// 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Nz { MeshParams::MeshParams() { if (!Buffer::IsStorageSupported(storage)) storage = DataStorage_Software; } bool MeshParams::IsValid() const { if (!Buffer::IsStorageSupported(storage)) { NazaraError("Storage not supported"); return false; } if (matrix == Matrix4f::Zero()) { NazaraError("Invalid matrix"); return false; } if (!vertexDeclaration) { NazaraError("The vertex declaration can't be null"); return false; } if (!vertexDeclaration->HasComponent(VertexComponent_Position)) { NazaraError("Vertex declaration must contains a vertex position"); return false; } return true; } void Mesh::AddSubMesh(SubMesh* subMesh) { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(subMesh, "Invalid submesh"); NazaraAssert(subMesh->GetAnimationType() == m_animationType, "Submesh animation type doesn't match mesh animation type"); 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_isValid, "Mesh should be created first"); NazaraAssert(!identifier.IsEmpty(), "Identifier is empty"); NazaraAssert(m_subMeshMap.find(identifier) == m_subMeshMap.end(), "SubMesh identifier \"" + identifier + "\" is already in use"); NazaraAssert(subMesh, "Invalid submesh"); NazaraAssert(subMesh->GetAnimationType() == m_animationType, "Submesh animation type doesn't match mesh animation type"); std::size_t index = m_subMeshes.size(); AddSubMesh(subMesh); m_subMeshMap[identifier] = static_cast(index); } SubMesh* Mesh::BuildSubMesh(const Primitive& primitive, const MeshParams& params) { 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(VertexComponent_Position), "The vertex declaration doesn't have a Vector3 position component"); Boxf aabb; IndexBufferRef indexBuffer; VertexBufferRef vertexBuffer; Matrix4f matrix(primitive.matrix); matrix *= params.matrix; VertexDeclaration* declaration = params.vertexDeclaration; switch (primitive.type) { case PrimitiveType_Box: { unsigned int indexCount; unsigned int vertexCount; ComputeBoxIndexVertexCount(primitive.box.subdivision, &indexCount, &vertexCount); indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits::max(), indexCount, params.storage, params.indexBufferFlags); vertexBuffer = VertexBuffer::New(declaration, vertexCount, params.storage, params.vertexBufferFlags); VertexMapper vertexMapper(vertexBuffer, BufferAccess_WriteOnly); VertexPointers pointers; pointers.normalPtr = vertexMapper.GetComponentPtr(VertexComponent_Normal); pointers.positionPtr = vertexMapper.GetComponentPtr(VertexComponent_Position); pointers.tangentPtr = vertexMapper.GetComponentPtr(VertexComponent_Tangent); pointers.uvPtr = vertexMapper.GetComponentPtr(VertexComponent_TexCoord); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); GenerateBox(primitive.box.lengths, primitive.box.subdivision, matrix, primitive.textureCoords, pointers, indexMapper.begin(), &aabb); break; } case PrimitiveType_Cone: { unsigned int indexCount; unsigned int vertexCount; ComputeConeIndexVertexCount(primitive.cone.subdivision, &indexCount, &vertexCount); indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits::max(), indexCount, params.storage, params.indexBufferFlags); vertexBuffer = VertexBuffer::New(declaration, vertexCount, params.storage, params.vertexBufferFlags); VertexMapper vertexMapper(vertexBuffer, BufferAccess_WriteOnly); VertexPointers pointers; pointers.normalPtr = vertexMapper.GetComponentPtr(VertexComponent_Normal); pointers.positionPtr = vertexMapper.GetComponentPtr(VertexComponent_Position); pointers.tangentPtr = vertexMapper.GetComponentPtr(VertexComponent_Tangent); pointers.uvPtr = vertexMapper.GetComponentPtr(VertexComponent_TexCoord); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); GenerateCone(primitive.cone.length, primitive.cone.radius, primitive.cone.subdivision, matrix, primitive.textureCoords, pointers, indexMapper.begin(), &aabb); break; } case PrimitiveType_Plane: { unsigned int indexCount; unsigned int vertexCount; ComputePlaneIndexVertexCount(primitive.plane.subdivision, &indexCount, &vertexCount); indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits::max(), indexCount, params.storage, params.indexBufferFlags); vertexBuffer = VertexBuffer::New(declaration, vertexCount, params.storage, params.vertexBufferFlags); VertexMapper vertexMapper(vertexBuffer, BufferAccess_WriteOnly); VertexPointers pointers; pointers.normalPtr = vertexMapper.GetComponentPtr(VertexComponent_Normal); pointers.positionPtr = vertexMapper.GetComponentPtr(VertexComponent_Position); pointers.tangentPtr = vertexMapper.GetComponentPtr(VertexComponent_Tangent); pointers.uvPtr = vertexMapper.GetComponentPtr(VertexComponent_TexCoord); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); GeneratePlane(primitive.plane.subdivision, primitive.plane.size, matrix, primitive.textureCoords, pointers, indexMapper.begin(), &aabb); break; } case PrimitiveType_Sphere: { switch (primitive.sphere.type) { case SphereType_Cubic: { unsigned int indexCount; unsigned int vertexCount; ComputeCubicSphereIndexVertexCount(primitive.sphere.cubic.subdivision, &indexCount, &vertexCount); indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits::max(), indexCount, params.storage, params.indexBufferFlags); vertexBuffer = VertexBuffer::New(declaration, vertexCount, params.storage, params.vertexBufferFlags); VertexMapper vertexMapper(vertexBuffer, BufferAccess_ReadWrite); VertexPointers pointers; pointers.normalPtr = vertexMapper.GetComponentPtr(VertexComponent_Normal); pointers.positionPtr = vertexMapper.GetComponentPtr(VertexComponent_Position); pointers.tangentPtr = vertexMapper.GetComponentPtr(VertexComponent_Tangent); pointers.uvPtr = vertexMapper.GetComponentPtr(VertexComponent_TexCoord); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); GenerateCubicSphere(primitive.sphere.size, primitive.sphere.cubic.subdivision, matrix, primitive.textureCoords, pointers, indexMapper.begin(), &aabb); break; } case SphereType_Ico: { unsigned int indexCount; unsigned int vertexCount; ComputeIcoSphereIndexVertexCount(primitive.sphere.ico.recursionLevel, &indexCount, &vertexCount); indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits::max(), indexCount, params.storage, params.indexBufferFlags); vertexBuffer = VertexBuffer::New(declaration, vertexCount, params.storage, params.vertexBufferFlags); VertexMapper vertexMapper(vertexBuffer, BufferAccess_WriteOnly); VertexPointers pointers; pointers.normalPtr = vertexMapper.GetComponentPtr(VertexComponent_Normal); pointers.positionPtr = vertexMapper.GetComponentPtr(VertexComponent_Position); pointers.tangentPtr = vertexMapper.GetComponentPtr(VertexComponent_Tangent); pointers.uvPtr = vertexMapper.GetComponentPtr(VertexComponent_TexCoord); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); GenerateIcoSphere(primitive.sphere.size, primitive.sphere.ico.recursionLevel, matrix, primitive.textureCoords, pointers, indexMapper.begin(), &aabb); break; } case SphereType_UV: { unsigned int indexCount; unsigned int vertexCount; ComputeUvSphereIndexVertexCount(primitive.sphere.uv.sliceCount, primitive.sphere.uv.stackCount, &indexCount, &vertexCount); indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits::max(), indexCount, params.storage, params.indexBufferFlags); vertexBuffer = VertexBuffer::New(declaration, vertexCount, params.storage, params.vertexBufferFlags); VertexMapper vertexMapper(vertexBuffer, BufferAccess_WriteOnly); VertexPointers pointers; pointers.normalPtr = vertexMapper.GetComponentPtr(VertexComponent_Normal); pointers.positionPtr = vertexMapper.GetComponentPtr(VertexComponent_Position); pointers.tangentPtr = vertexMapper.GetComponentPtr(VertexComponent_Tangent); pointers.uvPtr = vertexMapper.GetComponentPtr(VertexComponent_TexCoord); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); GenerateUvSphere(primitive.sphere.size, primitive.sphere.uv.sliceCount, primitive.sphere.uv.stackCount, matrix, primitive.textureCoords, pointers, indexMapper.begin(), &aabb); break; } } break; } } if (params.optimizeIndexBuffers) indexBuffer->Optimize(); StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer); subMesh->SetAABB(aabb); AddSubMesh(subMesh); return subMesh; } void Mesh::BuildSubMeshes(const PrimitiveList& list, const MeshParams& params) { for (UInt32 i = 0; i < list.GetSize(); ++i) BuildSubMesh(list.GetPrimitive(i), params); } bool Mesh::CreateSkeletal(UInt32 jointCount) { Destroy(); m_animationType = AnimationType_Skeletal; m_jointCount = jointCount; if (!m_skeleton.Create(jointCount)) { NazaraError("Failed to create skeleton"); return false; } m_isValid = true; return true; } bool Mesh::CreateStatic() { Destroy(); m_animationType = AnimationType_Static; m_isValid = true; return true; } void Mesh::Destroy() { if (m_isValid) { OnMeshDestroy(this); 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_isValid, "Mesh should be created first"); for (SubMeshData& data : m_subMeshes) data.subMesh->GenerateNormals(); } void Mesh::GenerateNormalsAndTangents() { NazaraAssert(m_isValid, "Mesh should be created first"); for (SubMeshData& data : m_subMeshes) data.subMesh->GenerateNormalsAndTangents(); } void Mesh::GenerateTangents() { NazaraAssert(m_isValid, "Mesh should be created first"); for (SubMeshData& data : m_subMeshes) data.subMesh->GenerateTangents(); } const Boxf& Mesh::GetAABB() const { NazaraAssert(m_isValid, "Mesh should be created first"); if (!m_aabbUpdated) { std::size_t subMeshCount = m_subMeshes.size(); if (subMeshCount > 0) { m_aabb.Set(m_subMeshes.front().subMesh->GetAABB()); for (std::size_t i = 1; i < subMeshCount; ++i) m_aabb.ExtendTo(m_subMeshes[i].subMesh->GetAABB()); } else m_aabb.MakeZero(); m_aabbUpdated = true; } return m_aabb; } String Mesh::GetAnimation() const { NazaraAssert(m_isValid, "Mesh should be created first"); return m_animationPath; } AnimationType Mesh::GetAnimationType() const { NazaraAssert(m_isValid, "Mesh should be created first"); return m_animationType; } UInt32 Mesh::GetJointCount() const { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(m_animationType == AnimationType_Skeletal, "Mesh is not skeletal"); return m_jointCount; } ParameterList& Mesh::GetMaterialData(UInt32 index) { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(index < m_materialData.size(), "Material index out of range"); return m_materialData[index]; } const ParameterList& Mesh::GetMaterialData(UInt32 index) const { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(index < m_materialData.size(), "Material index out of range"); return m_materialData[index]; } UInt32 Mesh::GetMaterialCount() const { NazaraAssert(m_isValid, "Mesh should be created first"); return static_cast(m_materialData.size()); } Skeleton* Mesh::GetSkeleton() { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(m_animationType == AnimationType_Skeletal, "Mesh is not skeletal"); return &m_skeleton; } const Skeleton* Mesh::GetSkeleton() const { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(m_animationType == AnimationType_Skeletal, "Mesh is not skeletal"); return &m_skeleton; } SubMesh* Mesh::GetSubMesh(const String& identifier) { NazaraAssert(m_isValid, "Mesh should be created first"); auto it = m_subMeshMap.find(identifier); NazaraAssert(it != m_subMeshMap.end(), "SubMesh " + identifier + " not found"); return m_subMeshes[it->second].subMesh; } SubMesh* Mesh::GetSubMesh(UInt32 index) { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(index < m_subMeshes.size(), "Submesh index out of range"); return m_subMeshes[index].subMesh; } const SubMesh* Mesh::GetSubMesh(const String& identifier) const { NazaraAssert(m_isValid, "Mesh should be created first"); auto it = m_subMeshMap.find(identifier); NazaraAssert(it != m_subMeshMap.end(), "SubMesh " + identifier + " not found"); return m_subMeshes[it->second].subMesh; } const SubMesh* Mesh::GetSubMesh(UInt32 index) const { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(index < m_subMeshes.size(), "Submesh index out of range"); return m_subMeshes[index].subMesh; } UInt32 Mesh::GetSubMeshCount() const { NazaraAssert(m_isValid, "Mesh should be created first"); return static_cast(m_subMeshes.size()); } UInt32 Mesh::GetSubMeshIndex(const String& identifier) const { NazaraAssert(m_isValid, "Mesh should be created first"); auto it = m_subMeshMap.find(identifier); NazaraAssert(it != m_subMeshMap.end(), "SubMesh " + identifier + " not found"); return it->second; } UInt32 Mesh::GetTriangleCount() const { NazaraAssert(m_isValid, "Mesh should be created first"); UInt32 triangleCount = 0; for (const SubMeshData& data : m_subMeshes) triangleCount += data.subMesh->GetTriangleCount(); return triangleCount; } UInt32 Mesh::GetVertexCount() const { NazaraAssert(m_isValid, "Mesh should be created first"); UInt32 vertexCount = 0; for (const SubMeshData& data : m_subMeshes) vertexCount += data.subMesh->GetVertexCount(); return vertexCount; } void Mesh::InvalidateAABB() const { NazaraAssert(m_isValid, "Mesh should be created first"); m_aabbUpdated = false; OnMeshInvalidateAABB(this); } bool Mesh::HasSubMesh(const String& identifier) const { NazaraAssert(m_isValid, "Mesh should be created first"); return m_subMeshMap.find(identifier) != m_subMeshMap.end(); } bool Mesh::HasSubMesh(UInt32 index) const { NazaraAssert(m_isValid, "Mesh should be created first"); return index < m_subMeshes.size(); } bool Mesh::IsAnimable() const { NazaraAssert(m_isValid, "Mesh should be created first"); return m_animationType != AnimationType_Static; } bool Mesh::IsValid() const { return m_isValid; } void Mesh::Recenter() { 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 (SubMeshData& data : m_subMeshes) { StaticMesh& staticMesh = static_cast(*data.subMesh); BufferMapper mapper(staticMesh.GetVertexBuffer(), BufferAccess_ReadWrite); MeshVertex* vertices = static_cast(mapper.GetPointer()); UInt32 vertexCount = staticMesh.GetVertexCount(); for (UInt32 i = 0; i < vertexCount; ++i) { vertices->position -= center; vertices++; } // Our AABB doesn't change shape, only position Boxf aabb = staticMesh.GetAABB(); aabb.Translate(-center); staticMesh.SetAABB(aabb); // This will invalidate our AABB } } void Mesh::RemoveSubMesh(const String& identifier) { UInt32 index = GetSubMeshIndex(identifier); // On déplace l'itérateur du début d'une distance de x auto it2 = m_subMeshes.begin(); std::advance(it2, index); m_subMeshes.erase(it2); InvalidateAABB(); } void Mesh::RemoveSubMesh(UInt32 index) { 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_subMeshes.begin(); std::advance(it, index); m_subMeshes.erase(it); InvalidateAABB(); } bool Mesh::SaveToFile(const String& filePath, const MeshParams& params) { return MeshSaver::SaveToFile(*this, filePath, params); } bool Mesh::SaveToStream(Stream& stream, const String& format, const MeshParams& params) { return MeshSaver::SaveToStream(*this, stream, format, params); } void Mesh::SetAnimation(const String& animationPath) { NazaraAssert(m_isValid, "Mesh should be created first"); m_animationPath = animationPath; } void Mesh::SetMaterialData(UInt32 matIndex, ParameterList data) { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(matIndex < m_materialData.size(), "Material index out of range"); m_materialData[matIndex] = std::move(data); } void Mesh::SetMaterialCount(UInt32 matCount) { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(matCount > 0, "A mesh should have at least a material"); m_materialData.resize(matCount); #ifdef NAZARA_DEBUG for (SubMeshData& data : m_subMeshes) { UInt32 matIndex = data.subMesh->GetMaterialIndex(); if (matIndex >= matCount) { 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 } void Mesh::Transform(const Matrix4f& matrix) { NazaraAssert(m_isValid, "Mesh should be created first"); NazaraAssert(m_animationType == AnimationType_Static, "Mesh is not static"); for (SubMeshData& data : m_subMeshes) { StaticMesh& staticMesh = static_cast(*data.subMesh); BufferMapper mapper(staticMesh.GetVertexBuffer(), BufferAccess_ReadWrite); MeshVertex* vertices = static_cast(mapper.GetPointer()); Boxf aabb(vertices->position.x, vertices->position.y, vertices->position.z, 0.f, 0.f, 0.f); UInt32 vertexCount = staticMesh.GetVertexCount(); for (UInt32 i = 0; i < vertexCount; ++i) { vertices->position = matrix.Transform(vertices->position); aabb.ExtendTo(vertices->position); vertices++; } staticMesh.SetAABB(aabb); //< This will invalidate our AABB } } MeshRef Mesh::LoadFromFile(const String& filePath, const MeshParams& params) { return MeshLoader::LoadFromFile(filePath, params); } MeshRef Mesh::LoadFromMemory(const void* data, std::size_t size, const MeshParams& params) { return MeshLoader::LoadFromMemory(data, size, params); } MeshRef Mesh::LoadFromStream(Stream& stream, const MeshParams& params) { return MeshLoader::LoadFromStream(stream, params); } bool Mesh::Initialize() { if (!MeshLibrary::Initialize()) { NazaraError("Failed to initialise library"); return false; } if (!MeshManager::Initialize()) { NazaraError("Failed to initialise manager"); return false; } return true; } void Mesh::Uninitialize() { MeshManager::Uninitialize(); MeshLibrary::Uninitialize(); } MeshLibrary::LibraryMap Mesh::s_library; MeshLoader::LoaderList Mesh::s_loaders; MeshManager::ManagerMap Mesh::s_managerMap; MeshManager::ManagerParams Mesh::s_managerParameters; MeshSaver::SaverList Mesh::s_savers; }