Beispiel #1
0
std::unique_ptr<bsp_tree_node> MakeTree(std::vector<pcs_polygon> &polygons, vector3d &Max, vector3d &Min)
{
	std::vector<int> polylist(polygons.size());
	for (unsigned int i = 0; i < polylist.size(); i++)
	{
		polylist[i] = i;
	}
	MakeBound(Max, Min, polylist, polygons);

	// we want to give padding so as to not make the outermost bounding regions too tight
	Max = Max +vector3d(0.1f, 0.1f, 0.1f);
	Min = Min -vector3d(0.1f, 0.1f, 0.1f);

	if (polygons.empty()) {
		return std::unique_ptr<bsp_tree_node>((bsp_tree_node*)NULL);
	}

	wxLongLong time = wxGetLocalTimeMillis();
	PCS_Model::BSP_CUR_DEPTH = 0;
	std::unique_ptr<bsp_tree_node> node = GenerateTreeRecursion(polygons, polylist);

	PCS_Model::BSP_TREE_TIME += (wxGetLocalTimeMillis() - time).ToLong();
	return node;
}
// powerful because it handles both cases when there is material and when there's not
void GeometryExporter::createPolylist(short material_index,
					bool has_uvs,
					bool has_color,
					Object *ob,
					std::string& geom_id,
					std::vector<Face>& norind)
{
	Mesh *me = (Mesh*)ob->data;
	MFace *mfaces = me->mface;
	int totfaces = me->totface;

	// <vcount>
	int i;
	int faces_in_polylist = 0;
	std::vector<unsigned long> vcount_list;

	// count faces with this material
	for (i = 0; i < totfaces; i++) {
		MFace *f = &mfaces[i];
		
		if (f->mat_nr == material_index) {
			faces_in_polylist++;
			if (f->v4 == 0) {
				vcount_list.push_back(3);
			}
			else {
				vcount_list.push_back(4);
			}
		}
	}

	// no faces using this material
	if (faces_in_polylist == 0) {
		fprintf(stderr, "%s: no faces use material %d\n", id_name(ob).c_str(), material_index);
		return;
	}
		
	Material *ma = ob->totcol ? give_current_material(ob, material_index + 1) : NULL;
	COLLADASW::Polylist polylist(mSW);
		
	// sets count attribute in <polylist>
	polylist.setCount(faces_in_polylist);
		
	// sets material name
	if (ma) {
		std::ostringstream ostr;
		ostr << translate_id(id_name(ma)) << material_index+1;
		polylist.setMaterial(ostr.str());
	}
			
	COLLADASW::InputList &til = polylist.getInputList();
		
	// creates <input> in <polylist> for vertices 
	COLLADASW::Input input1(COLLADASW::InputSemantic::VERTEX, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX), 0);
		
	// creates <input> in <polylist> for normals
	COLLADASW::Input input2(COLLADASW::InputSemantic::NORMAL, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL), 1);
		
	til.push_back(input1);
	til.push_back(input2);
		
	// if mesh has uv coords writes <input> for TEXCOORD
	int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);

	for (i = 0; i < num_layers; i++) {
		// char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i);
		COLLADASW::Input input3(COLLADASW::InputSemantic::TEXCOORD,
								makeUrl(makeTexcoordSourceId(geom_id, i)),
								2, // offset always 2, this is only until we have optimized UV sets
								i  // set number equals UV map index
								);
		til.push_back(input3);
	}

	if (has_color) {
		COLLADASW::Input input4(COLLADASW::InputSemantic::COLOR, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::COLOR), has_uvs ? 3 : 2);
		til.push_back(input4);
	}
		
	// sets <vcount>
	polylist.setVCountList(vcount_list);
		
	// performs the actual writing
	polylist.prepareToAppendValues();
		
	// <p>
	int texindex = 0;
	for (i = 0; i < totfaces; i++) {
		MFace *f = &mfaces[i];

		if (f->mat_nr == material_index) {

			unsigned int *v = &f->v1;
			unsigned int *n = &norind[i].v1;
			for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) {
				polylist.appendValues(v[j]);
				polylist.appendValues(n[j]);

				if (has_uvs)
					polylist.appendValues(texindex + j);

				if (has_color)
					polylist.appendValues(texindex + j);
			}
		}

		texindex += 3;
		if (f->v4 != 0)
			texindex++;
	}
		
	polylist.finish();
}
Beispiel #3
0
// powerful because it handles both cases when there is material and when there's not
void GeometryExporter::createPolylist(short material_index,
                                      bool has_uvs,
                                      bool has_color,
                                      Object *ob,
                                      Mesh *me,
                                      std::string& geom_id,
                                      std::vector<BCPolygonNormalsIndices>& norind)
{

	MPoly *mpolys = me->mpoly;
	MLoop *mloops = me->mloop;
	int totpolys  = me->totpoly;

	// <vcount>
	int i;
	int faces_in_polylist = 0;
	std::vector<unsigned long> vcount_list;

	// count faces with this material
	for (i = 0; i < totpolys; i++) {
		MPoly *p = &mpolys[i];
		
		if (p->mat_nr == material_index) {
			faces_in_polylist++;
			vcount_list.push_back(p->totloop);
		}
	}

	// no faces using this material
	if (faces_in_polylist == 0) {
		fprintf(stderr, "%s: material with index %d is not used.\n", id_name(ob).c_str(), material_index);
		return;
	}
		
	Material *ma = ob->totcol ? give_current_material(ob, material_index + 1) : NULL;
	COLLADASW::Polylist polylist(mSW);
		
	// sets count attribute in <polylist>
	polylist.setCount(faces_in_polylist);
		
	// sets material name
	if (ma) {
		std::string material_id = get_material_id(ma);
		std::ostringstream ostr;
		ostr << translate_id(material_id);
		polylist.setMaterial(ostr.str());
	}
			
	COLLADASW::InputList &til = polylist.getInputList();
		
	// creates <input> in <polylist> for vertices 
	COLLADASW::Input input1(COLLADASW::InputSemantic::VERTEX, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX), 0);
		
	// creates <input> in <polylist> for normals
	COLLADASW::Input input2(COLLADASW::InputSemantic::NORMAL, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL), 1);
		
	til.push_back(input1);
	til.push_back(input2);
		
	// if mesh has uv coords writes <input> for TEXCOORD
	int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
	int active_uv_index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE)-1;
	for (i = 0; i < num_layers; i++) {
		if (!this->export_settings->active_uv_only || i == active_uv_index) {

			// char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i);
			COLLADASW::Input input3(COLLADASW::InputSemantic::TEXCOORD,
									makeUrl(makeTexcoordSourceId(geom_id, i, this->export_settings->active_uv_only)),
									2, // this is only until we have optimized UV sets
									(this->export_settings->active_uv_only) ? 0 : i  // only_active_uv exported -> we have only one set
									);
			til.push_back(input3);
		}
	}

	int totlayer_mcol = CustomData_number_of_layers(&me->ldata, CD_MLOOPCOL);
	if (totlayer_mcol > 0) {
		int map_index = 0;

		for (int a = 0; a < totlayer_mcol; a++) {
			char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_MLOOPCOL, a);
			COLLADASW::Input input4(COLLADASW::InputSemantic::COLOR,
			                        makeUrl(makeVertexColorSourceId(geom_id, layer_name)),
			                        (has_uvs) ? 3 : 2,  // all color layers have same index order
			                        map_index           // set number equals color map index
			                        );
			til.push_back(input4);
			map_index++;
		}
	}
		
	// sets <vcount>
	polylist.setVCountList(vcount_list);
		
	// performs the actual writing
	polylist.prepareToAppendValues();
	
	// <p>
	int texindex = 0;
	for (i = 0; i < totpolys; i++) {
		MPoly *p = &mpolys[i];
		int loop_count = p->totloop;

		if (p->mat_nr == material_index) {
			MLoop *l = &mloops[p->loopstart];
			BCPolygonNormalsIndices normal_indices = norind[i];

			for (int j = 0; j < loop_count; j++) {
				polylist.appendValues(l[j].v);
				polylist.appendValues(normal_indices[j]);
				if (has_uvs)
					polylist.appendValues(texindex + j);

				if (has_color)
					polylist.appendValues(texindex + j);
			}
		}

		texindex += loop_count;
	}
		
	polylist.finish();
}