void init(IStorm3D* s3d, IStorm3D_Scene* scene) { GenParticleSystem::init(s3d, scene); std::string fileName; m_pb->getValue(PB_POINT_ARRAY_MODEL_FILE, fileName); if(fileName.empty()) return; IStorm3D_Model* model = s3d->CreateNewModel(); if(model->LoadS3D(fileName.c_str())) { Iterator<IStorm3D_Model_Object*>* obj = model->ITObject->Begin(); IStorm3D_Mesh* mesh = obj->GetCurrent()->GetMesh(); if(mesh) { boost::shared_ptr<ParticleMesh> pm(new ParticleMesh()); pm->verts.resize(mesh->GetVertexCount()); pm->normals.resize(mesh->GetVertexCount()); Storm3D_Vertex* v = mesh->GetVertexBuffer(); for(int i = 0; i < mesh->GetVertexCount(); i++) { pm->verts[i] = v[i].position; pm->normals[i] = v[i].normal; } m_mesh.swap(pm); } delete obj; } delete model; }
void PointArrayParticleSystem::init(IStorm3D* s3d, IStorm3D_Scene* scene) { defaultInit(s3d, scene, *m_eds); std::string fileName = m_eds->modelFile; if(fileName.empty()) return; Matrix sm; Matrix rm; QUAT q; q.MakeFromAngles(m_eds->rotation.x, m_eds->rotation.y, m_eds->rotation.z); rm.CreateRotationMatrix(q); sm.CreateScaleMatrix(m_eds->scale); sm.Multiply(rm); IStorm3D_Model* model = s3d->CreateNewModel(); assert(model != NULL); if(model->LoadS3D(fileName.c_str())) { Iterator<IStorm3D_Model_Object*>* obj = model->ITObject->Begin(); assert(obj != NULL); boost::shared_ptr<PointArray> pm(new PointArray()); for(; !obj->IsEnd(); obj->Next()) { IStorm3D_Mesh* mesh = obj->GetCurrent()->GetMesh(); VC3 opos = obj->GetCurrent()->GetPosition(); if(mesh) { int base = pm->verts.size(); pm->verts.resize(base + mesh->GetVertexCount()); pm->normals.resize(base + mesh->GetVertexCount()); Storm3D_Vertex *v = mesh->GetVertexBuffer(); for(int i = 0; i < mesh->GetVertexCount(); i++) { Vector pos = v[i].position + opos; Vector nor = v[i].normal; sm.TransformVector(pos); rm.RotateVector(nor); pm->verts[base + i] = pos; pm->normals[base + i] = nor; } } } m_parray.swap(pm); if(m_eds->firstVertex < 0) m_eds->firstVertex = 0; if(m_eds->lastVertex >= (int)m_parray->verts.size()) m_eds->lastVertex = m_parray->verts.size()-1; delete obj; } delete model; }
void createMesh(IStorm3D_Mesh &mesh) { Vector v[8]; v[0] = Vector(data.radiusX, 0, data.radiusZ); v[1] = Vector(data.radiusX, 0, -data.radiusZ); v[2] = Vector(-data.radiusX, 0, data.radiusZ); v[3] = Vector(-data.radiusX, 0, -data.radiusZ); v[4] = v[0] + Vector(0, data.height, 0); v[5] = v[1] + Vector(0, data.height, 0); v[6] = v[2] + Vector(0, data.height, 0); v[7] = v[3] + Vector(0, data.height, 0); mesh.ChangeVertexCount(8); mesh.ChangeFaceCount(24); Storm3D_Vertex *vertexBuffer = mesh.GetVertexBuffer(); Storm3D_Face *faceBuffer = mesh.GetFaceBuffer(); for(int i = 0; i < 8; ++i) vertexBuffer[i].position = v[i]; faceBuffer[0].vertex_index[0] = 0; faceBuffer[0].vertex_index[1] = 1; faceBuffer[0].vertex_index[2] = 2; faceBuffer[1].vertex_index[0] = 1; faceBuffer[1].vertex_index[1] = 2; faceBuffer[1].vertex_index[2] = 3; faceBuffer[2].vertex_index[0] = 4; faceBuffer[2].vertex_index[1] = 5; faceBuffer[2].vertex_index[2] = 6; faceBuffer[3].vertex_index[0] = 5; faceBuffer[3].vertex_index[1] = 6; faceBuffer[3].vertex_index[2] = 7; faceBuffer[4].vertex_index[0] = 0; faceBuffer[4].vertex_index[1] = 1; faceBuffer[4].vertex_index[2] = 4; faceBuffer[5].vertex_index[0] = 4; faceBuffer[5].vertex_index[1] = 5; faceBuffer[5].vertex_index[2] = 1; faceBuffer[6].vertex_index[0] = 2; faceBuffer[6].vertex_index[1] = 3; faceBuffer[6].vertex_index[2] = 6; faceBuffer[7].vertex_index[0] = 6; faceBuffer[7].vertex_index[1] = 7; faceBuffer[7].vertex_index[2] = 3; faceBuffer[8].vertex_index[0] = 0; faceBuffer[8].vertex_index[1] = 2; faceBuffer[8].vertex_index[2] = 6; faceBuffer[9].vertex_index[0] = 6; faceBuffer[9].vertex_index[1] = 4; faceBuffer[9].vertex_index[2] = 0; faceBuffer[10].vertex_index[0] = 1; faceBuffer[10].vertex_index[1] = 3; faceBuffer[10].vertex_index[2] = 7; faceBuffer[11].vertex_index[0] = 7; faceBuffer[11].vertex_index[1] = 5; faceBuffer[11].vertex_index[2] = 1; faceBuffer[0+12].vertex_index[0] = 0; faceBuffer[0+12].vertex_index[1] = 2; faceBuffer[0+12].vertex_index[2] = 1; faceBuffer[1+12].vertex_index[0] = 1; faceBuffer[1+12].vertex_index[1] = 3; faceBuffer[1+12].vertex_index[2] = 2; faceBuffer[2+12].vertex_index[0] = 4; faceBuffer[2+12].vertex_index[1] = 6; faceBuffer[2+12].vertex_index[2] = 5; faceBuffer[3+12].vertex_index[0] = 5; faceBuffer[3+12].vertex_index[1] = 7; faceBuffer[3+12].vertex_index[2] = 6; faceBuffer[4+12].vertex_index[0] = 0; faceBuffer[4+12].vertex_index[1] = 4; faceBuffer[4+12].vertex_index[2] = 1; faceBuffer[5+12].vertex_index[0] = 4; faceBuffer[5+12].vertex_index[1] = 1; faceBuffer[5+12].vertex_index[2] = 5; faceBuffer[6+12].vertex_index[0] = 2; faceBuffer[6+12].vertex_index[1] = 6; faceBuffer[6+12].vertex_index[2] = 3; faceBuffer[7+12].vertex_index[0] = 6; faceBuffer[7+12].vertex_index[1] = 3; faceBuffer[7+12].vertex_index[2] = 7; faceBuffer[8+12].vertex_index[0] = 0; faceBuffer[8+12].vertex_index[1] = 6; faceBuffer[8+12].vertex_index[2] = 2; faceBuffer[9+12].vertex_index[0] = 6; faceBuffer[9+12].vertex_index[1] = 0; faceBuffer[9+12].vertex_index[2] = 4; faceBuffer[10+12].vertex_index[0] = 1; faceBuffer[10+12].vertex_index[1] = 7; faceBuffer[10+12].vertex_index[2] = 3; faceBuffer[11+12].vertex_index[0] = 7; faceBuffer[11+12].vertex_index[1] = 1; faceBuffer[11+12].vertex_index[2] = 5; }