Esempio n. 1
0
//-*****************************************************************************
void MeshDrwHelper::update( P3fArraySamplePtr iP,
                            V3fArraySamplePtr iN,
                            Abc::Box3d iBounds )
{
    // Check validity.
    if ( !m_valid || !iP || !m_meshP ||
         ( iP->size() != m_meshP->size() ) )
    {
        makeInvalid();
        return;
    }

    // Set meshP
    m_meshP = iP;

    if ( iBounds.isEmpty() )
    {
        computeBounds();
    }
    else
    {
        m_bounds = iBounds;
    }

    updateNormals( iN );
}
Esempio n. 2
0
//-*****************************************************************************
void MeshDrwHelper::update( P3fArraySamplePtr iP,
                            V3fArraySamplePtr iN,
                            Int32ArraySamplePtr iIndices,
                            Int32ArraySamplePtr iCounts,
                            Abc::Box3d iBounds )
{
    // Before doing a ton, just have a quick look.
    if ( m_meshP && iP &&
         ( m_meshP->size() == iP->size() ) &&
         m_meshIndices &&
         ( m_meshIndices == iIndices ) &&
         m_meshCounts &&
         ( m_meshCounts == iCounts ) )
    {
        if ( m_meshP == iP )
        {
            updateNormals( iN );
        }
        else
        {
            update( iP, iN );
        }
        return;
    }

    // Okay, if we're here, the indices are not equal or the counts
    // are not equal or the P-array size changed.
    // So we can clobber those three, but leave N alone for now.
    m_meshP = iP;
    m_meshIndices = iIndices;
    m_meshCounts = iCounts;
    m_triangles.clear ();

    // Check stuff.
    if ( !m_meshP ||
         !m_meshIndices ||
         !m_meshCounts )
    {
        std::cerr << "Mesh update quitting because no input data"
                  << std::endl;
        makeInvalid();
        return;
    }

    // Get the number of each thing.
    size_t numFaces = m_meshCounts->size();
    size_t numIndices = m_meshIndices->size();
    size_t numPoints = m_meshP->size();
    if ( numFaces < 1 ||
         numIndices < 1 ||
         numPoints < 1 )
    {
        // Invalid.
        std::cerr << "Mesh update quitting because bad arrays"
                  << ", numFaces = " << numFaces
                  << ", numIndices = " << numIndices
                  << ", numPoints = " << numPoints
                  << std::endl;
        makeInvalid();
        return;
    }

    // Make triangles.
    size_t faceIndexBegin = 0;
    size_t faceIndexEnd = 0;
    for ( size_t face = 0; face < numFaces; ++face )
    {
        faceIndexBegin = faceIndexEnd;
        size_t count = (*m_meshCounts)[face];
        faceIndexEnd = faceIndexBegin + count;

        // Check this face is valid
        if ( faceIndexEnd > numIndices ||
             faceIndexEnd < faceIndexBegin )
        {
            std::cerr << "Mesh update quitting on face: "
                      << face
                      << " because of wonky numbers"
                      << ", faceIndexBegin = " << faceIndexBegin
                      << ", faceIndexEnd = " << faceIndexEnd
                      << ", numIndices = " << numIndices
                      << ", count = " << count
                      << std::endl;

            // Just get out, make no more triangles.
            break;
        }

        // Checking indices are valid.
        bool goodFace = true;
        for ( size_t fidx = faceIndexBegin;
              fidx < faceIndexEnd; ++fidx )
        {
            if ( ( size_t ) ( (*m_meshIndices)[fidx] ) >= numPoints )
            {
                std::cout << "Mesh update quitting on face: "
                          << face
                          << " because of bad indices"
                          << ", indexIndex = " << fidx
                          << ", vertexIndex = " << (*m_meshIndices)[fidx]
                          << ", numPoints = " << numPoints
                          << std::endl;
                goodFace = false;
                break;
            }
        }

        // Make triangles to fill this face.
        if ( goodFace && count > 2 )
        {
            m_triangles.push_back(
                Tri( ( unsigned int )(*m_meshIndices)[faceIndexBegin+0],
                     ( unsigned int )(*m_meshIndices)[faceIndexBegin+1],
                     ( unsigned int )(*m_meshIndices)[faceIndexBegin+2] ) );
            for ( size_t c = 3; c < count; ++c )
            {
                m_triangles.push_back(
                    Tri( ( unsigned int )(*m_meshIndices)[faceIndexBegin+0],
                         ( unsigned int )(*m_meshIndices)[faceIndexBegin+c-1],
                         ( unsigned int )(*m_meshIndices)[faceIndexBegin+c]
                         ) );
            }
        }
    }

    // Cool, we made triangles.
    // Pretend the mesh is made...
    m_valid = true;

    // And now update just the P and N, which will update bounds
    // and calculate new normals if necessary.

    if ( iBounds.isEmpty() )
    {
        computeBounds();
    }
    else
    {
        m_bounds = iBounds;
    }

    updateNormals( iN );

    // And that's it.
}