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source: downloads/OgreMain/include/OgreEdgeListBuilder.h @ 1

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