| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "Utility/BsShapeMeshes3D.h" |
| 4 | #include "Math/BsRect2.h" |
| 5 | #include "Mesh/BsMesh.h" |
| 6 | #include "Math/BsVector2.h" |
| 7 | #include "Math/BsQuaternion.h" |
| 8 | #include "Math/BsSphere.h" |
| 9 | #include "Material/BsPass.h" |
| 10 | #include "Components/BsCCamera.h" |
| 11 | #include "RenderAPI/BsVertexDataDesc.h" |
| 12 | #include "Mesh/BsMeshUtility.h" |
| 13 | |
| 14 | namespace bs |
| 15 | { |
| 16 | const UINT32 ShapeMeshes3D::NUM_VERTICES_AA_LINE = 8; |
| 17 | const UINT32 ShapeMeshes3D::NUM_INDICES_AA_LINE = 30; |
| 18 | |
| 19 | inline UINT8* writeVector3(UINT8* buffer, UINT32 stride, const Vector3& value) |
| 20 | { |
| 21 | *(Vector3*)buffer = value; |
| 22 | return buffer + stride; |
| 23 | } |
| 24 | |
| 25 | inline UINT8* writeVector2(UINT8* buffer, UINT32 stride, const Vector2& value) |
| 26 | { |
| 27 | *(Vector2*)buffer = value; |
| 28 | return buffer + stride; |
| 29 | } |
| 30 | |
| 31 | void ShapeMeshes3D::wireAABox(const AABox& box, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 32 | { |
| 33 | UINT32* indexData = meshData->getIndices32(); |
| 34 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 35 | |
| 36 | assert((vertexOffset + 8) <= meshData->getNumVertices()); |
| 37 | assert((indexOffset + 24) <= meshData->getNumIndices()); |
| 38 | |
| 39 | wireAABox(box, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
| 40 | } |
| 41 | |
| 42 | void ShapeMeshes3D::solidAABox(const AABox& box, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 43 | { |
| 44 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
| 45 | |
| 46 | UINT32* indexData = meshData->getIndices32(); |
| 47 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 48 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
| 49 | |
| 50 | UINT32 numVertices = meshData->getNumVertices(); |
| 51 | UINT32 numIndices = meshData->getNumIndices(); |
| 52 | UINT32 vertexStride = desc->getVertexStride(); |
| 53 | |
| 54 | assert((vertexOffset + 24) <= meshData->getNumVertices()); |
| 55 | assert((indexOffset + 36) <= meshData->getNumIndices()); |
| 56 | |
| 57 | UINT8* uvData = nullptr; |
| 58 | if (desc->hasElement(VES_TEXCOORD)) |
| 59 | uvData = meshData->getElementData(VES_TEXCOORD); |
| 60 | |
| 61 | solidAABox(box, positionData, normalData, uvData, vertexOffset, vertexStride, indexData, indexOffset); |
| 62 | |
| 63 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
| 64 | { |
| 65 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
| 66 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
| 67 | vertexOffset, indexOffset, vertexStride, tangentData); |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | void ShapeMeshes3D::wireSphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 72 | { |
| 73 | UINT32 requiredNumVertices, requiredNumIndices; |
| 74 | getNumElementsWireSphere(quality, requiredNumVertices, requiredNumIndices); |
| 75 | |
| 76 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 77 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 78 | |
| 79 | UINT32 verticesPerArc = (quality + 1) * 5; |
| 80 | UINT32 indicesPerArc = (verticesPerArc - 1) * 2; |
| 81 | |
| 82 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_X, meshData, |
| 83 | vertexOffset, indexOffset, quality); |
| 84 | |
| 85 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Y, meshData, |
| 86 | vertexOffset + verticesPerArc, indexOffset + indicesPerArc, quality); |
| 87 | |
| 88 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Z, meshData, |
| 89 | vertexOffset + verticesPerArc * 2, indexOffset + indicesPerArc * 2, quality); |
| 90 | } |
| 91 | |
| 92 | void ShapeMeshes3D::wireHemisphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, |
| 93 | UINT32 indexOffset, UINT32 quality) |
| 94 | { |
| 95 | UINT32 requiredNumVertices, requiredNumIndices; |
| 96 | getNumElementsWireHemisphere(quality, requiredNumVertices, requiredNumIndices); |
| 97 | |
| 98 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 99 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 100 | |
| 101 | UINT32 verticesPerArc = (quality + 1) * 5; |
| 102 | UINT32 indicesPerArc = (verticesPerArc - 1) * 2; |
| 103 | |
| 104 | wireArc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_X, Degree(0.0f), Degree(180.0f), meshData, |
| 105 | vertexOffset, indexOffset, quality); |
| 106 | |
| 107 | wireArc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Y, Degree(0.0f), Degree(180.0f), meshData, |
| 108 | vertexOffset + verticesPerArc, indexOffset + indicesPerArc, quality); |
| 109 | |
| 110 | wireDisc(sphere.getCenter(), sphere.getRadius(), Vector3::UNIT_Z, meshData, |
| 111 | vertexOffset + verticesPerArc * 2, indexOffset + indicesPerArc * 2, quality); |
| 112 | } |
| 113 | |
| 114 | void ShapeMeshes3D::solidSphere(const Sphere& sphere, const SPtr<MeshData>& meshData, UINT32 vertexOffset, |
| 115 | UINT32 indexOffset, UINT32 quality) |
| 116 | { |
| 117 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
| 118 | |
| 119 | UINT32* indexData = meshData->getIndices32(); |
| 120 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 121 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
| 122 | |
| 123 | UINT32 numVertices = meshData->getNumVertices(); |
| 124 | UINT32 numIndices = meshData->getNumIndices(); |
| 125 | UINT32 vertexStride = desc->getVertexStride(); |
| 126 | |
| 127 | UINT32 requiredNumVertices, requiredNumIndices; |
| 128 | getNumElementsSphere(quality, requiredNumVertices, requiredNumIndices); |
| 129 | |
| 130 | assert((vertexOffset + requiredNumVertices) <= numVertices); |
| 131 | assert((indexOffset + requiredNumIndices) <= numIndices); |
| 132 | |
| 133 | UINT8* uvData = nullptr; |
| 134 | if (desc->hasElement(VES_TEXCOORD)) |
| 135 | uvData = meshData->getElementData(VES_TEXCOORD); |
| 136 | |
| 137 | solidSphere(sphere, positionData, normalData, uvData, vertexOffset, vertexStride, indexData, indexOffset, quality); |
| 138 | |
| 139 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
| 140 | { |
| 141 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
| 142 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
| 143 | vertexOffset, indexOffset, vertexStride, tangentData); |
| 144 | } |
| 145 | } |
| 146 | |
| 147 | void ShapeMeshes3D::wireDisc(const Vector3& center, float radius, const Vector3& normal, const SPtr<MeshData>& meshData, |
| 148 | UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 149 | { |
| 150 | wireArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality); |
| 151 | } |
| 152 | |
| 153 | void ShapeMeshes3D::solidDisc(const Vector3& center, float radius, const Vector3& normal, const SPtr<MeshData>& meshData, |
| 154 | UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 155 | { |
| 156 | solidArc(center, radius, normal, Degree(0), Degree(360), meshData, vertexOffset, indexOffset, quality); |
| 157 | } |
| 158 | |
| 159 | void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
| 160 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 161 | { |
| 162 | UINT32* indexData = meshData->getIndices32(); |
| 163 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 164 | |
| 165 | UINT32 requiredNumVertices, requiredNumIndices; |
| 166 | getNumElementsWireArc(quality, requiredNumVertices, requiredNumIndices); |
| 167 | |
| 168 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 169 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 170 | |
| 171 | wireArc(center, radius, normal, startAngle, amountAngle, positionData, vertexOffset, |
| 172 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality); |
| 173 | } |
| 174 | |
| 175 | void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
| 176 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 177 | { |
| 178 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
| 179 | |
| 180 | UINT32* indexData = meshData->getIndices32(); |
| 181 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 182 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
| 183 | |
| 184 | UINT32 numVertices = meshData->getNumVertices(); |
| 185 | UINT32 numIndices = meshData->getNumIndices(); |
| 186 | UINT32 vertexStride = desc->getVertexStride(); |
| 187 | |
| 188 | UINT32 requiredNumVertices, requiredNumIndices; |
| 189 | getNumElementsArc(quality, requiredNumVertices, requiredNumIndices); |
| 190 | |
| 191 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 192 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 193 | |
| 194 | UINT8* uvData = nullptr; |
| 195 | if (desc->hasElement(VES_TEXCOORD)) |
| 196 | uvData = meshData->getElementData(VES_TEXCOORD); |
| 197 | |
| 198 | solidArc(center, radius, normal, startAngle, amountAngle, positionData, normalData, uvData, vertexOffset, |
| 199 | vertexStride, indexData, indexOffset, quality); |
| 200 | |
| 201 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
| 202 | { |
| 203 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
| 204 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
| 205 | vertexOffset, indexOffset, vertexStride, tangentData); |
| 206 | } |
| 207 | } |
| 208 | |
| 209 | void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far, |
| 210 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 211 | { |
| 212 | UINT32* indexData = meshData->getIndices32(); |
| 213 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 214 | |
| 215 | assert((vertexOffset + 8) <= meshData->getNumVertices()); |
| 216 | assert((indexOffset + 24) <= meshData->getNumIndices()); |
| 217 | |
| 218 | wireFrustum(position, aspect, FOV, near, far, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
| 219 | } |
| 220 | |
| 221 | void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 222 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 223 | { |
| 224 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
| 225 | |
| 226 | UINT32* indexData = meshData->getIndices32(); |
| 227 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 228 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
| 229 | |
| 230 | UINT32 numVertices = meshData->getNumVertices(); |
| 231 | UINT32 numIndices = meshData->getNumIndices(); |
| 232 | UINT32 vertexStride = desc->getVertexStride(); |
| 233 | |
| 234 | UINT32 requiredNumVertices, requiredNumIndices; |
| 235 | getNumElementsCone(quality, requiredNumVertices, requiredNumIndices); |
| 236 | |
| 237 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 238 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 239 | |
| 240 | UINT8* uvData = nullptr; |
| 241 | if (desc->hasElement(VES_TEXCOORD)) |
| 242 | uvData = meshData->getElementData(VES_TEXCOORD); |
| 243 | |
| 244 | solidCone(base, normal, height, radius, scale, positionData, normalData, uvData, vertexOffset, |
| 245 | vertexStride, indexData, indexOffset, quality); |
| 246 | |
| 247 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
| 248 | { |
| 249 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
| 250 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
| 251 | vertexOffset, indexOffset, vertexStride, tangentData); |
| 252 | } |
| 253 | } |
| 254 | |
| 255 | void ShapeMeshes3D::wireCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 256 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 257 | { |
| 258 | UINT32* indexData = meshData->getIndices32(); |
| 259 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 260 | |
| 261 | UINT32 requiredNumVertices, requiredNumIndices; |
| 262 | getNumElementsWireCone(quality, requiredNumVertices, requiredNumIndices); |
| 263 | |
| 264 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 265 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 266 | |
| 267 | wireCone(base, normal, height, radius, scale, positionData, vertexOffset, |
| 268 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality); |
| 269 | } |
| 270 | |
| 271 | void ShapeMeshes3D::solidCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 272 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 273 | { |
| 274 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
| 275 | |
| 276 | UINT32* indexData = meshData->getIndices32(); |
| 277 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 278 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
| 279 | |
| 280 | UINT32 numVertices = meshData->getNumVertices(); |
| 281 | UINT32 numIndices = meshData->getNumIndices(); |
| 282 | UINT32 vertexStride = desc->getVertexStride(); |
| 283 | |
| 284 | UINT32 requiredNumVertices, requiredNumIndices; |
| 285 | getNumElementsCylinder(quality, requiredNumVertices, requiredNumIndices); |
| 286 | |
| 287 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 288 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 289 | |
| 290 | UINT8* uvData = nullptr; |
| 291 | if (desc->hasElement(VES_TEXCOORD)) |
| 292 | uvData = meshData->getElementData(VES_TEXCOORD); |
| 293 | |
| 294 | solidCylinder(base, normal, height, radius, scale, positionData, normalData, uvData, vertexOffset, |
| 295 | vertexStride, indexData, indexOffset, quality); |
| 296 | |
| 297 | if (uvData != nullptr && desc->hasElement(VES_TANGENT)) |
| 298 | { |
| 299 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
| 300 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
| 301 | vertexOffset, indexOffset, vertexStride, tangentData); |
| 302 | } |
| 303 | } |
| 304 | |
| 305 | void ShapeMeshes3D::wireCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 306 | const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset, UINT32 quality) |
| 307 | { |
| 308 | UINT32* indexData = meshData->getIndices32(); |
| 309 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 310 | |
| 311 | UINT32 requiredNumVertices, requiredNumIndices; |
| 312 | getNumElementsWireCylinder(quality, requiredNumVertices, requiredNumIndices); |
| 313 | |
| 314 | assert((vertexOffset + requiredNumVertices) <= meshData->getNumVertices()); |
| 315 | assert((indexOffset + requiredNumIndices) <= meshData->getNumIndices()); |
| 316 | |
| 317 | wireCylinder(base, normal, height, radius, scale, positionData, vertexOffset, |
| 318 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset, quality); |
| 319 | } |
| 320 | |
| 321 | void ShapeMeshes3D::solidQuad(const Rect3& area, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 322 | { |
| 323 | const SPtr<VertexDataDesc>& desc = meshData->getVertexDesc(); |
| 324 | |
| 325 | UINT32* indexData = meshData->getIndices32(); |
| 326 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 327 | UINT8* normalData = meshData->getElementData(VES_NORMAL); |
| 328 | |
| 329 | UINT32 numVertices = meshData->getNumVertices(); |
| 330 | UINT32 numIndices = meshData->getNumIndices(); |
| 331 | UINT32 vertexStride = desc->getVertexStride(); |
| 332 | |
| 333 | assert((vertexOffset + 8) <= numVertices); |
| 334 | assert((indexOffset + 12) <= numIndices); |
| 335 | |
| 336 | UINT8* uvData = nullptr; |
| 337 | if (desc->hasElement(VES_TEXCOORD)) |
| 338 | uvData = meshData->getElementData(VES_TEXCOORD); |
| 339 | |
| 340 | solidQuad(area, positionData, normalData, uvData, vertexOffset, |
| 341 | meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
| 342 | |
| 343 | if(uvData != nullptr && desc->hasElement(VES_TANGENT)) |
| 344 | { |
| 345 | UINT8* tangentData = meshData->getElementData(VES_TANGENT); |
| 346 | generateTangents(positionData, normalData, uvData, indexData, numVertices, numIndices, |
| 347 | vertexOffset, indexOffset, vertexStride, tangentData); |
| 348 | } |
| 349 | } |
| 350 | |
| 351 | void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 352 | { |
| 353 | UINT32* indexData = meshData->getIndices32(); |
| 354 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 355 | |
| 356 | assert((vertexOffset + 2) <= meshData->getNumVertices()); |
| 357 | assert((indexOffset + 2) <= meshData->getNumIndices()); |
| 358 | |
| 359 | pixelLine(a, b, positionData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
| 360 | } |
| 361 | |
| 362 | void ShapeMeshes3D::pixelLineList(const Vector<Vector3>& linePoints, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 363 | { |
| 364 | assert(linePoints.size() % 2 == 0); |
| 365 | |
| 366 | assert((vertexOffset + linePoints.size()) <= meshData->getNumVertices()); |
| 367 | assert((indexOffset + linePoints.size()) <= meshData->getNumIndices()); |
| 368 | |
| 369 | UINT32 curVertOffset = vertexOffset; |
| 370 | UINT32 curIdxOffset = indexOffset; |
| 371 | |
| 372 | UINT32* indexData = meshData->getIndices32(); |
| 373 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 374 | |
| 375 | UINT32 numPoints = (UINT32)linePoints.size(); |
| 376 | for (UINT32 i = 0; i < numPoints; i += 2) |
| 377 | { |
| 378 | pixelLine(linePoints[i], linePoints[i + 1], positionData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset); |
| 379 | |
| 380 | curVertOffset += 2; |
| 381 | curIdxOffset += 2; |
| 382 | } |
| 383 | } |
| 384 | |
| 385 | void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, |
| 386 | const Color& color, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 387 | { |
| 388 | UINT32* indexData = meshData->getIndices32(); |
| 389 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 390 | UINT8* colorData = meshData->getElementData(VES_COLOR); |
| 391 | |
| 392 | assert((vertexOffset + NUM_VERTICES_AA_LINE) <= meshData->getNumVertices()); |
| 393 | assert((indexOffset + NUM_INDICES_AA_LINE) <= meshData->getNumIndices()); |
| 394 | |
| 395 | antialiasedLine(a, b, up, width, borderWidth, color, positionData, colorData, vertexOffset, meshData->getVertexDesc()->getVertexStride(), indexData, indexOffset); |
| 396 | } |
| 397 | |
| 398 | void ShapeMeshes3D::antialiasedLineList(const Vector<Vector3>& linePoints, const Vector3& up, float width, float borderWidth, |
| 399 | const Color& color, const SPtr<MeshData>& meshData, UINT32 vertexOffset, UINT32 indexOffset) |
| 400 | { |
| 401 | assert(linePoints.size() % 2 == 0); |
| 402 | |
| 403 | assert((vertexOffset + linePoints.size() * 4) <= meshData->getNumVertices()); |
| 404 | assert((indexOffset + linePoints.size() * 15) <= meshData->getNumIndices()); |
| 405 | |
| 406 | UINT32 curVertOffset = vertexOffset; |
| 407 | UINT32 curIdxOffset = indexOffset; |
| 408 | |
| 409 | UINT32* indexData = meshData->getIndices32(); |
| 410 | UINT8* positionData = meshData->getElementData(VES_POSITION); |
| 411 | UINT8* colorData = meshData->getElementData(VES_COLOR); |
| 412 | |
| 413 | UINT32 numPoints = (UINT32)linePoints.size(); |
| 414 | for (UINT32 i = 0; i < numPoints; i += 2) |
| 415 | { |
| 416 | antialiasedLine(linePoints[i], linePoints[i + 1], up, width, borderWidth, color, positionData, colorData, curVertOffset, meshData->getVertexDesc()->getVertexStride(), indexData, curIdxOffset); |
| 417 | |
| 418 | curVertOffset += NUM_VERTICES_AA_LINE; |
| 419 | curIdxOffset += NUM_INDICES_AA_LINE; |
| 420 | } |
| 421 | } |
| 422 | |
| 423 | /************************************************************************/ |
| 424 | /* ELEMENT COUNT */ |
| 425 | /************************************************************************/ |
| 426 | |
| 427 | void ShapeMeshes3D::getNumElementsAABox(UINT32& numVertices, UINT32& numIndices) |
| 428 | { |
| 429 | numVertices = 24; |
| 430 | numIndices = 36; |
| 431 | } |
| 432 | |
| 433 | void ShapeMeshes3D::getNumElementsWireAABox(UINT32& numVertices, UINT32& numIndices) |
| 434 | { |
| 435 | numVertices = 8; |
| 436 | numIndices = 24; |
| 437 | } |
| 438 | |
| 439 | void ShapeMeshes3D::getNumElementsSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 440 | { |
| 441 | numVertices = 20 * (3 * ((UINT32)std::pow(4, quality))); |
| 442 | numIndices = numVertices; |
| 443 | |
| 444 | // Extra for the seam fix. 4 initial triangles each split 4 times per quality level, one vertex each |
| 445 | numVertices += (3 * (UINT32)pow(4, quality)); |
| 446 | } |
| 447 | |
| 448 | void ShapeMeshes3D::getNumElementsWireSphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 449 | { |
| 450 | getNumElementsWireArc(quality, numVertices, numIndices); |
| 451 | numVertices *= 3; |
| 452 | numIndices *= 3; |
| 453 | } |
| 454 | |
| 455 | void ShapeMeshes3D::getNumElementsWireHemisphere(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 456 | { |
| 457 | getNumElementsWireArc(quality, numVertices, numIndices); |
| 458 | numVertices *= 3; |
| 459 | numIndices *= 3; |
| 460 | } |
| 461 | |
| 462 | void ShapeMeshes3D::getNumElementsArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 463 | { |
| 464 | numVertices = ((quality + 1) * 5 + 1) * 2; |
| 465 | numIndices = ((quality + 1) * 5) * 6; |
| 466 | } |
| 467 | |
| 468 | void ShapeMeshes3D::getNumElementsWireArc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 469 | { |
| 470 | numVertices = (quality + 1) * 5; |
| 471 | numIndices = ((quality + 1) * 5 - 1) * 2; |
| 472 | } |
| 473 | |
| 474 | void ShapeMeshes3D::getNumElementsDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 475 | { |
| 476 | getNumElementsArc(quality, numVertices, numIndices); |
| 477 | } |
| 478 | |
| 479 | void ShapeMeshes3D::getNumElementsWireDisc(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 480 | { |
| 481 | getNumElementsWireArc(quality, numVertices, numIndices); |
| 482 | } |
| 483 | |
| 484 | void ShapeMeshes3D::getNumElementsCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 485 | { |
| 486 | numVertices = ((quality + 1) * 4) * 3 + 1; |
| 487 | numIndices = ((quality + 1) * 4) * 6; |
| 488 | } |
| 489 | |
| 490 | void ShapeMeshes3D::getNumElementsWireCone(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 491 | { |
| 492 | numVertices = (quality + 1) * 4 + 5; |
| 493 | numIndices = ((quality + 1) * 4 + 4) * 2; |
| 494 | } |
| 495 | |
| 496 | void ShapeMeshes3D::getNumElementsCylinder(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 497 | { |
| 498 | numVertices = ((quality + 1) * 4 + 1) * 4; |
| 499 | numIndices = ((quality + 1) * 4) * 12; |
| 500 | } |
| 501 | |
| 502 | void ShapeMeshes3D::getNumElementsWireCylinder(UINT32 quality, UINT32& numVertices, UINT32& numIndices) |
| 503 | { |
| 504 | numVertices = ((quality + 1) * 4) * 2; |
| 505 | numIndices = ((quality + 1) * 4) * 6; |
| 506 | } |
| 507 | |
| 508 | void ShapeMeshes3D::getNumElementsQuad(UINT32& numVertices, UINT32& numIndices) |
| 509 | { |
| 510 | numVertices = 8; |
| 511 | numIndices = 12; |
| 512 | } |
| 513 | |
| 514 | void ShapeMeshes3D::getNumElementsFrustum(UINT32& numVertices, UINT32& numIndices) |
| 515 | { |
| 516 | numVertices = 8; |
| 517 | numIndices = 36; |
| 518 | } |
| 519 | |
| 520 | void ShapeMeshes3D::wireAABox(const AABox& box, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 521 | { |
| 522 | outVertices += vertexOffset * vertexStride; |
| 523 | |
| 524 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
| 525 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
| 526 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
| 527 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
| 528 | |
| 529 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
| 530 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
| 531 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
| 532 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
| 533 | |
| 534 | outIndices += indexOffset; |
| 535 | |
| 536 | // Front |
| 537 | outIndices[0] = vertexOffset + 0; |
| 538 | outIndices[1] = vertexOffset + 1; |
| 539 | |
| 540 | outIndices[2] = vertexOffset + 1; |
| 541 | outIndices[3] = vertexOffset + 2; |
| 542 | |
| 543 | outIndices[4] = vertexOffset + 2; |
| 544 | outIndices[5] = vertexOffset + 3; |
| 545 | |
| 546 | outIndices[6] = vertexOffset + 3; |
| 547 | outIndices[7] = vertexOffset + 0; |
| 548 | |
| 549 | // Center |
| 550 | outIndices[8] = vertexOffset + 0; |
| 551 | outIndices[9] = vertexOffset + 5; |
| 552 | |
| 553 | outIndices[10] = vertexOffset + 1; |
| 554 | outIndices[11] = vertexOffset + 4; |
| 555 | |
| 556 | outIndices[12] = vertexOffset + 2; |
| 557 | outIndices[13] = vertexOffset + 7; |
| 558 | |
| 559 | outIndices[14] = vertexOffset + 3; |
| 560 | outIndices[15] = vertexOffset + 6; |
| 561 | |
| 562 | // Back |
| 563 | outIndices[16] = vertexOffset + 4; |
| 564 | outIndices[17] = vertexOffset + 5; |
| 565 | |
| 566 | outIndices[18] = vertexOffset + 5; |
| 567 | outIndices[19] = vertexOffset + 6; |
| 568 | |
| 569 | outIndices[20] = vertexOffset + 6; |
| 570 | outIndices[21] = vertexOffset + 7; |
| 571 | |
| 572 | outIndices[22] = vertexOffset + 7; |
| 573 | outIndices[23] = vertexOffset + 4; |
| 574 | } |
| 575 | |
| 576 | void ShapeMeshes3D::solidAABox(const AABox& box, UINT8* outVertices, UINT8* outNormals, UINT8* outUVs, |
| 577 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 578 | { |
| 579 | outVertices += (vertexOffset * vertexStride); |
| 580 | |
| 581 | // Front face |
| 582 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
| 583 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
| 584 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
| 585 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
| 586 | |
| 587 | // Back face |
| 588 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
| 589 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
| 590 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
| 591 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
| 592 | |
| 593 | // Left face |
| 594 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
| 595 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
| 596 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
| 597 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
| 598 | |
| 599 | // Right face |
| 600 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
| 601 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
| 602 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
| 603 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
| 604 | |
| 605 | // Top face |
| 606 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_TOP)); |
| 607 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_TOP)); |
| 608 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_TOP)); |
| 609 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_TOP)); |
| 610 | |
| 611 | // Bottom face |
| 612 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_LEFT_BOTTOM)); |
| 613 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::FAR_RIGHT_BOTTOM)); |
| 614 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_RIGHT_BOTTOM)); |
| 615 | outVertices = writeVector3(outVertices, vertexStride, box.getCorner(AABox::NEAR_LEFT_BOTTOM)); |
| 616 | |
| 617 | // Normals |
| 618 | static const Vector3 faceNormals[6] = |
| 619 | { |
| 620 | Vector3(0, 0, 1), |
| 621 | Vector3(0, 0, -1), |
| 622 | Vector3(-1, 0, 0), |
| 623 | Vector3(1, 0, 0), |
| 624 | Vector3(0, 1, 0), |
| 625 | Vector3(0, -1, 0) |
| 626 | }; |
| 627 | |
| 628 | if (outNormals != nullptr) |
| 629 | { |
| 630 | outNormals += (vertexOffset * vertexStride); |
| 631 | for (UINT32 face = 0; face < 6; face++) |
| 632 | { |
| 633 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
| 634 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
| 635 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
| 636 | outNormals = writeVector3(outNormals, vertexStride, faceNormals[face]); |
| 637 | } |
| 638 | } |
| 639 | |
| 640 | // UV |
| 641 | if(outUVs != nullptr) |
| 642 | { |
| 643 | outUVs += (vertexOffset * vertexStride); |
| 644 | for (UINT32 face = 0; face < 6; face++) |
| 645 | { |
| 646 | outUVs = writeVector2(outUVs, vertexStride, Vector2(0.0f, 1.0f)); |
| 647 | outUVs = writeVector2(outUVs, vertexStride, Vector2(1.0f, 1.0f)); |
| 648 | outUVs = writeVector2(outUVs, vertexStride, Vector2(1.0f, 0.0f)); |
| 649 | outUVs = writeVector2(outUVs, vertexStride, Vector2(0.0f, 0.0f)); |
| 650 | } |
| 651 | } |
| 652 | |
| 653 | // Indices |
| 654 | UINT32* indices = outIndices + indexOffset; |
| 655 | for (UINT32 face = 0; face < 6; face++) |
| 656 | { |
| 657 | UINT32 faceVertOffset = vertexOffset + face * 4; |
| 658 | |
| 659 | indices[face * 6 + 0] = faceVertOffset + 2; |
| 660 | indices[face * 6 + 1] = faceVertOffset + 1; |
| 661 | indices[face * 6 + 2] = faceVertOffset + 0; |
| 662 | indices[face * 6 + 3] = faceVertOffset + 0; |
| 663 | indices[face * 6 + 4] = faceVertOffset + 3; |
| 664 | indices[face * 6 + 5] = faceVertOffset + 2; |
| 665 | } |
| 666 | } |
| 667 | |
| 668 | void ShapeMeshes3D::solidSphere(const Sphere& sphere, UINT8* outVertices, UINT8* outNormals, UINT8 *outUV, |
| 669 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
| 670 | { |
| 671 | // Create icosahedron |
| 672 | static const float x = 0.525731112119133606f; |
| 673 | static const float z = 0.850650808352039932f; |
| 674 | |
| 675 | static const Vector3 vertices[12] = |
| 676 | { |
| 677 | Vector3(-x, 0.0f, z), |
| 678 | Vector3(x, 0.0f, z), |
| 679 | Vector3(-x, 0.0f, -z), |
| 680 | Vector3(x, 0.0f, -z), |
| 681 | Vector3(0.0f, z, x), |
| 682 | Vector3(0.0f, z, -x), |
| 683 | Vector3(0.0f, -z, x), |
| 684 | Vector3(0.0f, -z, -x), |
| 685 | Vector3(z, x, 0.0f), |
| 686 | Vector3(-z, x, 0.0f), |
| 687 | Vector3(z, -x, 0.0f), |
| 688 | Vector3(-z, -x, 0.0f) |
| 689 | }; |
| 690 | |
| 691 | static const UINT32 triangles[20][3] = |
| 692 | { |
| 693 | { 0, 4, 1 }, { 0, 9, 4 }, { 9, 5, 4 }, { 4, 5, 8 }, |
| 694 | { 4, 8, 1 }, { 8, 10, 1 }, { 8, 3, 10 }, { 5, 3, 8 }, |
| 695 | { 5, 2, 3 }, { 2, 7, 3 }, { 7, 10, 3 }, { 7, 6, 10 }, |
| 696 | { 7, 11, 6 }, { 11, 0, 6 }, { 0, 1, 6 }, { 6, 1, 10 }, |
| 697 | { 9, 0, 11 }, { 9, 11, 2 }, { 9, 2, 5 }, { 7, 2, 11 } |
| 698 | }; |
| 699 | |
| 700 | // Tessellate it |
| 701 | UINT32 curVertOffset = vertexOffset; |
| 702 | for (int i = 0; i < 20; ++i) |
| 703 | { |
| 704 | curVertOffset += subdivideTriangleOnSphere(sphere.getCenter(), sphere.getRadius(), quality, |
| 705 | vertices[triangles[i][2]], vertices[triangles[i][1]], vertices[triangles[i][0]], |
| 706 | outVertices, outNormals, curVertOffset, vertexStride); |
| 707 | } |
| 708 | |
| 709 | // Create UV if required |
| 710 | if (outUV != nullptr) |
| 711 | { |
| 712 | UINT32 numVertices = curVertOffset - vertexOffset; |
| 713 | |
| 714 | outUV += (vertexOffset * vertexStride); |
| 715 | UINT8* curUV = outUV; |
| 716 | for(UINT32 i = 0; i < numVertices; i++) |
| 717 | { |
| 718 | Vector3 position = *(Vector3*)&outVertices[(vertexOffset + i) * vertexStride]; |
| 719 | Vector3 normal = Vector3::normalize(position); |
| 720 | |
| 721 | Vector2 uv; |
| 722 | uv.x = 0.5f - atan2(normal.x, normal.z) / Math::TWO_PI; |
| 723 | uv.y = 0.5f - asin(normal.y) / Math::PI; |
| 724 | |
| 725 | curUV = writeVector2(curUV, vertexStride, uv); |
| 726 | } |
| 727 | } |
| 728 | |
| 729 | // Create indices |
| 730 | outIndices += indexOffset; |
| 731 | |
| 732 | UINT32 numIndices = 20 * (3 * (UINT32)std::pow(4, quality)); |
| 733 | for (UINT32 i = 0; i < numIndices; i += 3) |
| 734 | { |
| 735 | outIndices[i] = vertexOffset + i + 2; |
| 736 | outIndices[i + 1] = vertexOffset + i + 1; |
| 737 | outIndices[i + 2] = vertexOffset + i + 0; |
| 738 | } |
| 739 | |
| 740 | // Fix UV seams |
| 741 | UINT8* = outVertices + curVertOffset * vertexStride; |
| 742 | |
| 743 | UINT8* = nullptr; |
| 744 | if (outNormals) |
| 745 | extraNormals = outNormals + curVertOffset * vertexStride; |
| 746 | |
| 747 | UINT8* = nullptr; |
| 748 | if(outUV) |
| 749 | extraUV = outUV + curVertOffset * vertexStride; |
| 750 | |
| 751 | const UINT32 = 3 * (UINT32)pow(4, quality); |
| 752 | UINT32 = 0; |
| 753 | if (outUV != nullptr) |
| 754 | { |
| 755 | // Note: This only fixes seams for tileable textures. To properly fix seams for all textures the triangles |
| 756 | // would actually need to be split along the UV seam. This is ignored as non-tileable textures won't look |
| 757 | // good on a sphere regardless of the seam. |
| 758 | for (UINT32 i = 0; i < numIndices; i += 3) |
| 759 | { |
| 760 | const Vector2& uv0 = *(Vector2*)&outUV[(i + 0) * vertexStride]; |
| 761 | const Vector2& uv1 = *(Vector2*)&outUV[(i + 1) * vertexStride]; |
| 762 | const Vector2& uv2 = *(Vector2*)&outUV[(i + 2) * vertexStride]; |
| 763 | |
| 764 | UINT32 indexToSplit = (UINT32)-1; |
| 765 | float offset = 1.0f; |
| 766 | if(fabs(uv2.x - uv0.x) > 0.5f) |
| 767 | { |
| 768 | if(uv0.x < 0.5f) |
| 769 | { |
| 770 | // 2 is the odd-one out, > 0.5 |
| 771 | if(uv1.x < 0.5f) |
| 772 | { |
| 773 | indexToSplit = 2; |
| 774 | offset = -1.0f; |
| 775 | } |
| 776 | // 0 is the odd-one out, < 0.5 |
| 777 | else |
| 778 | { |
| 779 | indexToSplit = 0; |
| 780 | offset = 1.0f; |
| 781 | } |
| 782 | } |
| 783 | else |
| 784 | { |
| 785 | // 2 is the odd-one out, < 0.5 |
| 786 | if(uv1.x > 0.5f) |
| 787 | { |
| 788 | indexToSplit = 2; |
| 789 | offset = 1.0f; |
| 790 | } |
| 791 | // 0 is the odd-one out, > 0.5 |
| 792 | else |
| 793 | { |
| 794 | indexToSplit = 0; |
| 795 | offset = -1.0f; |
| 796 | } |
| 797 | |
| 798 | } |
| 799 | } |
| 800 | else if(fabs(uv1.x - uv0.x) > 0.5f) |
| 801 | { |
| 802 | if(uv0.x < 0.5f) |
| 803 | { |
| 804 | // 1 is the odd-one out, > 0.5 |
| 805 | if(uv2.x < 0.5f) |
| 806 | { |
| 807 | indexToSplit = 1; |
| 808 | offset = -1.0f; |
| 809 | } |
| 810 | // 0 is the odd-one out, < 0.5 |
| 811 | else |
| 812 | { |
| 813 | indexToSplit = 0; |
| 814 | offset = 1.0f; |
| 815 | } |
| 816 | } |
| 817 | else |
| 818 | { |
| 819 | // 1 is the odd-one out, < 0.5 |
| 820 | if(uv2.x > 0.5f) |
| 821 | { |
| 822 | indexToSplit = 1; |
| 823 | offset = 1.0f; |
| 824 | } |
| 825 | // 0 is the odd-one out, > 0.5 |
| 826 | else |
| 827 | { |
| 828 | indexToSplit = 0; |
| 829 | offset = -1.0f; |
| 830 | } |
| 831 | } |
| 832 | } |
| 833 | else if(fabs(uv1.x - uv2.x) > 0.5f) |
| 834 | { |
| 835 | if(uv2.x < 0.5f) |
| 836 | { |
| 837 | // 1 is the odd-one out, > 0.5 |
| 838 | if(uv0.x < 0.5f) |
| 839 | { |
| 840 | indexToSplit = 1; |
| 841 | offset = -1.0f; |
| 842 | } |
| 843 | // 2 is the odd-one out, < 0.5 |
| 844 | else |
| 845 | { |
| 846 | indexToSplit = 2; |
| 847 | offset = 1.0f; |
| 848 | } |
| 849 | } |
| 850 | else |
| 851 | { |
| 852 | // 1 is the odd-one out, < 0.5 |
| 853 | if(uv0.x > 0.5f) |
| 854 | { |
| 855 | indexToSplit = 1; |
| 856 | offset = 1.0f; |
| 857 | } |
| 858 | // 2 is the odd-one out, > 0.5 |
| 859 | else |
| 860 | { |
| 861 | indexToSplit = 2; |
| 862 | offset = -1.0f; |
| 863 | } |
| 864 | } |
| 865 | } |
| 866 | |
| 867 | if(indexToSplit != (UINT32)-1) |
| 868 | { |
| 869 | Vector3 position = *(Vector3*)&outVertices[(vertexOffset + i + indexToSplit) * vertexStride]; |
| 870 | extraPositions = writeVector3(extraPositions, vertexStride, position); |
| 871 | |
| 872 | if(extraNormals) |
| 873 | { |
| 874 | Vector3 normal = *(Vector3*)&outNormals[(vertexOffset + i + indexToSplit) * vertexStride]; |
| 875 | extraNormals = writeVector3(extraNormals, vertexStride, normal); |
| 876 | } |
| 877 | |
| 878 | Vector2 uv = *(Vector2*)&outUV[(i + indexToSplit) * vertexStride]; |
| 879 | uv.x += offset; |
| 880 | |
| 881 | extraUV = writeVector2(extraUV, vertexStride, uv); |
| 882 | |
| 883 | // Index 0 maps to vertex 2, index 1 to vertex 1, index 2 to vertex 0 |
| 884 | if(indexToSplit == 0) |
| 885 | indexToSplit = 2; |
| 886 | else if(indexToSplit == 2) |
| 887 | indexToSplit = 0; |
| 888 | |
| 889 | outIndices[i + indexToSplit] = vertexOffset + numIndices + extraVertIdx; |
| 890 | |
| 891 | assert(extraVertIdx < maxExtraVerts); |
| 892 | extraVertIdx++; |
| 893 | } |
| 894 | } |
| 895 | } |
| 896 | |
| 897 | // Fill out the remaining extra vertices, just so they aren't uninitialized |
| 898 | for(; extraVertIdx < maxExtraVerts; extraVertIdx++) |
| 899 | { |
| 900 | extraPositions = writeVector3(extraPositions, vertexStride, sphere.getCenter()); |
| 901 | |
| 902 | if (extraNormals) |
| 903 | extraNormals = writeVector3(extraNormals, vertexStride, Vector3::UNIT_Z); |
| 904 | |
| 905 | if(extraUV) |
| 906 | extraUV = writeVector2(extraUV, vertexStride, Vector2::ZERO); |
| 907 | } |
| 908 | } |
| 909 | |
| 910 | void ShapeMeshes3D::wireArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, Degree amountAngle, |
| 911 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
| 912 | { |
| 913 | UINT32 numVertices = (quality + 1) * 5; |
| 914 | |
| 915 | generateArcVertices(center, normal, radius, startAngle, amountAngle, Vector2::ONE, |
| 916 | numVertices, outVertices, vertexOffset, vertexStride); |
| 917 | |
| 918 | outIndices += indexOffset; |
| 919 | UINT32 numLines = numVertices - 1; |
| 920 | for (UINT32 i = 0; i < numLines; i++) |
| 921 | { |
| 922 | outIndices[i * 2 + 0] = vertexOffset + i; |
| 923 | outIndices[i * 2 + 1] = vertexOffset + i + 1; |
| 924 | } |
| 925 | } |
| 926 | |
| 927 | void ShapeMeshes3D::solidArc(const Vector3& center, float radius, const Vector3& normal, Degree startAngle, |
| 928 | Degree amountAngle, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, |
| 929 | UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
| 930 | { |
| 931 | outVertices += vertexOffset * vertexStride; |
| 932 | outNormals += vertexOffset * vertexStride; |
| 933 | outIndices += indexOffset; |
| 934 | |
| 935 | bool reverseOrder = amountAngle.valueDegrees() < 0.0f; |
| 936 | Vector3 visibleNormal = normal; |
| 937 | |
| 938 | outVertices = writeVector3(outVertices, vertexStride, center); |
| 939 | outNormals = writeVector3(outNormals, vertexStride, visibleNormal); |
| 940 | |
| 941 | UINT32 numArcVertices = (quality + 1) * 5; |
| 942 | generateArcVertices(center, normal, radius, startAngle, amountAngle, Vector2::ONE, |
| 943 | numArcVertices, outVertices, vertexOffset, vertexStride); |
| 944 | |
| 945 | UINT8* otherSideVertices = outVertices + (numArcVertices * vertexStride); |
| 946 | UINT8* otherSideNormals = outNormals + (numArcVertices * vertexStride); |
| 947 | |
| 948 | otherSideVertices = writeVector3(otherSideVertices, vertexStride, center); |
| 949 | otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal); |
| 950 | |
| 951 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 952 | { |
| 953 | otherSideVertices = writeVector3(otherSideVertices, vertexStride, *(Vector3*)&outVertices[i * vertexStride]); |
| 954 | |
| 955 | outNormals = writeVector3(outNormals, vertexStride, visibleNormal); |
| 956 | otherSideNormals = writeVector3(otherSideNormals, vertexStride, -visibleNormal); |
| 957 | } |
| 958 | |
| 959 | // UV |
| 960 | if(outUV != nullptr) |
| 961 | { |
| 962 | outUV += vertexOffset * vertexStride; |
| 963 | |
| 964 | // Center |
| 965 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
| 966 | |
| 967 | Vector3 arcNormal = normal; |
| 968 | Vector3 right, top; |
| 969 | arcNormal.orthogonalComplement(right, top); |
| 970 | |
| 971 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 972 | { |
| 973 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
| 974 | Vector3 diff = Vector3::normalize(vec - center); |
| 975 | |
| 976 | Vector2 uv; |
| 977 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
| 978 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
| 979 | |
| 980 | outUV = writeVector2(outUV, vertexStride, uv); |
| 981 | } |
| 982 | |
| 983 | // Reverse |
| 984 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
| 985 | |
| 986 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 987 | { |
| 988 | Vector3 vec = *(Vector3*)&outVertices[(numArcVertices + i + 1) * vertexStride]; |
| 989 | Vector3 diff = Vector3::normalize(vec - center); |
| 990 | |
| 991 | Vector2 uv; |
| 992 | uv.x = Vector3::dot(diff, -right) * 0.5f + 0.5f; |
| 993 | uv.y = Vector3::dot(diff, -top) * 0.5f + 0.5f; |
| 994 | |
| 995 | outUV = writeVector2(outUV, vertexStride, uv); |
| 996 | } |
| 997 | } |
| 998 | |
| 999 | UINT32 numTriangles = numArcVertices; |
| 1000 | |
| 1001 | // If angle is negative the order of vertices is reversed so we need to reverse the indexes too |
| 1002 | UINT32 frontSideOffset = vertexOffset + (reverseOrder ? (numArcVertices + 1) : 0); |
| 1003 | UINT32 backSideOffset = vertexOffset + (!reverseOrder ? (numArcVertices + 1) : 0); |
| 1004 | |
| 1005 | for (UINT32 i = 0; i < numTriangles; i++) |
| 1006 | { |
| 1007 | outIndices[i * 6 + 0] = frontSideOffset + 0; |
| 1008 | outIndices[i * 6 + 1] = frontSideOffset + i; |
| 1009 | outIndices[i * 6 + 2] = frontSideOffset + i + 1; |
| 1010 | |
| 1011 | outIndices[i * 6 + 3] = backSideOffset + 0; |
| 1012 | outIndices[i * 6 + 4] = backSideOffset + i + 1; |
| 1013 | outIndices[i * 6 + 5] = backSideOffset + i; |
| 1014 | } |
| 1015 | } |
| 1016 | |
| 1017 | void ShapeMeshes3D::wireFrustum(const Vector3& position, float aspect, Degree FOV, float near, float far, |
| 1018 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1019 | { |
| 1020 | float fovTan = Math::tan(FOV * 0.5f); |
| 1021 | |
| 1022 | Vector3 nearPoint(0, 0, near); |
| 1023 | Vector3 nearWidth(near * fovTan * aspect, 0, 0); |
| 1024 | Vector3 nearHeight(0, (near * fovTan) / aspect, 0); |
| 1025 | |
| 1026 | Vector3 farPoint(0, 0, far); |
| 1027 | Vector3 farWidth(far * fovTan * aspect, 0, 0); |
| 1028 | Vector3 farHeight(0, (far * fovTan) / aspect, 0); |
| 1029 | |
| 1030 | Vector3 points[8] = |
| 1031 | { |
| 1032 | nearPoint + nearWidth + nearHeight, |
| 1033 | nearPoint - nearWidth + nearHeight, |
| 1034 | nearPoint - nearWidth - nearHeight, |
| 1035 | nearPoint + nearWidth - nearHeight, |
| 1036 | farPoint + farWidth + farHeight, |
| 1037 | farPoint - farWidth + farHeight, |
| 1038 | farPoint - farWidth - farHeight, |
| 1039 | farPoint + farWidth - farHeight |
| 1040 | }; |
| 1041 | |
| 1042 | outVertices += vertexOffset * vertexStride; |
| 1043 | |
| 1044 | for (UINT32 i = 0; i < 8; i++) |
| 1045 | outVertices = writeVector3(outVertices, vertexStride, position + points[i]); |
| 1046 | |
| 1047 | outIndices += indexOffset; |
| 1048 | |
| 1049 | // Front |
| 1050 | outIndices[0] = vertexOffset + 0; outIndices[1] = vertexOffset + 1; |
| 1051 | outIndices[2] = vertexOffset + 1; outIndices[3] = vertexOffset + 2; |
| 1052 | outIndices[4] = vertexOffset + 2; outIndices[5] = vertexOffset + 3; |
| 1053 | outIndices[6] = vertexOffset + 3; outIndices[7] = vertexOffset + 0; |
| 1054 | |
| 1055 | // Center |
| 1056 | outIndices[8] = vertexOffset + 0; outIndices[9] = vertexOffset + 4; |
| 1057 | outIndices[10] = vertexOffset + 1; outIndices[11] = vertexOffset + 5; |
| 1058 | outIndices[12] = vertexOffset + 2; outIndices[13] = vertexOffset + 6; |
| 1059 | outIndices[14] = vertexOffset + 3; outIndices[15] = vertexOffset + 7; |
| 1060 | |
| 1061 | // Back |
| 1062 | outIndices[16] = vertexOffset + 4; outIndices[17] = vertexOffset + 5; |
| 1063 | outIndices[18] = vertexOffset + 5; outIndices[19] = vertexOffset + 6; |
| 1064 | outIndices[20] = vertexOffset + 6; outIndices[21] = vertexOffset + 7; |
| 1065 | outIndices[22] = vertexOffset + 7; outIndices[23] = vertexOffset + 4; |
| 1066 | } |
| 1067 | |
| 1068 | void ShapeMeshes3D::solidCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 1069 | UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, |
| 1070 | UINT32 indexOffset, UINT32 quality) |
| 1071 | { |
| 1072 | outVertices += vertexOffset * vertexStride; |
| 1073 | outIndices += indexOffset; |
| 1074 | |
| 1075 | if (outUV != nullptr) |
| 1076 | outUV += vertexOffset * vertexStride; |
| 1077 | |
| 1078 | if (outNormals != nullptr) |
| 1079 | outNormals += vertexOffset * vertexStride; |
| 1080 | |
| 1081 | // Generate base disc |
| 1082 | UINT32 numArcVertices = (quality + 1) * 4; |
| 1083 | |
| 1084 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
| 1085 | numArcVertices + 1, outVertices, 0, vertexStride); |
| 1086 | |
| 1087 | if (outUV != nullptr) |
| 1088 | { |
| 1089 | Vector3 arcNormal = normal; |
| 1090 | Vector3 right, top; |
| 1091 | arcNormal.orthogonalComplement(right, top); |
| 1092 | |
| 1093 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 1094 | { |
| 1095 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
| 1096 | Vector3 diff = Vector3::normalize(vec - base); |
| 1097 | |
| 1098 | Vector2 uv; |
| 1099 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
| 1100 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
| 1101 | |
| 1102 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1103 | } |
| 1104 | |
| 1105 | // Center base |
| 1106 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
| 1107 | } |
| 1108 | |
| 1109 | outVertices += numArcVertices * vertexStride; |
| 1110 | outVertices = writeVector3(outVertices, vertexStride, base); // Write base vertex |
| 1111 | |
| 1112 | UINT32 baseIdx = numArcVertices; |
| 1113 | |
| 1114 | if (outNormals != nullptr) |
| 1115 | { |
| 1116 | UINT32 totalNumBaseVertices = numArcVertices + 1; |
| 1117 | for (UINT32 i = 0; i < totalNumBaseVertices; i++) |
| 1118 | outNormals = writeVector3(outNormals, vertexStride, -normal); |
| 1119 | } |
| 1120 | |
| 1121 | UINT32 numTriangles = numArcVertices; |
| 1122 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
| 1123 | { |
| 1124 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
| 1125 | outIndices[i * 3 + 1] = vertexOffset + i + 1; |
| 1126 | outIndices[i * 3 + 2] = vertexOffset + i; |
| 1127 | } |
| 1128 | |
| 1129 | { |
| 1130 | UINT32 i = numTriangles - 1; |
| 1131 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
| 1132 | outIndices[i * 3 + 1] = vertexOffset + 0; |
| 1133 | outIndices[i * 3 + 2] = vertexOffset + i; |
| 1134 | } |
| 1135 | |
| 1136 | //// Generate cone |
| 1137 | // Base vertices |
| 1138 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
| 1139 | numArcVertices + 1, outVertices, 0, vertexStride); |
| 1140 | |
| 1141 | Vector3 topVertex = base + normal * height; |
| 1142 | |
| 1143 | // Normals |
| 1144 | if (outNormals != nullptr) |
| 1145 | { |
| 1146 | UINT8* outNormalsBase = outNormals; |
| 1147 | UINT8* outNormalsTop = outNormals + numArcVertices * vertexStride; |
| 1148 | for (INT32 i = 0; i < (INT32)numArcVertices; i++) |
| 1149 | { |
| 1150 | int offsetA = i == 0 ? numArcVertices - 1 : i - 1; |
| 1151 | int offsetB = i; |
| 1152 | int offsetC = (i + 1) % numArcVertices; |
| 1153 | |
| 1154 | Vector3* a = (Vector3*)(outVertices + (offsetA * vertexStride)); |
| 1155 | Vector3* b = (Vector3*)(outVertices + (offsetB * vertexStride)); |
| 1156 | Vector3* c = (Vector3*)(outVertices + (offsetC * vertexStride)); |
| 1157 | |
| 1158 | Vector3 toTop = topVertex - *b; |
| 1159 | |
| 1160 | Vector3 normalLeft = Vector3::cross(*a - *b, toTop); |
| 1161 | normalLeft.normalize(); |
| 1162 | |
| 1163 | Vector3 normalRight = Vector3::cross(toTop, *c - *b); |
| 1164 | normalRight.normalize(); |
| 1165 | |
| 1166 | Vector3 triNormal = Vector3::normalize(normalLeft + normalRight); |
| 1167 | |
| 1168 | outNormalsBase = writeVector3(outNormalsBase, vertexStride, triNormal); |
| 1169 | outNormalsTop = writeVector3(outNormalsTop, vertexStride, triNormal); |
| 1170 | } |
| 1171 | } |
| 1172 | |
| 1173 | // UV |
| 1174 | if(outUV != nullptr) |
| 1175 | { |
| 1176 | float angle = 0.0f; |
| 1177 | float angleIncrement = Math::TWO_PI / numArcVertices; |
| 1178 | |
| 1179 | // Bottom |
| 1180 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 1181 | { |
| 1182 | Vector2 uv; |
| 1183 | uv.x = angle / Math::TWO_PI; |
| 1184 | uv.y = 1.0f; |
| 1185 | |
| 1186 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1187 | angle += angleIncrement; |
| 1188 | } |
| 1189 | |
| 1190 | // Top |
| 1191 | angle = 0.0f; |
| 1192 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 1193 | { |
| 1194 | Vector2 uv; |
| 1195 | uv.x = angle / Math::TWO_PI; |
| 1196 | uv.y = 0.0f; |
| 1197 | |
| 1198 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1199 | angle += angleIncrement; |
| 1200 | } |
| 1201 | } |
| 1202 | |
| 1203 | // Top vertices (All same position, but need them separate because of different normals & uv) |
| 1204 | outVertices += numArcVertices * vertexStride; |
| 1205 | |
| 1206 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 1207 | outVertices = writeVector3(outVertices, vertexStride, topVertex); |
| 1208 | |
| 1209 | outIndices += numTriangles * 3; |
| 1210 | UINT32 curVertBaseOffset = vertexOffset + numArcVertices + 1; |
| 1211 | UINT32 curVertTopOffset = curVertBaseOffset + numArcVertices; |
| 1212 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
| 1213 | { |
| 1214 | outIndices[i * 3 + 0] = curVertTopOffset + i; |
| 1215 | outIndices[i * 3 + 1] = curVertBaseOffset + i; |
| 1216 | outIndices[i * 3 + 2] = curVertBaseOffset + i + 1; |
| 1217 | } |
| 1218 | |
| 1219 | { |
| 1220 | UINT32 i = numTriangles - 1; |
| 1221 | outIndices[i * 3 + 0] = curVertTopOffset + i; |
| 1222 | outIndices[i * 3 + 1] = curVertBaseOffset + i; |
| 1223 | outIndices[i * 3 + 2] = curVertBaseOffset + 0; |
| 1224 | } |
| 1225 | } |
| 1226 | |
| 1227 | void ShapeMeshes3D::wireCone(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 1228 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
| 1229 | { |
| 1230 | outVertices += vertexOffset * vertexStride; |
| 1231 | outIndices += indexOffset; |
| 1232 | |
| 1233 | // Generate arc vertices |
| 1234 | UINT32 numArcVertices = (quality + 1) * 4; |
| 1235 | |
| 1236 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
| 1237 | numArcVertices + 1, outVertices, 0, vertexStride); |
| 1238 | |
| 1239 | outVertices += numArcVertices * vertexStride; |
| 1240 | |
| 1241 | UINT32 numLines = numArcVertices; |
| 1242 | for (UINT32 i = 0; i < numLines; i++) |
| 1243 | { |
| 1244 | outIndices[i * 2 + 0] = vertexOffset + i; |
| 1245 | outIndices[i * 2 + 1] = vertexOffset + i + 1; |
| 1246 | } |
| 1247 | |
| 1248 | outIndices += numLines * 2; |
| 1249 | |
| 1250 | // Generate cone vertices |
| 1251 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
| 1252 | 5, outVertices, 0, vertexStride); |
| 1253 | |
| 1254 | // Cone point |
| 1255 | outVertices += 4 * vertexStride; |
| 1256 | outVertices = writeVector3(outVertices, vertexStride, base + normal * height); |
| 1257 | |
| 1258 | vertexOffset += numArcVertices; |
| 1259 | |
| 1260 | for (UINT32 i = 0; i < 4; i++) |
| 1261 | { |
| 1262 | outIndices[i * 2 + 0] = vertexOffset + 4; |
| 1263 | outIndices[i * 2 + 1] = vertexOffset + i; |
| 1264 | } |
| 1265 | } |
| 1266 | |
| 1267 | void ShapeMeshes3D::solidCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 1268 | UINT8* outVertices, UINT8* outNormals, UINT8* outUV, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, |
| 1269 | UINT32 indexOffset, UINT32 quality) |
| 1270 | { |
| 1271 | outVertices += vertexOffset * vertexStride; |
| 1272 | outIndices += indexOffset; |
| 1273 | |
| 1274 | if (outUV != nullptr) |
| 1275 | outUV += vertexOffset * vertexStride; |
| 1276 | |
| 1277 | if (outNormals != nullptr) |
| 1278 | outNormals += vertexOffset * vertexStride; |
| 1279 | |
| 1280 | // Generate base disc |
| 1281 | UINT32 numArcVertices = (quality + 1) * 4; |
| 1282 | |
| 1283 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
| 1284 | numArcVertices + 1, outVertices, 0, vertexStride); |
| 1285 | |
| 1286 | if (outUV != nullptr) |
| 1287 | { |
| 1288 | Vector3 arcNormal = normal; |
| 1289 | Vector3 right, top; |
| 1290 | arcNormal.orthogonalComplement(right, top); |
| 1291 | |
| 1292 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 1293 | { |
| 1294 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
| 1295 | Vector3 diff = Vector3::normalize(vec - base); |
| 1296 | |
| 1297 | Vector2 uv; |
| 1298 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
| 1299 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
| 1300 | |
| 1301 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1302 | } |
| 1303 | |
| 1304 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
| 1305 | } |
| 1306 | |
| 1307 | outVertices += numArcVertices * vertexStride; |
| 1308 | outVertices = writeVector3(outVertices, vertexStride, base); // Write base vertex |
| 1309 | |
| 1310 | UINT32 baseIdx = numArcVertices; |
| 1311 | |
| 1312 | if (outNormals != nullptr) |
| 1313 | { |
| 1314 | UINT32 totalNumBaseVertices = numArcVertices + 1; |
| 1315 | for (UINT32 i = 0; i < totalNumBaseVertices; i++) |
| 1316 | outNormals = writeVector3(outNormals, vertexStride, -normal); |
| 1317 | } |
| 1318 | |
| 1319 | UINT32 numTriangles = numArcVertices; |
| 1320 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
| 1321 | { |
| 1322 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
| 1323 | outIndices[i * 3 + 1] = vertexOffset + i + 1; |
| 1324 | outIndices[i * 3 + 2] = vertexOffset + i; |
| 1325 | } |
| 1326 | |
| 1327 | { |
| 1328 | UINT32 i = numTriangles - 1; |
| 1329 | outIndices[i * 3 + 0] = vertexOffset + baseIdx; |
| 1330 | outIndices[i * 3 + 1] = vertexOffset + 0; |
| 1331 | outIndices[i * 3 + 2] = vertexOffset + i; |
| 1332 | } |
| 1333 | |
| 1334 | outIndices += numTriangles * 3; |
| 1335 | UINT32 vertexOffsetBase = vertexOffset + numArcVertices + 1; |
| 1336 | |
| 1337 | // Generate cap disc |
| 1338 | Vector3 topVertex = base + normal * height; |
| 1339 | |
| 1340 | generateArcVertices(topVertex, normal, radius, Degree(0), Degree(360), scale, |
| 1341 | numArcVertices + 1, outVertices, 0, vertexStride); |
| 1342 | |
| 1343 | if (outUV != nullptr) |
| 1344 | { |
| 1345 | Vector3 arcNormal = normal; |
| 1346 | Vector3 right, top; |
| 1347 | arcNormal.orthogonalComplement(right, top); |
| 1348 | |
| 1349 | for (UINT32 i = 0; i < numArcVertices; i++) |
| 1350 | { |
| 1351 | Vector3 vec = *(Vector3*)&outVertices[i * vertexStride]; |
| 1352 | Vector3 diff = Vector3::normalize(vec - topVertex); |
| 1353 | |
| 1354 | Vector2 uv; |
| 1355 | uv.x = Vector3::dot(diff, right) * 0.5f + 0.5f; |
| 1356 | uv.y = Vector3::dot(diff, top) * 0.5f + 0.5f; |
| 1357 | |
| 1358 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1359 | } |
| 1360 | |
| 1361 | outUV = writeVector2(outUV, vertexStride, Vector2(0.5f, 0.5f)); |
| 1362 | } |
| 1363 | |
| 1364 | outVertices += numArcVertices * vertexStride; |
| 1365 | outVertices = writeVector3(outVertices, vertexStride, topVertex); // Write top vertex |
| 1366 | |
| 1367 | if (outNormals != nullptr) |
| 1368 | { |
| 1369 | UINT32 totalNumBaseVertices = numArcVertices + 1; |
| 1370 | for (UINT32 i = 0; i < totalNumBaseVertices; i++) |
| 1371 | outNormals = writeVector3(outNormals, vertexStride, normal); |
| 1372 | } |
| 1373 | |
| 1374 | for (UINT32 i = 0; i < numTriangles - 1; i++) |
| 1375 | { |
| 1376 | outIndices[i * 3 + 0] = vertexOffsetBase + baseIdx; |
| 1377 | outIndices[i * 3 + 1] = vertexOffsetBase + i; |
| 1378 | outIndices[i * 3 + 2] = vertexOffsetBase + i + 1; |
| 1379 | } |
| 1380 | |
| 1381 | { |
| 1382 | UINT32 i = numTriangles - 1; |
| 1383 | outIndices[i * 3 + 0] = vertexOffsetBase + baseIdx; |
| 1384 | outIndices[i * 3 + 1] = vertexOffsetBase + i; |
| 1385 | outIndices[i * 3 + 2] = vertexOffsetBase + 0; |
| 1386 | } |
| 1387 | |
| 1388 | outIndices += numTriangles * 3; |
| 1389 | UINT32 vertexOffsetCap = vertexOffsetBase + numArcVertices + 1; |
| 1390 | |
| 1391 | // Generate cylinder |
| 1392 | generateArcVertices(base, normal, radius, Degree(0), Degree(360), scale, |
| 1393 | numArcVertices + 1, outVertices, 0, vertexStride); |
| 1394 | |
| 1395 | generateArcVertices(topVertex, normal, radius, Degree(0), Degree(360), scale, |
| 1396 | numArcVertices + 1, outVertices, numArcVertices + 1, vertexStride); |
| 1397 | |
| 1398 | // Normals |
| 1399 | if (outNormals != nullptr) |
| 1400 | { |
| 1401 | UINT8* outNormalsBase = outNormals; |
| 1402 | UINT8* outNormalsCap = outNormals + (numArcVertices + 1) * vertexStride; |
| 1403 | for (UINT32 i = 0; i < numArcVertices + 1; i++) |
| 1404 | { |
| 1405 | UINT32 offsetA = i == 0 ? numArcVertices - 1 : i - 1; |
| 1406 | UINT32 offsetB = i; |
| 1407 | UINT32 offsetC = i == numArcVertices ? 1 : i + 1; |
| 1408 | |
| 1409 | Vector3* a = (Vector3*)(outVertices + (offsetA * vertexStride)); |
| 1410 | Vector3* b = (Vector3*)(outVertices + (offsetB * vertexStride)); |
| 1411 | Vector3* c = (Vector3*)(outVertices + (offsetC * vertexStride)); |
| 1412 | |
| 1413 | Vector3 toTop = normal; |
| 1414 | |
| 1415 | Vector3 normalLeft = Vector3::cross(*a - *b, toTop); |
| 1416 | normalLeft.normalize(); |
| 1417 | |
| 1418 | Vector3 normalRight = Vector3::cross(toTop, *c - *b); |
| 1419 | normalRight.normalize(); |
| 1420 | |
| 1421 | Vector3 triNormal = Vector3::normalize(normalLeft + normalRight); |
| 1422 | |
| 1423 | outNormalsBase = writeVector3(outNormalsBase, vertexStride, triNormal); |
| 1424 | outNormalsCap = writeVector3(outNormalsCap, vertexStride, triNormal); |
| 1425 | } |
| 1426 | } |
| 1427 | |
| 1428 | // UV |
| 1429 | if (outUV != nullptr) |
| 1430 | { |
| 1431 | float angle = 0.0f; |
| 1432 | float angleIncrement = Math::TWO_PI / numArcVertices; |
| 1433 | |
| 1434 | for (UINT32 i = 0; i < numArcVertices + 1; i++) |
| 1435 | { |
| 1436 | Vector2 uv; |
| 1437 | uv.x = angle / Math::TWO_PI; |
| 1438 | uv.y = 1.0f; |
| 1439 | |
| 1440 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1441 | angle += angleIncrement; |
| 1442 | } |
| 1443 | |
| 1444 | angle = 0.0f; |
| 1445 | for (UINT32 i = 0; i < numArcVertices + 1; i++) |
| 1446 | { |
| 1447 | Vector2 uv; |
| 1448 | uv.x = angle / Math::TWO_PI; |
| 1449 | uv.y = 0.0f; |
| 1450 | |
| 1451 | outUV = writeVector2(outUV, vertexStride, uv); |
| 1452 | angle += angleIncrement; |
| 1453 | } |
| 1454 | } |
| 1455 | |
| 1456 | vertexOffsetBase = vertexOffsetCap; |
| 1457 | vertexOffsetCap = vertexOffsetCap + numArcVertices + 1; |
| 1458 | |
| 1459 | for (UINT32 i = 0; i < numTriangles; i++) |
| 1460 | { |
| 1461 | outIndices[i * 6 + 0] = vertexOffsetCap + i; |
| 1462 | outIndices[i * 6 + 1] = vertexOffsetBase + i; |
| 1463 | outIndices[i * 6 + 2] = vertexOffsetBase + i + 1; |
| 1464 | |
| 1465 | outIndices[i * 6 + 3] = vertexOffsetCap + i; |
| 1466 | outIndices[i * 6 + 4] = vertexOffsetBase + i + 1; |
| 1467 | outIndices[i * 6 + 5] = vertexOffsetCap + i + 1; |
| 1468 | } |
| 1469 | } |
| 1470 | |
| 1471 | void ShapeMeshes3D::wireCylinder(const Vector3& base, const Vector3& normal, float height, float radius, Vector2 scale, |
| 1472 | UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset, UINT32 quality) |
| 1473 | { |
| 1474 | outVertices += vertexOffset * vertexStride; |
| 1475 | outIndices += indexOffset; |
| 1476 | |
| 1477 | // Generate base and cap discs |
| 1478 | UINT32 numArcVertices = (quality + 1) * 4; |
| 1479 | |
| 1480 | Degree angleAmount = Degree(360) - Degree(360) / (float)(numArcVertices); |
| 1481 | |
| 1482 | generateArcVertices(base, normal, radius, Degree(0), angleAmount, scale, |
| 1483 | numArcVertices, outVertices, 0, vertexStride); |
| 1484 | |
| 1485 | Vector3 topVertex = base + normal * height; |
| 1486 | |
| 1487 | generateArcVertices(topVertex, normal, radius, Degree(0), angleAmount, scale, |
| 1488 | numArcVertices, outVertices, numArcVertices, vertexStride); |
| 1489 | |
| 1490 | UINT32 vertexOffsetBase = vertexOffset; |
| 1491 | UINT32 vertexOffsetCap = vertexOffset + numArcVertices; |
| 1492 | |
| 1493 | UINT32 numLines = numArcVertices; |
| 1494 | for (UINT32 i = 0; i < numLines - 1; i++) |
| 1495 | { |
| 1496 | outIndices[i * 4 + 0] = vertexOffsetBase + i; |
| 1497 | outIndices[i * 4 + 1] = vertexOffsetBase + i + 1; |
| 1498 | outIndices[i * 4 + 2] = vertexOffsetCap + i; |
| 1499 | outIndices[i * 4 + 3] = vertexOffsetCap + i + 1; |
| 1500 | } |
| 1501 | { |
| 1502 | UINT32 i = numLines - 1; |
| 1503 | outIndices[i * 4 + 0] = vertexOffsetBase + i; |
| 1504 | outIndices[i * 4 + 1] = vertexOffsetBase + 0; |
| 1505 | outIndices[i * 4 + 2] = vertexOffsetCap + i; |
| 1506 | outIndices[i * 4 + 3] = vertexOffsetCap + 0; |
| 1507 | } |
| 1508 | |
| 1509 | // Generate cylinder |
| 1510 | outIndices += numLines * 4; |
| 1511 | for (UINT32 i = 0; i < numLines; i++) |
| 1512 | { |
| 1513 | outIndices[i * 2 + 0] = vertexOffsetBase + i; |
| 1514 | outIndices[i * 2 + 1] = vertexOffsetCap + i; |
| 1515 | } |
| 1516 | } |
| 1517 | |
| 1518 | void ShapeMeshes3D::solidQuad(const Rect3& area, UINT8* outVertices, UINT8* outNormals, UINT8* outUV, |
| 1519 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1520 | { |
| 1521 | outVertices += (vertexOffset * vertexStride); |
| 1522 | |
| 1523 | Vector3 topLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical(); |
| 1524 | Vector3 topRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() + area.getAxisVert() * area.getExtentVertical(); |
| 1525 | Vector3 botRight = area.getCenter() + area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical(); |
| 1526 | Vector3 botLeft = area.getCenter() - area.getAxisHorz() * area.getExtentHorz() - area.getAxisVert() * area.getExtentVertical(); |
| 1527 | |
| 1528 | outVertices = writeVector3(outVertices, vertexStride, topLeft); |
| 1529 | outVertices = writeVector3(outVertices, vertexStride, topRight); |
| 1530 | outVertices = writeVector3(outVertices, vertexStride, botRight); |
| 1531 | outVertices = writeVector3(outVertices, vertexStride, botLeft); |
| 1532 | |
| 1533 | outVertices = writeVector3(outVertices, vertexStride, topLeft); |
| 1534 | outVertices = writeVector3(outVertices, vertexStride, topRight); |
| 1535 | outVertices = writeVector3(outVertices, vertexStride, botRight); |
| 1536 | outVertices = writeVector3(outVertices, vertexStride, botLeft); |
| 1537 | |
| 1538 | Vector3 normal = area.getAxisHorz().cross(area.getAxisVert()); |
| 1539 | Vector3 reverseNormal = -normal; |
| 1540 | |
| 1541 | outNormals += (vertexOffset * vertexStride); |
| 1542 | outNormals = writeVector3(outNormals, vertexStride, normal); |
| 1543 | outNormals = writeVector3(outNormals, vertexStride, normal); |
| 1544 | outNormals = writeVector3(outNormals, vertexStride, normal); |
| 1545 | outNormals = writeVector3(outNormals, vertexStride, normal); |
| 1546 | |
| 1547 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
| 1548 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
| 1549 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
| 1550 | outNormals = writeVector3(outNormals, vertexStride, reverseNormal); |
| 1551 | |
| 1552 | if(outUV != nullptr) |
| 1553 | { |
| 1554 | outUV += (vertexOffset * vertexStride); |
| 1555 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 0.0f)); |
| 1556 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 0.0f)); |
| 1557 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 1.0f)); |
| 1558 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 1.0f)); |
| 1559 | |
| 1560 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 0.0f)); |
| 1561 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 0.0f)); |
| 1562 | outUV = writeVector2(outUV, vertexStride, Vector2(1.0f, 1.0f)); |
| 1563 | outUV = writeVector2(outUV, vertexStride, Vector2(0.0f, 1.0f)); |
| 1564 | } |
| 1565 | |
| 1566 | outIndices += indexOffset; |
| 1567 | outIndices[0] = vertexOffset; |
| 1568 | outIndices[1] = vertexOffset + 1; |
| 1569 | outIndices[2] = vertexOffset + 2; |
| 1570 | |
| 1571 | outIndices[3] = vertexOffset; |
| 1572 | outIndices[4] = vertexOffset + 2; |
| 1573 | outIndices[5] = vertexOffset + 3; |
| 1574 | |
| 1575 | outIndices[6] = vertexOffset + 4; |
| 1576 | outIndices[7] = vertexOffset + 6; |
| 1577 | outIndices[8] = vertexOffset + 5; |
| 1578 | |
| 1579 | outIndices[9] = vertexOffset + 4; |
| 1580 | outIndices[10] = vertexOffset + 7; |
| 1581 | outIndices[11] = vertexOffset + 6; |
| 1582 | } |
| 1583 | |
| 1584 | Vector3 ShapeMeshes3D::calcCenter(UINT8* vertices, UINT32 numVertices, UINT32 vertexStride) |
| 1585 | { |
| 1586 | Vector3 center = Vector3::ZERO; |
| 1587 | for(UINT32 i = 0; i < numVertices; i++) |
| 1588 | { |
| 1589 | Vector3* curVert = (Vector3*)vertices; |
| 1590 | center += *curVert; |
| 1591 | |
| 1592 | vertices += vertexStride; |
| 1593 | } |
| 1594 | |
| 1595 | center /= (float)numVertices; |
| 1596 | return center; |
| 1597 | } |
| 1598 | |
| 1599 | void ShapeMeshes3D::pixelLine(const Vector3& a, const Vector3& b, UINT8* outVertices, |
| 1600 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1601 | { |
| 1602 | outVertices += (vertexOffset * vertexStride); |
| 1603 | |
| 1604 | Vector3* vertices = (Vector3*)outVertices; |
| 1605 | (*vertices) = a; |
| 1606 | |
| 1607 | vertices = (Vector3*)(outVertices + vertexStride); |
| 1608 | (*vertices) = b; |
| 1609 | |
| 1610 | outIndices += indexOffset; |
| 1611 | outIndices[0] = vertexOffset + 0; |
| 1612 | outIndices[1] = vertexOffset + 1; |
| 1613 | } |
| 1614 | |
| 1615 | void ShapeMeshes3D::antialiasedLine(const Vector3& a, const Vector3& b, const Vector3& up, float width, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors, |
| 1616 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1617 | { |
| 1618 | Vector3 dir = b - a; |
| 1619 | dir.normalize(); |
| 1620 | |
| 1621 | Vector3 right = dir.cross(up); |
| 1622 | right.normalize(); |
| 1623 | |
| 1624 | Vector<Vector3> points(4); |
| 1625 | |
| 1626 | float r = width * 0.5f; |
| 1627 | dir = dir * r; |
| 1628 | right = right * r; |
| 1629 | |
| 1630 | Vector3 v0 = a - dir - right; |
| 1631 | Vector3 v1 = a - dir + right; |
| 1632 | Vector3 v2 = b + dir + right; |
| 1633 | Vector3 v3 = b + dir - right; |
| 1634 | |
| 1635 | points[0] = v0; |
| 1636 | points[1] = v1; |
| 1637 | points[2] = v2; |
| 1638 | points[3] = v3; |
| 1639 | |
| 1640 | antialiasedPolygon(points, up, borderWidth, color, outVertices, outColors, vertexOffset, vertexStride, outIndices, indexOffset); |
| 1641 | } |
| 1642 | |
| 1643 | void ShapeMeshes3D::pixelSolidPolygon(const Vector<Vector3>& points, UINT8* outVertices, |
| 1644 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1645 | { |
| 1646 | outVertices += (vertexOffset * vertexStride); |
| 1647 | |
| 1648 | for (auto& point : points) |
| 1649 | { |
| 1650 | Vector3* vertices = (Vector3*)outVertices; |
| 1651 | (*vertices) = point; |
| 1652 | |
| 1653 | outVertices += vertexStride; |
| 1654 | } |
| 1655 | |
| 1656 | outIndices += indexOffset; |
| 1657 | INT32 numPoints = (INT32)points.size(); |
| 1658 | UINT32 idxCnt = 0; |
| 1659 | for (int i = 2; i < numPoints; i++) |
| 1660 | { |
| 1661 | outIndices[idxCnt++] = vertexOffset; |
| 1662 | outIndices[idxCnt++] = vertexOffset + i - 1; |
| 1663 | outIndices[idxCnt++] = vertexOffset + i; |
| 1664 | } |
| 1665 | } |
| 1666 | |
| 1667 | void ShapeMeshes3D::pixelWirePolygon(const Vector<Vector3>& points, UINT8* outVertices, |
| 1668 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1669 | { |
| 1670 | INT32 numPoints = (INT32)points.size(); |
| 1671 | UINT32 curVertOffset = vertexOffset; |
| 1672 | UINT32 curIdxOffset = indexOffset; |
| 1673 | for (INT32 i = 0, j = numPoints - 1; i < numPoints; j = i++) |
| 1674 | { |
| 1675 | pixelLine(points[j], points[i], outVertices, curVertOffset, vertexStride, outIndices, curIdxOffset); |
| 1676 | curVertOffset += 2; |
| 1677 | curIdxOffset += 2; |
| 1678 | } |
| 1679 | } |
| 1680 | |
| 1681 | void ShapeMeshes3D::antialiasedPolygon(const Vector<Vector3>& points, const Vector3& up, float borderWidth, const Color& color, UINT8* outVertices, UINT8* outColors, |
| 1682 | UINT32 vertexOffset, UINT32 vertexStride, UINT32* outIndices, UINT32 indexOffset) |
| 1683 | { |
| 1684 | UINT32 numCoords = (UINT32)points.size(); |
| 1685 | |
| 1686 | outVertices += vertexOffset * vertexStride; |
| 1687 | outColors += vertexOffset * vertexStride; |
| 1688 | Vector<Vector3> tempNormals(numCoords); |
| 1689 | |
| 1690 | for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++) |
| 1691 | { |
| 1692 | const Vector3& v0 = points[j]; |
| 1693 | const Vector3& v1 = points[i]; |
| 1694 | |
| 1695 | Vector3 dir = v1 - v0; |
| 1696 | Vector3 right = dir.cross(up); |
| 1697 | right.normalize(); |
| 1698 | |
| 1699 | tempNormals[j] = right; |
| 1700 | |
| 1701 | // Also start populating the vertex array |
| 1702 | Vector3* vertices = (Vector3*)outVertices; |
| 1703 | *vertices = v1; |
| 1704 | |
| 1705 | UINT32* colors = (UINT32*)outColors; |
| 1706 | *colors = color.getAsRGBA(); |
| 1707 | |
| 1708 | outVertices += vertexStride; |
| 1709 | outColors += vertexStride; |
| 1710 | } |
| 1711 | |
| 1712 | Color transparentColor = color; |
| 1713 | transparentColor.a = 0.0f; |
| 1714 | |
| 1715 | for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++) |
| 1716 | { |
| 1717 | const Vector3& n0 = tempNormals[j]; |
| 1718 | const Vector3& n1 = tempNormals[i]; |
| 1719 | |
| 1720 | Vector3 avgNrm = (n0 + n1) * 0.5f; |
| 1721 | float magSqrd = avgNrm.squaredLength(); |
| 1722 | |
| 1723 | if (magSqrd > 0.000001f) |
| 1724 | { |
| 1725 | float scale = 1.0f / magSqrd; |
| 1726 | if (scale > 10.0f) |
| 1727 | scale = 10.0f; |
| 1728 | |
| 1729 | avgNrm = avgNrm * scale; |
| 1730 | } |
| 1731 | |
| 1732 | Vector3 tempCoord = points[i] + avgNrm * borderWidth; |
| 1733 | |
| 1734 | // Move it to the vertex array |
| 1735 | Vector3* vertices = (Vector3*)outVertices; |
| 1736 | *vertices = tempCoord; |
| 1737 | |
| 1738 | UINT32* colors = (UINT32*)outColors; |
| 1739 | *colors = transparentColor.getAsRGBA(); |
| 1740 | |
| 1741 | outVertices += vertexStride; |
| 1742 | outColors += vertexStride; |
| 1743 | } |
| 1744 | |
| 1745 | // Populate index buffer |
| 1746 | outIndices += indexOffset; |
| 1747 | |
| 1748 | UINT32 idxCnt = 0; |
| 1749 | for (UINT32 i = 0, j = numCoords - 1; i < numCoords; j = i++) |
| 1750 | { |
| 1751 | outIndices[idxCnt++] = vertexOffset + i; |
| 1752 | outIndices[idxCnt++] = vertexOffset + j; |
| 1753 | outIndices[idxCnt++] = vertexOffset + numCoords + j; |
| 1754 | |
| 1755 | outIndices[idxCnt++] = vertexOffset + numCoords + j; |
| 1756 | outIndices[idxCnt++] = vertexOffset + numCoords + i; |
| 1757 | outIndices[idxCnt++] = vertexOffset + i; |
| 1758 | } |
| 1759 | |
| 1760 | for (UINT32 i = 2; i < numCoords; ++i) |
| 1761 | { |
| 1762 | outIndices[idxCnt++] = vertexOffset + 0; |
| 1763 | outIndices[idxCnt++] = vertexOffset + i - 1; |
| 1764 | outIndices[idxCnt++] = vertexOffset + i; |
| 1765 | } |
| 1766 | } |
| 1767 | |
| 1768 | UINT32 ShapeMeshes3D::subdivideTriangleOnSphere(const Vector3& center, float radius, UINT32 numLevels, |
| 1769 | const Vector3& a, const Vector3& b, const Vector3& c, |
| 1770 | UINT8* outVertices, UINT8* outNormals, UINT32 vertexOffset, UINT32 vertexStride) |
| 1771 | { |
| 1772 | outVertices += (vertexOffset * vertexStride); |
| 1773 | |
| 1774 | if (outNormals != nullptr) |
| 1775 | outNormals += (vertexOffset * vertexStride); |
| 1776 | |
| 1777 | UINT32 numVertices = 0; |
| 1778 | |
| 1779 | if (numLevels > 0) |
| 1780 | { |
| 1781 | Vector3 sub1 = Vector3::normalize((a + b) * 0.5f); |
| 1782 | Vector3 sub2 = Vector3::normalize((b + c) * 0.5f); |
| 1783 | Vector3 sub3 = Vector3::normalize((c + a) * 0.5f); |
| 1784 | |
| 1785 | numLevels--; |
| 1786 | |
| 1787 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, a, sub1, sub3, outVertices, |
| 1788 | outNormals, numVertices, vertexStride); |
| 1789 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, b, sub2, outVertices, |
| 1790 | outNormals, numVertices, vertexStride); |
| 1791 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub1, sub2, sub3, outVertices, |
| 1792 | outNormals, numVertices, vertexStride); |
| 1793 | numVertices += subdivideTriangleOnSphere(center, radius, numLevels, sub3, sub2, c, outVertices, |
| 1794 | outNormals, numVertices, vertexStride); |
| 1795 | } |
| 1796 | else |
| 1797 | { |
| 1798 | *((Vector3*)outVertices) = center + a * radius; |
| 1799 | outVertices += vertexStride; |
| 1800 | |
| 1801 | *((Vector3*)outVertices) = center + b * radius; |
| 1802 | outVertices += vertexStride; |
| 1803 | |
| 1804 | *((Vector3*)outVertices) = center + c * radius; |
| 1805 | outVertices += vertexStride; |
| 1806 | |
| 1807 | if (outNormals != nullptr) |
| 1808 | { |
| 1809 | *((Vector3*)outNormals) = a; |
| 1810 | outNormals += vertexStride; |
| 1811 | |
| 1812 | *((Vector3*)outNormals) = b; |
| 1813 | outNormals += vertexStride; |
| 1814 | |
| 1815 | *((Vector3*)outNormals) = c; |
| 1816 | outNormals += vertexStride; |
| 1817 | } |
| 1818 | |
| 1819 | numVertices += 3; |
| 1820 | } |
| 1821 | |
| 1822 | return numVertices; |
| 1823 | } |
| 1824 | |
| 1825 | void ShapeMeshes3D::generateArcVertices(const Vector3& center, const Vector3& up, float radius, Degree startAngle, |
| 1826 | Degree angleAmount, Vector2 scale, UINT32 numVertices, UINT8* outVertices, UINT32 vertexOffset, UINT32 vertexStride) |
| 1827 | { |
| 1828 | assert(numVertices >= 2); |
| 1829 | |
| 1830 | Quaternion alignWithStart = Quaternion(-Vector3::UNIT_Y, startAngle); |
| 1831 | Quaternion alignWithUp = Quaternion::getRotationFromTo(Vector3::UNIT_Y, up); |
| 1832 | |
| 1833 | Vector3 right = alignWithUp.rotate(alignWithStart.rotate(Vector3::UNIT_X)); |
| 1834 | right.normalize(); |
| 1835 | |
| 1836 | Quaternion increment(-up, angleAmount / (float)(numVertices - 1)); |
| 1837 | |
| 1838 | outVertices += vertexOffset * vertexStride; |
| 1839 | Vector3 curDirection = right * radius; |
| 1840 | for (UINT32 i = 0; i < numVertices; i++) |
| 1841 | { |
| 1842 | // Note: Ignoring scale |
| 1843 | outVertices = writeVector3(outVertices, vertexStride, (center + curDirection)); |
| 1844 | curDirection = increment.rotate(curDirection); |
| 1845 | } |
| 1846 | } |
| 1847 | |
| 1848 | void ShapeMeshes3D::generateTangents(UINT8* positions, UINT8* normals, UINT8* uv, UINT32* indices, |
| 1849 | UINT32 numVertices, UINT32 numIndices, UINT32 vertexOffset, UINT32 indexOffset, UINT32 vertexStride, UINT8* tangents) |
| 1850 | { |
| 1851 | Vector3* tempTangents = bs_stack_alloc<Vector3>(numVertices); |
| 1852 | Vector3* tempBitangents = bs_stack_alloc<Vector3>(numVertices); |
| 1853 | |
| 1854 | MeshUtility::calculateTangents( |
| 1855 | (Vector3*)(positions + vertexOffset * vertexStride), |
| 1856 | (Vector3*)(normals + vertexOffset * vertexStride), |
| 1857 | (Vector2*)(uv + vertexOffset * vertexStride), |
| 1858 | (UINT8*)(indices + indexOffset), |
| 1859 | numVertices, numIndices, tempTangents, tempBitangents, 4, vertexStride); |
| 1860 | |
| 1861 | for (UINT32 i = 0; i < (UINT32)numVertices; i++) |
| 1862 | { |
| 1863 | Vector3 normal = *(Vector3*)&normals[(vertexOffset + i) * vertexStride]; |
| 1864 | Vector3 tangent = tempTangents[i]; |
| 1865 | Vector3 bitangent = tempBitangents[i]; |
| 1866 | |
| 1867 | Vector3 engineBitangent = Vector3::cross(normal, tangent); |
| 1868 | float sign = Vector3::dot(engineBitangent, bitangent); |
| 1869 | |
| 1870 | Vector4 packedTangent(tangent.x, tangent.y, tangent.z, sign > 0 ? 1.0f : -1.0f); |
| 1871 | memcpy(tangents + (vertexOffset + i) * vertexStride, &packedTangent, sizeof(Vector4)); |
| 1872 | } |
| 1873 | |
| 1874 | bs_stack_free(tempBitangents); |
| 1875 | bs_stack_free(tempTangents); |
| 1876 | } |
| 1877 | } |
| 1878 | |