vertexSet; // The vertex set this came from |
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201 | size_t indexSet; // The index set this was referenced (first) from |
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202 | size_t originalIndex; // place of vertex in original vertex set |
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203 | }; |
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204 | /** A set of indexed geometry data */ |
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205 | struct Geometry { |
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206 | size_t vertexSet; // The vertex data set this geometry data refers to |
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207 | size_t indexSet; // The index data set this geometry data refers to |
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208 | const IndexData* indexData; // The index information which describes the triangles. |
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209 | RenderOperation::OperationType opType; // The operation type used to render this geometry |
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210 | }; |
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211 | /** Comparator for sorting geometries by vertex set */ |
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212 | struct geometryLess { |
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213 | bool operator()(const Geometry& a, const Geometry& b) const |
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214 | { |
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215 | if (a.vertexSet < b.vertexSet) return true; |
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216 | if (a.vertexSet > b.vertexSet) return false; |
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217 | return a.indexSet < b.indexSet; |
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218 | } |
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219 | }; |
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220 | /** Comparator for unique vertex list */ |
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221 | struct vectorLess { |
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222 | bool operator()(const Vector3& a, const Vector3& b) const |
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223 | { |
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224 | if (a.x < b.x) return true; |
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225 | if (a.x > b.x) return false; |
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226 | if (a.y < b.y) return true; |
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227 | if (a.y > b.y) return false; |
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228 | return a.z < b.z; |
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229 | } |
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230 | }; |
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231 | |
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232 | typedef std::vector<const VertexData*> VertexDataList; |
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233 | typedef std::vector<Geometry> GeometryList; |
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234 | typedef std::vector<CommonVertex> CommonVertexList; |
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235 | |
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236 | GeometryList mGeometryList; |
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237 | VertexDataList mVertexDataList; |
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238 | CommonVertexList mVertices; |
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239 | EdgeData* mEdgeData; |
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240 | /// Map for identifying common vertices |
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241 | typedef std::map<Vector3, size_t, vectorLess> CommonVertexMap; |
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242 | CommonVertexMap mCommonVertexMap; |
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243 | /** Edge map, used to connect edges. Note we allow many triangles on an edge, |
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244 | after connected an existing edge, we will remove it and never used again. |
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245 | */ |
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246 | typedef std::multimap< std::pair<size_t, size_t>, std::pair<size_t, size_t> > EdgeMap; |
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247 | EdgeMap mEdgeMap; |
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248 | |
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249 | void buildTrianglesEdges(const Geometry &geometry); |
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250 | |
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251 | /// Finds an existing common vertex, or inserts a new one |
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252 | size_t findOrCreateCommonVertex(const Vector3& vec, size_t vertexSet, |
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253 | size_t indexSet, size_t originalIndex); |
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254 | /// Connect existing edge or create a new edge - utility method during building |
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255 | void connectOrCreateEdge(size_t vertexSet, size_t triangleIndex, size_t vertIndex0, size_t vertIndex1, |
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256 | size_t sharedVertIndex0, size_t sharedVertIndex1); |
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257 | }; |
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258 | |
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259 | } |
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260 | #endif |
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261 | |
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