Reworked TriangleIterator
Will now output vertex indices instead of vertex data (making it way more useful) Former-commit-id: c82d61ca0ac3f2908d57e167dade74af42282b06
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@ -8,31 +8,21 @@
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#define NAZARA_TRIANGLEITERATOR_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Math/Vector2.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Utility/Enums.hpp>
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#include <Nazara/Utility/IndexMapper.hpp>
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#include <Nazara/Utility/VertexMapper.hpp>
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class NzSubMesh;
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class NAZARA_API NzTriangleIterator
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{
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public:
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NzTriangleIterator(NzSubMesh* subMesh, nzBufferAccess access = nzBufferAccess_ReadWrite);
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NzTriangleIterator(nzPrimitiveMode primitiveMode, const NzIndexBuffer* indexBuffer);
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NzTriangleIterator(NzSubMesh* subMesh);
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~NzTriangleIterator() = default;
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bool Advance();
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NzVector3f GetNormal(unsigned int i) const;
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NzVector3f GetPosition(unsigned int i) const;
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NzVector3f GetTangent(unsigned int i) const;
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NzVector2f GetTexCoord(unsigned int i) const;
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void SetNormal(unsigned int i, const NzVector3f& normal);
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void SetPosition(unsigned int i, const NzVector3f& position);
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void SetTangent(unsigned int i, const NzVector3f& tangent);
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void SetTexCoord(unsigned int i, const NzVector2f& texCoords);
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nzUInt32 operator[](unsigned int i) const;
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void Unmap();
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@ -40,7 +30,6 @@ class NAZARA_API NzTriangleIterator
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nzPrimitiveMode m_primitiveMode;
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nzUInt32 m_triangleIndices[3];
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NzIndexMapper m_indexMapper;
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NzVertexMapper m_vertexMapper;
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unsigned int m_currentIndex;
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unsigned int m_indexCount;
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};
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@ -6,23 +6,21 @@
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#include <Nazara/Utility/SubMesh.hpp>
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#include <Nazara/Utility/Debug.hpp>
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NzTriangleIterator::NzTriangleIterator(NzSubMesh* subMesh, nzBufferAccess access) :
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m_primitiveMode(subMesh->GetPrimitiveMode()),
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m_indexMapper(subMesh->GetIndexBuffer(), nzBufferAccess_ReadOnly),
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m_vertexMapper(subMesh)
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NzTriangleIterator::NzTriangleIterator(nzPrimitiveMode primitiveMode, const NzIndexBuffer* indexBuffer) :
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m_primitiveMode(primitiveMode),
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m_indexMapper(indexBuffer, nzBufferAccess_ReadOnly)
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{
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NazaraUnused(access);
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m_currentIndex = 3;
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m_triangleIndices[0] = m_indexMapper.Get(0);
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m_triangleIndices[1] = m_indexMapper.Get(1);
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m_triangleIndices[2] = m_indexMapper.Get(2);
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const NzIndexBuffer* indexBuffer = m_indexMapper.GetBuffer();
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if (indexBuffer)
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m_indexCount = indexBuffer->GetIndexCount();
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else
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m_indexCount = subMesh->GetVertexCount();
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m_indexCount = indexBuffer->GetIndexCount();
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}
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NzTriangleIterator::NzTriangleIterator(NzSubMesh* subMesh) :
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NzTriangleIterator(subMesh->GetPrimitiveMode(), subMesh->GetIndexBuffer())
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{
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}
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bool NzTriangleIterator::Advance()
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@ -59,113 +57,24 @@ bool NzTriangleIterator::Advance()
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return true;
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}
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NzVector3f NzTriangleIterator::GetNormal(unsigned int i) const
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nzUInt32 NzTriangleIterator::operator[](unsigned int i) const
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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if (i >= 3)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return NzVector3f();
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NzStringStream ss;
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ss << "Index out of range: (" << i << " >= 3)";
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NazaraError(ss);
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throw std::domain_error(ss.ToString());
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}
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#endif
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return m_vertexMapper.GetNormal(m_triangleIndices[i]);
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}
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NzVector3f NzTriangleIterator::GetPosition(unsigned int i) const
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return NzVector3f();
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}
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#endif
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return m_vertexMapper.GetPosition(m_triangleIndices[i]);
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}
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NzVector3f NzTriangleIterator::GetTangent(unsigned int i) const
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return NzVector3f();
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}
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#endif
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return m_vertexMapper.GetTangent(m_triangleIndices[i]);
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}
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NzVector2f NzTriangleIterator::GetTexCoord(unsigned int i) const
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return NzVector2f();
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}
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#endif
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return m_vertexMapper.GetTexCoord(m_triangleIndices[i]);
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}
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void NzTriangleIterator::SetNormal(unsigned int i, const NzVector3f& normal)
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return;
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}
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#endif
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m_vertexMapper.SetNormal(m_triangleIndices[i], normal);
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}
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void NzTriangleIterator::SetPosition(unsigned int i, const NzVector3f& position)
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return;
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}
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#endif
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m_vertexMapper.SetPosition(m_triangleIndices[i], position);
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}
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void NzTriangleIterator::SetTangent(unsigned int i, const NzVector3f& tangent)
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return;
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}
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#endif
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m_vertexMapper.SetTangent(m_triangleIndices[i], tangent);
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}
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void NzTriangleIterator::SetTexCoord(unsigned int i, const NzVector2f& texCoords)
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{
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#if NAZARA_UTILITY_SAFE
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if (i > 2)
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{
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NazaraError("Index out of range: (" + NzString::Number(i) + " > 2)");
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return;
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}
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#endif
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m_vertexMapper.SetTexCoord(m_triangleIndices[i], texCoords);
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return m_triangleIndices[i];
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}
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void NzTriangleIterator::Unmap()
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{
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// Peut très bien être appellé plusieurs fois de suite, seul le premier appel sera pris en compte
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m_indexMapper.Unmap();
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m_vertexMapper.Unmap();
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}
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