Utility/Mesh: Refactor Mesh & Submeshes

This commit is contained in:
Jérôme Leclercq 2018-05-03 13:32:17 +02:00
parent 03e976993f
commit d94baf133b
15 changed files with 250 additions and 224 deletions

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@ -95,6 +95,9 @@ Nazara Engine:
- Fixed cubemaps seams with OpenGL
- HandledObject movement constructor/assignement operator are now marked noexcept
- ⚠️ PhysWorld2D callbacks OnPhysWorld2DPreStep and OnPhysWorld2DPostStep now takes a invStepCount depending on the number of step taken this update, fixing force application and other
- ⚠️ Refactored Mesh/SubMesh, allowing a submesh to be attached to multiple meshes, deprecating Create/Destroy methods
- SubMesh class now has a OnSubMeshInvalidateAABB signal, triggered when a new AABB is set to the submesh
- Mesh class now has a OnMeshInvalidateAABB signal, triggered when a mesh invalidates its AABB, which is also submesh updates its AABB
Nazara Development Kit:
- Added ImageWidget (#139)

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@ -300,9 +300,7 @@ namespace Ndk
Nz::MeshRef mesh = Nz::Mesh::New();
mesh->CreateStatic();
Nz::StaticMeshRef subMesh = Nz::StaticMesh::New(mesh);
subMesh->Create(vertexBuffer);
subMesh->SetIndexBuffer(indexBuffer);
Nz::StaticMeshRef subMesh = Nz::StaticMesh::New(vertexBuffer, indexBuffer);
subMesh->SetPrimitiveMode(Nz::PrimitiveMode_LineList);
subMesh->SetMaterialIndex(0);
subMesh->GenerateAABB();

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@ -20,8 +20,12 @@
#include <Nazara/Math/Box.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/SubMesh.hpp>
#include <Nazara/Utility/VertexDeclaration.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <unordered_map>
#include <vector>
namespace Nz
{
@ -56,7 +60,6 @@ namespace Nz
class Mesh;
struct Primitive;
class PrimitiveList;
class Skeleton;
class SubMesh;
using MeshVertex = VertexStruct_XYZ_Normal_UV_Tangent;
@ -80,8 +83,10 @@ namespace Nz
friend class Utility;
public:
Mesh() = default;
~Mesh();
inline Mesh();
Mesh(const Mesh&) = delete;
Mesh(Mesh&&) = delete;
inline ~Mesh();
void AddSubMesh(SubMesh* subMesh);
void AddSubMesh(const String& identifier, SubMesh* subMesh);
@ -141,14 +146,34 @@ namespace Nz
void Transform(const Matrix4f& matrix);
Mesh& operator=(const Mesh&) = delete;
Mesh& operator=(Mesh&&) = delete;
template<typename... Args> static MeshRef New(Args&&... args);
// Signals:
NazaraSignal(OnMeshDestroy, const Mesh* /*mesh*/);
NazaraSignal(OnMeshInvalidateAABB, const Mesh* /*mesh*/);
NazaraSignal(OnMeshRelease, const Mesh* /*mesh*/);
private:
MeshImpl* m_impl = nullptr;
struct SubMeshData
{
SubMeshRef subMesh;
NazaraSlot(SubMesh, OnSubMeshInvalidateAABB, onSubMeshInvalidated);
};
std::unordered_map<String, UInt32> m_subMeshMap;
std::vector<ParameterList> m_materialData;
std::vector<SubMeshData> m_subMeshes;
AnimationType m_animationType;
mutable Boxf m_aabb;
Skeleton m_skeleton; // Only used by skeletal meshes
String m_animationPath;
mutable bool m_aabbUpdated;
bool m_isValid;
UInt32 m_jointCount; // Only used by skeletal meshes
static bool Initialize();
static void Uninitialize();

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@ -2,11 +2,25 @@
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Utility/Mesh.hpp>
#include <memory>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
Mesh::Mesh() :
m_materialData(1),
m_aabbUpdated(false)
{
}
Mesh::~Mesh()
{
OnMeshRelease(this);
Destroy();
}
template<typename... Args>
MeshRef Mesh::New(Args&&... args)
{

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@ -24,9 +24,14 @@ namespace Nz
class NAZARA_UTILITY_API SkeletalMesh final : public SubMesh
{
public:
SkeletalMesh(VertexBuffer* vertexBuffer, const IndexBuffer* indexBuffer);
NAZARA_DEPRECATED("SkeletalMesh constructor taking a mesh is deprecated, submeshes no longer require to be part of a single mesh")
SkeletalMesh(const Mesh* parent);
~SkeletalMesh();
NAZARA_DEPRECATED("SkeletalMesh create/destroy functions are deprecated, please use constructor")
bool Create(VertexBuffer* vertexBuffer);
void Destroy();
@ -51,8 +56,8 @@ namespace Nz
private:
Boxf m_aabb;
IndexBufferConstRef m_indexBuffer = nullptr;
VertexBufferRef m_vertexBuffer = nullptr;
IndexBufferConstRef m_indexBuffer;
VertexBufferRef m_vertexBuffer;
};
}

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@ -21,11 +21,16 @@ namespace Nz
class NAZARA_UTILITY_API StaticMesh final : public SubMesh
{
public:
StaticMesh(VertexBuffer* vertexBuffer, const IndexBuffer* indexBuffer);
NAZARA_DEPRECATED("StaticMesh constructor taking a mesh is deprecated, submeshes no longer require to be part of a single mesh")
StaticMesh(const Mesh* parent);
~StaticMesh();
void Center();
NAZARA_DEPRECATED("StaticMesh create/destroy functions are deprecated, please use constructor")
bool Create(VertexBuffer* vertexBuffer);
void Destroy();
@ -52,8 +57,8 @@ namespace Nz
private:
Boxf m_aabb;
IndexBufferConstRef m_indexBuffer = nullptr;
VertexBufferRef m_vertexBuffer = nullptr;
IndexBufferConstRef m_indexBuffer;
VertexBufferRef m_vertexBuffer;
};
}

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@ -28,7 +28,13 @@ namespace Nz
friend Mesh;
public:
SubMesh();
NAZARA_DEPRECATED("Submesh constructor taking a mesh is deprecated, submeshes no longer require to be part of a single mesh")
SubMesh(const Mesh* parent);
SubMesh(const SubMesh&) = delete;
SubMesh(SubMesh&&) = delete;
virtual ~SubMesh();
void GenerateNormals();
@ -39,7 +45,6 @@ namespace Nz
virtual AnimationType GetAnimationType() const = 0;
virtual const IndexBuffer* GetIndexBuffer() const = 0;
UInt32 GetMaterialIndex() const;
const Mesh* GetParent() const;
PrimitiveMode GetPrimitiveMode() const;
UInt32 GetTriangleCount() const;
virtual UInt32 GetVertexCount() const = 0;
@ -49,12 +54,15 @@ namespace Nz
void SetMaterialIndex(UInt32 matIndex);
void SetPrimitiveMode(PrimitiveMode mode);
SubMesh& operator=(const SubMesh&) = delete;
SubMesh& operator=(SubMesh&&) = delete;
// Signals:
NazaraSignal(OnSubMeshInvalidateAABB, const SubMesh* /*subMesh*/);
NazaraSignal(OnSubMeshRelease, const SubMesh* /*subMesh*/);
protected:
PrimitiveMode m_primitiveMode;
const Mesh* m_parent;
UInt32 m_matIndex;
};
}

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@ -279,10 +279,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
vertexMapper.Unmap();
// Submesh
StaticMeshRef subMesh = StaticMesh::New(mesh);
subMesh->Create(vertexBuffer);
subMesh->SetIndexBuffer(indexBuffer);
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
subMesh->GenerateAABB();
subMesh->SetMaterialIndex(iMesh->mMaterialIndex);

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@ -158,12 +158,7 @@ namespace Nz
#endif
VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, header.num_vertices, parameters.storage, parameters.vertexBufferFlags);
StaticMeshRef subMesh = StaticMesh::New(mesh);
if (!subMesh->Create(vertexBuffer))
{
NazaraError("Failed to create SubMesh");
return false;
}
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
// Extracting vertices
stream.SetCursorPos(header.offset_frames);

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@ -202,13 +202,9 @@ namespace Nz
mesh->SetMaterialData(i, std::move(matData));
// Submesh
SkeletalMeshRef subMesh = SkeletalMesh::New(mesh);
subMesh->Create(vertexBuffer);
subMesh->SetIndexBuffer(indexBuffer);
SkeletalMeshRef subMesh = SkeletalMesh::New(vertexBuffer, indexBuffer);
subMesh->GenerateNormalsAndTangents();
subMesh->SetMaterialIndex(i);
subMesh->SetPrimitiveMode(PrimitiveMode_TriangleList);
mesh->AddSubMesh(subMesh);
@ -255,6 +251,9 @@ namespace Nz
}
indexMapper.Unmap();
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
// Vertex buffer
VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags);
@ -287,13 +286,7 @@ namespace Nz
vertexMapper.Unmap();
// Submesh
StaticMeshRef subMesh = StaticMesh::New(mesh);
subMesh->Create(vertexBuffer);
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
subMesh->SetIndexBuffer(indexBuffer);
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
subMesh->GenerateAABB();
subMesh->SetMaterialIndex(i);

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@ -311,20 +311,10 @@ namespace Nz
vertexMapper.Unmap();
StaticMeshRef subMesh = StaticMesh::New(mesh);
if (!subMesh->Create(vertexBuffer))
{
NazaraError("Failed to create StaticMesh");
continue;
}
if (parameters.optimizeIndexBuffers)
indexBuffer->Optimize();
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
subMesh->GenerateAABB();
subMesh->SetIndexBuffer(indexBuffer);
subMesh->SetAABB(subMesh->GetAABB() * 0.5f);
subMesh->SetMaterialIndex(meshes[i].material);
subMesh->SetPrimitiveMode(PrimitiveMode_TriangleList);
// Ce que nous pouvons générer dépend des données à disposition (par exemple les tangentes nécessitent des coordonnées de texture)
if (hasNormals && hasTexCoords)

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@ -1,4 +1,4 @@
// Copyright (C) 2017 Jérôme Leclercq
// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
@ -56,62 +56,40 @@ namespace Nz
return true;
}
struct MeshImpl
{
MeshImpl()
{
materialData.resize(1); // One material by default
}
std::unordered_map<String, UInt32> subMeshMap;
std::vector<ParameterList> materialData;
std::vector<SubMeshRef> subMeshes;
AnimationType animationType;
Boxf aabb;
Skeleton skeleton; // Only used by skeletal meshes
String animationPath;
bool aabbUpdated = false;
UInt32 jointCount; // Only used by skeletal meshes
};
Mesh::~Mesh()
{
OnMeshRelease(this);
Destroy();
}
void Mesh::AddSubMesh(SubMesh* subMesh)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(subMesh, "Invalid submesh");
NazaraAssert(subMesh->GetAnimationType() == m_impl->animationType, "Submesh animation type doesn't match mesh animation type");
NazaraAssert(subMesh->GetAnimationType() == m_animationType, "Submesh animation type doesn't match mesh animation type");
m_impl->subMeshes.emplace_back(subMesh);
m_subMeshes.emplace_back();
SubMeshData& subMeshData = m_subMeshes.back();
subMeshData.subMesh = subMesh;
subMeshData.onSubMeshInvalidated.Connect(subMesh->OnSubMeshInvalidateAABB, [this](const SubMesh* /*subMesh*/) { InvalidateAABB(); });
InvalidateAABB();
}
void Mesh::AddSubMesh(const String& identifier, SubMesh* subMesh)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(!identifier.IsEmpty(), "Identifier is empty");
NazaraAssert(m_impl->subMeshMap.find(identifier) == m_impl->subMeshMap.end(), "SubMesh identifier \"" + identifier + "\" is already in use");
NazaraAssert(m_subMeshMap.find(identifier) == m_subMeshMap.end(), "SubMesh identifier \"" + identifier + "\" is already in use");
NazaraAssert(subMesh, "Invalid submesh");
NazaraAssert(subMesh->GetAnimationType() == m_impl->animationType, "Submesh animation type doesn't match mesh animation type");
NazaraAssert(subMesh->GetAnimationType() == m_animationType, "Submesh animation type doesn't match mesh animation type");
std::size_t index = m_impl->subMeshes.size();
std::size_t index = m_subMeshes.size();
m_impl->subMeshes.emplace_back(subMesh);
m_impl->subMeshMap[identifier] = static_cast<UInt32>(index);
AddSubMesh(subMesh);
InvalidateAABB();
m_subMeshMap[identifier] = static_cast<UInt32>(index);
}
SubMesh* Mesh::BuildSubMesh(const Primitive& primitive, const MeshParams& params)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_impl->animationType == AnimationType_Static, "Submesh building only works for static meshes");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(m_animationType == AnimationType_Static, "Submesh building only works for static meshes");
NazaraAssert(params.IsValid(), "Invalid parameters");
NazaraAssert(params.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent_Position), "The vertex declaration doesn't have a Vector3 position component");
@ -266,18 +244,11 @@ namespace Nz
}
}
StaticMeshRef subMesh = StaticMesh::New(this);
if (!subMesh->Create(vertexBuffer))
{
NazaraError("Failed to create StaticMesh");
return nullptr;
}
if (params.optimizeIndexBuffers)
indexBuffer->Optimize();
StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
subMesh->SetAABB(aabb);
subMesh->SetIndexBuffer(indexBuffer);
AddSubMesh(subMesh);
return subMesh;
@ -293,16 +264,15 @@ namespace Nz
{
Destroy();
std::unique_ptr<MeshImpl> impl(new MeshImpl);
impl->animationType = AnimationType_Skeletal;
impl->jointCount = jointCount;
if (!impl->skeleton.Create(jointCount))
m_animationType = AnimationType_Skeletal;
m_jointCount = jointCount;
if (!m_skeleton.Create(jointCount))
{
NazaraError("Failed to create skeleton");
return false;
}
m_impl = impl.release();
m_isValid = true;
return true;
}
@ -311,236 +281,244 @@ namespace Nz
{
Destroy();
m_impl = new MeshImpl;
m_impl->animationType = AnimationType_Static;
m_animationType = AnimationType_Static;
m_isValid = true;
return true;
}
void Mesh::Destroy()
{
if (m_impl)
if (m_isValid)
{
OnMeshDestroy(this);
delete m_impl;
m_impl = nullptr;
m_animationPath.Clear();
m_materialData.clear();
m_materialData.resize(1);
m_skeleton.Destroy();
m_subMeshes.clear();
m_subMeshMap.clear();
m_isValid = false;
}
}
void Mesh::GenerateNormals()
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
for (SubMesh* subMesh : m_impl->subMeshes)
subMesh->GenerateNormals();
for (SubMeshData& data : m_subMeshes)
data.subMesh->GenerateNormals();
}
void Mesh::GenerateNormalsAndTangents()
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
for (SubMesh* subMesh : m_impl->subMeshes)
subMesh->GenerateNormalsAndTangents();
for (SubMeshData& data : m_subMeshes)
data.subMesh->GenerateNormalsAndTangents();
}
void Mesh::GenerateTangents()
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
for (SubMesh* subMesh : m_impl->subMeshes)
subMesh->GenerateTangents();
for (SubMeshData& data : m_subMeshes)
data.subMesh->GenerateTangents();
}
const Boxf& Mesh::GetAABB() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
if (!m_impl->aabbUpdated)
if (!m_aabbUpdated)
{
std::size_t subMeshCount = m_impl->subMeshes.size();
std::size_t subMeshCount = m_subMeshes.size();
if (subMeshCount > 0)
{
m_impl->aabb.Set(m_impl->subMeshes[0]->GetAABB());
m_aabb.Set(m_subMeshes.front().subMesh->GetAABB());
for (std::size_t i = 1; i < subMeshCount; ++i)
m_impl->aabb.ExtendTo(m_impl->subMeshes[i]->GetAABB());
m_aabb.ExtendTo(m_subMeshes[i].subMesh->GetAABB());
}
else
m_impl->aabb.MakeZero();
m_aabb.MakeZero();
m_impl->aabbUpdated = true;
m_aabbUpdated = true;
}
return m_impl->aabb;
return m_aabb;
}
String Mesh::GetAnimation() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return m_impl->animationPath;
return m_animationPath;
}
AnimationType Mesh::GetAnimationType() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return m_impl->animationType;
return m_animationType;
}
UInt32 Mesh::GetJointCount() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_impl->animationType == AnimationType_Skeletal, "Mesh is not skeletal");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(m_animationType == AnimationType_Skeletal, "Mesh is not skeletal");
return m_impl->jointCount;
return m_jointCount;
}
ParameterList& Mesh::GetMaterialData(UInt32 index)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(index < m_impl->materialData.size(), "Material index out of range");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(index < m_materialData.size(), "Material index out of range");
return m_impl->materialData[index];
return m_materialData[index];
}
const ParameterList& Mesh::GetMaterialData(UInt32 index) const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(index < m_impl->materialData.size(), "Material index out of range");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(index < m_materialData.size(), "Material index out of range");
return m_impl->materialData[index];
return m_materialData[index];
}
UInt32 Mesh::GetMaterialCount() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return static_cast<UInt32>(m_impl->materialData.size());
return static_cast<UInt32>(m_materialData.size());
}
Skeleton* Mesh::GetSkeleton()
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_impl->animationType == AnimationType_Skeletal, "Mesh is not skeletal");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(m_animationType == AnimationType_Skeletal, "Mesh is not skeletal");
return &m_impl->skeleton;
return &m_skeleton;
}
const Skeleton* Mesh::GetSkeleton() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_impl->animationType == AnimationType_Skeletal, "Mesh is not skeletal");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(m_animationType == AnimationType_Skeletal, "Mesh is not skeletal");
return &m_impl->skeleton;
return &m_skeleton;
}
SubMesh* Mesh::GetSubMesh(const String& identifier)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
auto it = m_impl->subMeshMap.find(identifier);
NazaraAssert(it != m_impl->subMeshMap.end(), "SubMesh " + identifier + " not found");
auto it = m_subMeshMap.find(identifier);
NazaraAssert(it != m_subMeshMap.end(), "SubMesh " + identifier + " not found");
return m_impl->subMeshes[it->second];
return m_subMeshes[it->second].subMesh;
}
SubMesh* Mesh::GetSubMesh(UInt32 index)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(index < m_impl->subMeshes.size(), "Submesh index out of range");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(index < m_subMeshes.size(), "Submesh index out of range");
return m_impl->subMeshes[index];
return m_subMeshes[index].subMesh;
}
const SubMesh* Mesh::GetSubMesh(const String& identifier) const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
auto it = m_impl->subMeshMap.find(identifier);
NazaraAssert(it != m_impl->subMeshMap.end(), "SubMesh " + identifier + " not found");
auto it = m_subMeshMap.find(identifier);
NazaraAssert(it != m_subMeshMap.end(), "SubMesh " + identifier + " not found");
return m_impl->subMeshes[it->second];
return m_subMeshes[it->second].subMesh;
}
const SubMesh* Mesh::GetSubMesh(UInt32 index) const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(index < m_impl->subMeshes.size(), "Submesh index out of range");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(index < m_subMeshes.size(), "Submesh index out of range");
return m_impl->subMeshes[index];
return m_subMeshes[index].subMesh;
}
UInt32 Mesh::GetSubMeshCount() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return static_cast<UInt32>(m_impl->subMeshes.size());
return static_cast<UInt32>(m_subMeshes.size());
}
UInt32 Mesh::GetSubMeshIndex(const String& identifier) const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
auto it = m_impl->subMeshMap.find(identifier);
NazaraAssert(it != m_impl->subMeshMap.end(), "SubMesh " + identifier + " not found");
auto it = m_subMeshMap.find(identifier);
NazaraAssert(it != m_subMeshMap.end(), "SubMesh " + identifier + " not found");
return it->second;
}
UInt32 Mesh::GetTriangleCount() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
UInt32 triangleCount = 0;
for (SubMesh* subMesh : m_impl->subMeshes)
triangleCount += subMesh->GetTriangleCount();
for (const SubMeshData& data : m_subMeshes)
triangleCount += data.subMesh->GetTriangleCount();
return triangleCount;
}
UInt32 Mesh::GetVertexCount() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
UInt32 vertexCount = 0;
for (SubMesh* subMesh : m_impl->subMeshes)
vertexCount += subMesh->GetVertexCount();
for (const SubMeshData& data : m_subMeshes)
vertexCount += data.subMesh->GetVertexCount();
return vertexCount;
}
void Mesh::InvalidateAABB() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
m_impl->aabbUpdated = false;
m_aabbUpdated = false;
OnMeshInvalidateAABB(this);
}
bool Mesh::HasSubMesh(const String& identifier) const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return m_impl->subMeshMap.find(identifier) != m_impl->subMeshMap.end();
return m_subMeshMap.find(identifier) != m_subMeshMap.end();
}
bool Mesh::HasSubMesh(UInt32 index) const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return index < m_impl->subMeshes.size();
return index < m_subMeshes.size();
}
bool Mesh::IsAnimable() const
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
return m_impl->animationType != AnimationType_Static;
return m_animationType != AnimationType_Static;
}
bool Mesh::IsValid() const
{
return m_impl != nullptr;
return m_isValid;
}
bool Mesh::LoadFromFile(const String& filePath, const MeshParams& params)
@ -560,20 +538,20 @@ namespace Nz
void Mesh::Recenter()
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_impl->animationType == AnimationType_Static, "Mesh is not static");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(m_animationType == AnimationType_Static, "Mesh is not static");
// The center of our mesh is the center of our *global* AABB
Vector3f center = GetAABB().GetCenter();
for (SubMesh* subMesh : m_impl->subMeshes)
for (SubMeshData& data : m_subMeshes)
{
StaticMesh* staticMesh = static_cast<StaticMesh*>(subMesh);
StaticMesh& staticMesh = static_cast<StaticMesh&>(*data.subMesh);
BufferMapper<VertexBuffer> mapper(staticMesh->GetVertexBuffer(), BufferAccess_ReadWrite);
BufferMapper<VertexBuffer> mapper(staticMesh.GetVertexBuffer(), BufferAccess_ReadWrite);
MeshVertex* vertices = static_cast<MeshVertex*>(mapper.GetPointer());
UInt32 vertexCount = staticMesh->GetVertexCount();
UInt32 vertexCount = staticMesh.GetVertexCount();
for (UInt32 i = 0; i < vertexCount; ++i)
{
vertices->position -= center;
@ -581,13 +559,11 @@ namespace Nz
}
// Our AABB doesn't change shape, only position
Boxf aabb = staticMesh->GetAABB();
Boxf aabb = staticMesh.GetAABB();
aabb.Translate(-center);
staticMesh->SetAABB(aabb);
staticMesh.SetAABB(aabb); // This will invalidate our AABB
}
InvalidateAABB();
}
void Mesh::RemoveSubMesh(const String& identifier)
@ -595,22 +571,22 @@ namespace Nz
UInt32 index = GetSubMeshIndex(identifier);
// On déplace l'itérateur du début d'une distance de x
auto it2 = m_impl->subMeshes.begin();
auto it2 = m_subMeshes.begin();
std::advance(it2, index);
m_impl->subMeshes.erase(it2);
m_subMeshes.erase(it2);
InvalidateAABB();
}
void Mesh::RemoveSubMesh(UInt32 index)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(index < m_impl->subMeshes.size(), "Submesh index out of range");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(index < m_subMeshes.size(), "Submesh index out of range");
// On déplace l'itérateur du début de x
auto it = m_impl->subMeshes.begin();
auto it = m_subMeshes.begin();
std::advance(it, index);
m_impl->subMeshes.erase(it);
m_subMeshes.erase(it);
InvalidateAABB();
}
@ -627,34 +603,34 @@ namespace Nz
void Mesh::SetAnimation(const String& animationPath)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
m_impl->animationPath = animationPath;
m_animationPath = animationPath;
}
void Mesh::SetMaterialData(UInt32 matIndex, ParameterList data)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(matIndex < m_impl->materialData.size(), "Material index out of range");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(matIndex < m_materialData.size(), "Material index out of range");
m_impl->materialData[matIndex] = std::move(data);
m_materialData[matIndex] = std::move(data);
}
void Mesh::SetMaterialCount(UInt32 matCount)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(matCount > 0, "A mesh should have at least a material");
m_impl->materialData.resize(matCount);
m_materialData.resize(matCount);
#ifdef NAZARA_DEBUG
for (SubMesh* subMesh : m_impl->subMeshes)
for (SubMeshData& data : m_subMeshes)
{
UInt32 matIndex = subMesh->GetMaterialIndex();
UInt32 matIndex = data.subMesh->GetMaterialIndex();
if (matIndex >= matCount)
{
subMesh->SetMaterialIndex(0); // To prevent a crash
NazaraWarning("SubMesh " + String::Pointer(subMesh) + " material index is over mesh new material count (" + String::Number(matIndex) + " >= " + String::Number(matCount) + "), setting it to first material");
data.subMesh->SetMaterialIndex(0); // To prevent a crash
NazaraWarning("SubMesh " + String::Pointer(data.subMesh) + " material index is over mesh new material count (" + String::Number(matIndex) + " >= " + String::Number(matCount) + "), setting it to first material");
}
}
#endif
@ -662,19 +638,19 @@ namespace Nz
void Mesh::Transform(const Matrix4f& matrix)
{
NazaraAssert(m_impl, "Mesh should be created first");
NazaraAssert(m_impl->animationType == AnimationType_Static, "Mesh is not static");
NazaraAssert(m_isValid, "Mesh should be created first");
NazaraAssert(m_animationType == AnimationType_Static, "Mesh is not static");
for (SubMesh* subMesh : m_impl->subMeshes)
for (SubMeshData& data : m_subMeshes)
{
StaticMesh* staticMesh = static_cast<StaticMesh*>(subMesh);
StaticMesh& staticMesh = static_cast<StaticMesh&>(*data.subMesh);
BufferMapper<VertexBuffer> mapper(staticMesh->GetVertexBuffer(), BufferAccess_ReadWrite);
BufferMapper<VertexBuffer> mapper(staticMesh.GetVertexBuffer(), BufferAccess_ReadWrite);
MeshVertex* vertices = static_cast<MeshVertex*>(mapper.GetPointer());
Boxf aabb(vertices->position.x, vertices->position.y, vertices->position.z, 0.f, 0.f, 0.f);
UInt32 vertexCount = staticMesh->GetVertexCount();
UInt32 vertexCount = staticMesh.GetVertexCount();
for (UInt32 i = 0; i < vertexCount; ++i)
{
vertices->position = matrix.Transform(vertices->position);
@ -683,10 +659,8 @@ namespace Nz
vertices++;
}
staticMesh->SetAABB(aabb);
staticMesh.SetAABB(aabb); //< This will invalidate our AABB
}
InvalidateAABB();
}
bool Mesh::Initialize()

View File

@ -8,8 +8,16 @@
namespace Nz
{
SkeletalMesh::SkeletalMesh(const Mesh* parent) :
SubMesh(parent)
SkeletalMesh::SkeletalMesh(VertexBuffer* vertexBuffer, const IndexBuffer* indexBuffer) :
m_aabb(Nz::Boxf::Zero()),
m_indexBuffer(indexBuffer),
m_vertexBuffer(vertexBuffer)
{
NazaraAssert(m_vertexBuffer, "Invalid vertex buffer");
}
SkeletalMesh::SkeletalMesh(const Mesh* /*parent*/) :
m_aabb(Nz::Boxf::Zero())
{
}
@ -90,6 +98,8 @@ namespace Nz
void SkeletalMesh::SetAABB(const Boxf& aabb)
{
m_aabb = aabb;
OnSubMeshInvalidateAABB(this);
}
void SkeletalMesh::SetIndexBuffer(const IndexBuffer* indexBuffer)

View File

@ -10,8 +10,16 @@
namespace Nz
{
StaticMesh::StaticMesh(const Mesh* parent) :
SubMesh(parent)
StaticMesh::StaticMesh(VertexBuffer* vertexBuffer, const IndexBuffer* indexBuffer) :
m_aabb(Nz::Boxf::Zero()),
m_indexBuffer(indexBuffer),
m_vertexBuffer(vertexBuffer)
{
NazaraAssert(m_vertexBuffer, "Invalid vertex buffer");
}
StaticMesh::StaticMesh(const Mesh* /*parent*/) :
m_aabb(Nz::Boxf::Zero())
{
}
@ -69,7 +77,7 @@ namespace Nz
{
// On lock le buffer pour itérer sur toutes les positions et composer notre AABB
VertexMapper mapper(m_vertexBuffer, BufferAccess_ReadOnly);
m_aabb = ComputeAABB(mapper.GetComponentPtr<const Vector3f>(VertexComponent_Position), m_vertexBuffer->GetVertexCount());
SetAABB(ComputeAABB(mapper.GetComponentPtr<const Vector3f>(VertexComponent_Position), m_vertexBuffer->GetVertexCount()));
return true;
}
@ -117,10 +125,12 @@ namespace Nz
void StaticMesh::SetAABB(const Boxf& aabb)
{
m_aabb = aabb;
OnSubMeshInvalidateAABB(this);
}
void StaticMesh::SetIndexBuffer(const IndexBuffer* indexBuffer)
{
m_indexBuffer = indexBuffer;
}
}
}

View File

@ -12,14 +12,18 @@
namespace Nz
{
SubMesh::SubMesh(const Mesh* parent) :
RefCounted(false), // Un SubMesh n'est pas persistant par défaut
SubMesh::SubMesh() :
RefCounted(false), // wut
m_primitiveMode(PrimitiveMode_TriangleList),
m_parent(parent),
m_matIndex(0)
{
}
SubMesh::SubMesh(const Mesh* /*parent*/) :
SubMesh()
{
}
SubMesh::~SubMesh()
{
OnSubMeshRelease(this);
@ -160,11 +164,6 @@ namespace Nz
while (iterator.Advance());
}
const Mesh* SubMesh::GetParent() const
{
return m_parent;
}
PrimitiveMode SubMesh::GetPrimitiveMode() const
{
return m_primitiveMode;