コード例 #1
0
ファイル: ToluaUtils.cpp プロジェクト: boberfly/Urho3D
template <> void* ToluaToPODVector<bool>(double /*overload*/, lua_State* L, int narg, void* /*def*/)
{
    if (!lua_istable(L, narg))
        return 0;
    static PODVector<bool> result;
    result.Clear();
    result.Resize((unsigned)lua_objlen(L, narg));
    for (unsigned i = 0; i < result.Size(); ++i)
    {
        lua_rawgeti(L, narg, i + 1);
        result[i] = (bool)tolua_toboolean(L, -1, 0);
        lua_pop(L, 1);
    }
    return &result;
}
コード例 #2
0
void StringToBuffer(PODVector<unsigned char>& dest, const char* source)
{
    if (!source)
    {
        dest.Clear();
        return;
    }

    unsigned size = CountElements(source, ' ');
    dest.Resize(size);

    bool inSpace = true;
    unsigned index = 0;
    unsigned value = 0;

    // Parse values
    const char* ptr = source;
    while (*ptr)
    {
        if (inSpace && *ptr != ' ')
        {
            inSpace = false;
            value = (unsigned)(*ptr - '0');
        }
        else if (!inSpace && *ptr != ' ')
        {
            value *= 10;
            value += *ptr - '0';
        }
        else if (!inSpace && *ptr == ' ')
        {
            dest[index++] = (unsigned char)value;
            inSpace = true;
        }

        ++ptr;
    }

    // Write the final value
    if (!inSpace && index < size)
        dest[index] = (unsigned char)value;
}
コード例 #3
0
//=============================================================================
//=============================================================================
void UTBRendererBatcher::GetBatches(PODVector<UIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
{
    for ( unsigned i = 0; i < batches_.Size(); ++i )
    {
        // get batch
        UIBatch &batch     = batches_[ i ];
        unsigned beg       = batch.vertexStart_;
        unsigned end       = batch.vertexEnd_;
        batch.vertexStart_ = vertexData.Size();
        batch.vertexEnd_   = vertexData.Size() + (end - beg);

        // resize and copy
        vertexData.Resize( batch.vertexEnd_ );
        memcpy( &vertexData[ batch.vertexStart_ ], &vertexData_[ beg ], (end - beg) * sizeof(float) );

        // store
        UIBatch::AddOrMerge( batch, batches );
    }

    // clear buffers
    vertexData_.Clear();
    batches_.Clear();
}
コード例 #4
0
void LoadMesh(const String& inputFileName, bool generateTangents, bool splitSubMeshes, bool exportMorphs)
{
    File meshFileSource(context_);
    meshFileSource.Open(inputFileName);
    if (!meshFile_->Load(meshFileSource))
        ErrorExit("Could not load input file " + inputFileName);

    XMLElement root = meshFile_->GetRoot("mesh");
    XMLElement subMeshes = root.GetChild("submeshes");
    XMLElement skeletonLink = root.GetChild("skeletonlink");
    if (root.IsNull())
        ErrorExit("Could not load input file " + inputFileName);

    String skeletonName = skeletonLink.GetAttribute("name");
    if (!skeletonName.Empty())
        LoadSkeleton(GetPath(inputFileName) + GetFileName(skeletonName) + ".skeleton.xml");

    // Check whether there's benefit of avoiding 32bit indices by splitting each submesh into own buffer
    XMLElement subMesh = subMeshes.GetChild("submesh");
    unsigned totalVertices = 0;
    unsigned maxSubMeshVertices = 0;
    while (subMesh)
    {
        materialNames_.Push(subMesh.GetAttribute("material"));
        XMLElement geometry = subMesh.GetChild("geometry");
        if (geometry)
        {
            unsigned vertices = geometry.GetInt("vertexcount");
            totalVertices += vertices;
            if (maxSubMeshVertices < vertices)
                maxSubMeshVertices = vertices;
        }
        ++numSubMeshes_;

        subMesh = subMesh.GetNext("submesh");
    }

    XMLElement sharedGeometry = root.GetChild("sharedgeometry");
    if (sharedGeometry)
    {
        unsigned vertices = sharedGeometry.GetInt("vertexcount");
        totalVertices += vertices;
        if (maxSubMeshVertices < vertices)
            maxSubMeshVertices = vertices;
    }

    if (!sharedGeometry && (splitSubMeshes || (totalVertices > 65535 && maxSubMeshVertices <= 65535)))
    {
        useOneBuffer_ = false;
        vertexBuffers_.Resize(numSubMeshes_);
        indexBuffers_.Resize(numSubMeshes_);
    }
    else
    {
        vertexBuffers_.Resize(1);
        indexBuffers_.Resize(1);
    }

    subMesh = subMeshes.GetChild("submesh");
    unsigned indexStart = 0;
    unsigned vertexStart = 0;
    unsigned subMeshIndex = 0;

    PODVector<unsigned> vertexStarts;
    vertexStarts.Resize(numSubMeshes_);

    while (subMesh)
    {
        XMLElement geometry = subMesh.GetChild("geometry");
        XMLElement faces = subMesh.GetChild("faces");

        // If no submesh vertexbuffer, process the shared geometry, but do it only once
        unsigned vertices = 0;
        if (!geometry)
        {
            vertexStart = 0;
            if (!subMeshIndex)
                geometry = root.GetChild("sharedgeometry");
        }

        if (geometry)
            vertices = geometry.GetInt("vertexcount");

        ModelSubGeometryLodLevel subGeometryLodLevel;
        ModelVertexBuffer* vBuf;
        ModelIndexBuffer* iBuf;

        if (useOneBuffer_)
        {
            vBuf = &vertexBuffers_[0];
            if (vertices)
                vBuf->vertices_.Resize(vertexStart + vertices);
            iBuf = &indexBuffers_[0];

            subGeometryLodLevel.vertexBuffer_ = 0;
            subGeometryLodLevel.indexBuffer_ = 0;
        }
        else
        {
            vertexStart = 0;
            indexStart = 0;

            vBuf = &vertexBuffers_[subMeshIndex];
            vBuf->vertices_.Resize(vertices);
            iBuf = &indexBuffers_[subMeshIndex];

            subGeometryLodLevel.vertexBuffer_ = subMeshIndex;
            subGeometryLodLevel.indexBuffer_ = subMeshIndex;
        }

        // Store the start vertex for later use
        vertexStarts[subMeshIndex] = vertexStart;

        // Ogre may have multiple buffers in one submesh. These will be merged into one
        XMLElement bufferDef;
        if (geometry)
            bufferDef = geometry.GetChild("vertexbuffer");

        while (bufferDef)
        {
            if (bufferDef.HasAttribute("positions"))
                vBuf->elementMask_ |= MASK_POSITION;
            if (bufferDef.HasAttribute("normals"))
                vBuf->elementMask_ |= MASK_NORMAL;
            if (bufferDef.HasAttribute("texture_coords"))
            {
                vBuf->elementMask_ |= MASK_TEXCOORD1;
                if (bufferDef.GetInt("texture_coords") > 1)
                    vBuf->elementMask_ |= MASK_TEXCOORD2;
            }

            unsigned vertexNum = vertexStart;
            if (vertices)
            {
                XMLElement vertex = bufferDef.GetChild("vertex");
                while (vertex)
                {
                    XMLElement position = vertex.GetChild("position");
                    if (position)
                    {
                        // Convert from right- to left-handed
                        float x = position.GetFloat("x");
                        float y = position.GetFloat("y");
                        float z = position.GetFloat("z");
                        Vector3 vec(x, y, -z);

                        vBuf->vertices_[vertexNum].position_ = vec;
                        boundingBox_.Merge(vec);
                    }
                    XMLElement normal = vertex.GetChild("normal");
                    if (normal)
                    {
                        // Convert from right- to left-handed
                        float x = normal.GetFloat("x");
                        float y = normal.GetFloat("y");
                        float z = normal.GetFloat("z");
                        Vector3 vec(x, y, -z);

                        vBuf->vertices_[vertexNum].normal_ = vec;
                    }
                    XMLElement uv = vertex.GetChild("texcoord");
                    if (uv)
                    {
                        float x = uv.GetFloat("u");
                        float y = uv.GetFloat("v");
                        Vector2 vec(x, y);

                        vBuf->vertices_[vertexNum].texCoord1_ = vec;

                        if (vBuf->elementMask_ & MASK_TEXCOORD2)
                        {
                            uv = uv.GetNext("texcoord");
                            if (uv)
                            {
                                float x = uv.GetFloat("u");
                                float y = uv.GetFloat("v");
                                Vector2 vec(x, y);

                                vBuf->vertices_[vertexNum].texCoord2_ = vec;
                            }
                        }
                    }

                    vertexNum++;
                    vertex = vertex.GetNext("vertex");
                }
            }

            bufferDef = bufferDef.GetNext("vertexbuffer");
        }

        unsigned triangles = faces.GetInt("count");
        unsigned indices = triangles * 3;

        XMLElement triangle = faces.GetChild("face");
        while (triangle)
        {
            unsigned v1 = triangle.GetInt("v1");
            unsigned v2 = triangle.GetInt("v2");
            unsigned v3 = triangle.GetInt("v3");
            iBuf->indices_.Push(v3 + vertexStart);
            iBuf->indices_.Push(v2 + vertexStart);
            iBuf->indices_.Push(v1 + vertexStart);
            triangle = triangle.GetNext("face");
        }

        subGeometryLodLevel.indexStart_ = indexStart;
        subGeometryLodLevel.indexCount_ = indices;
        if (vertexStart + vertices > 65535)
            iBuf->indexSize_ = sizeof(unsigned);

        XMLElement boneAssignments = subMesh.GetChild("boneassignments");
        if (bones_.Size())
        {
            if (boneAssignments)
            {
                XMLElement boneAssignment = boneAssignments.GetChild("vertexboneassignment");
                while (boneAssignment)
                {
                    unsigned vertex = boneAssignment.GetInt("vertexindex") + vertexStart;
                    unsigned bone = boneAssignment.GetInt("boneindex");
                    float weight = boneAssignment.GetFloat("weight");

                    BoneWeightAssignment assign;
                    assign.boneIndex_ = bone;
                    assign.weight_ = weight;
                    // Source data might have 0 weights. Disregard these
                    if (assign.weight_ > 0.0f)
                    {
                        subGeometryLodLevel.boneWeights_[vertex].Push(assign);

                        // Require skinning weight to be sufficiently large before vertex contributes to bone hitbox
                        if (assign.weight_ > 0.33f)
                        {
                            // Check distance of vertex from bone to get bone max. radius information
                            Vector3 bonePos = bones_[bone].derivedPosition_;
                            Vector3 vertexPos = vBuf->vertices_[vertex].position_;
                            float distance = (bonePos - vertexPos).Length();
                            if (distance > bones_[bone].radius_)
                            {
                                bones_[bone].collisionMask_ |= 1;
                                bones_[bone].radius_ = distance;
                            }
                            // Build the hitbox for the bone
                            bones_[bone].boundingBox_.Merge(bones_[bone].inverseWorldTransform_ * (vertexPos));
                            bones_[bone].collisionMask_ |= 2;
                        }
                    }
                    boneAssignment = boneAssignment.GetNext("vertexboneassignment");
                }
            }

            if ((subGeometryLodLevel.boneWeights_.Size()) && bones_.Size())
            {
                vBuf->elementMask_ |= MASK_BLENDWEIGHTS | MASK_BLENDINDICES;
                bool sorted = false;

                // If amount of bones is larger than supported by HW skinning, must remap per submesh
                if (bones_.Size() > maxBones_)
                {
                    HashMap<unsigned, unsigned> usedBoneMap;
                    unsigned remapIndex = 0;
                    for (HashMap<unsigned, PODVector<BoneWeightAssignment> >::Iterator i =
                                subGeometryLodLevel.boneWeights_.Begin(); i != subGeometryLodLevel.boneWeights_.End(); ++i)
                    {
                        // Sort the bone assigns by weight
                        Sort(i->second_.Begin(), i->second_.End(), CompareWeights);

                        // Use only the first 4 weights
                        for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j)
                        {
                            unsigned originalIndex = i->second_[j].boneIndex_;
                            if (!usedBoneMap.Contains(originalIndex))
                            {
                                usedBoneMap[originalIndex] = remapIndex;
                                remapIndex++;
                            }
                            i->second_[j].boneIndex_ = usedBoneMap[originalIndex];
                        }
                    }

                    // If still too many bones in one subgeometry, error
                    if (usedBoneMap.Size() > maxBones_)
                        ErrorExit("Too many bones (limit " + String(maxBones_) + ") in submesh " + String(subMeshIndex + 1));

                    // Write mapping of vertex buffer bone indices to original bone indices
                    subGeometryLodLevel.boneMapping_.Resize(usedBoneMap.Size());
                    for (HashMap<unsigned, unsigned>::Iterator j = usedBoneMap.Begin(); j != usedBoneMap.End(); ++j)
                        subGeometryLodLevel.boneMapping_[j->second_] = j->first_;

                    sorted = true;
                }

                for (HashMap<unsigned, PODVector<BoneWeightAssignment> >::Iterator i = subGeometryLodLevel.boneWeights_.Begin();
                        i != subGeometryLodLevel.boneWeights_.End(); ++i)
                {
                    // Sort the bone assigns by weight, if not sorted yet in bone remapping pass
                    if (!sorted)
                        Sort(i->second_.Begin(), i->second_.End(), CompareWeights);

                    float totalWeight = 0.0f;
                    float normalizationFactor = 0.0f;

                    // Calculate normalization factor in case there are more than 4 blend weights, or they do not add up to 1
                    for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j)
                        totalWeight += i->second_[j].weight_;
                    if (totalWeight > 0.0f)
                        normalizationFactor = 1.0f / totalWeight;

                    for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j)
                    {
                        vBuf->vertices_[i->first_].blendIndices_[j] = i->second_[j].boneIndex_;
                        vBuf->vertices_[i->first_].blendWeights_[j] = i->second_[j].weight_ * normalizationFactor;
                    }

                    // If there are less than 4 blend weights, fill rest with zero
                    for (unsigned j = i->second_.Size(); j < 4; ++j)
                    {
                        vBuf->vertices_[i->first_].blendIndices_[j] = 0;
                        vBuf->vertices_[i->first_].blendWeights_[j] = 0.0f;
                    }

                    vBuf->vertices_[i->first_].hasBlendWeights_ = true;
                }
            }
        }
        else if (boneAssignments)
            PrintLine("No skeleton loaded, skipping skinning information");

        // Calculate center for the subgeometry
        Vector3 center = Vector3::ZERO;
        for (unsigned i = 0; i < iBuf->indices_.Size(); i += 3)
        {
            center += vBuf->vertices_[iBuf->indices_[i]].position_;
            center += vBuf->vertices_[iBuf->indices_[i + 1]].position_;
            center += vBuf->vertices_[iBuf->indices_[i + 2]].position_;
        }
        if (iBuf->indices_.Size())
            center /= (float)iBuf->indices_.Size();
        subGeometryCenters_.Push(center);

        indexStart += indices;
        vertexStart += vertices;

        OptimizeIndices(&subGeometryLodLevel, vBuf, iBuf);

        PrintLine("Processed submesh " + String(subMeshIndex + 1) + ": " + String(vertices) + " vertices " +
                  String(triangles) + " triangles");
        Vector<ModelSubGeometryLodLevel> thisSubGeometry;
        thisSubGeometry.Push(subGeometryLodLevel);
        subGeometries_.Push(thisSubGeometry);

        subMesh = subMesh.GetNext("submesh");
        subMeshIndex++;
    }

    // Process LOD levels, if any
    XMLElement lods = root.GetChild("levelofdetail");
    if (lods)
    {
        try
        {
            // For now, support only generated LODs, where the vertices are the same
            XMLElement lod = lods.GetChild("lodgenerated");
            while (lod)
            {
                float distance = M_EPSILON;
                if (lod.HasAttribute("fromdepthsquared"))
                    distance = sqrtf(lod.GetFloat("fromdepthsquared"));
                if (lod.HasAttribute("value"))
                    distance = lod.GetFloat("value");
                XMLElement lodSubMesh = lod.GetChild("lodfacelist");
                while (lodSubMesh)
                {
                    unsigned subMeshIndex = lodSubMesh.GetInt("submeshindex");
                    unsigned triangles = lodSubMesh.GetInt("numfaces");

                    ModelSubGeometryLodLevel newLodLevel;
                    ModelSubGeometryLodLevel& originalLodLevel = subGeometries_[subMeshIndex][0];

                    // Copy all initial values
                    newLodLevel = originalLodLevel;

                    ModelVertexBuffer* vBuf;
                    ModelIndexBuffer* iBuf;

                    if (useOneBuffer_)
                    {
                        vBuf = &vertexBuffers_[0];
                        iBuf = &indexBuffers_[0];
                    }
                    else
                    {
                        vBuf = &vertexBuffers_[subMeshIndex];
                        iBuf = &indexBuffers_[subMeshIndex];
                    }

                    unsigned indexStart = iBuf->indices_.Size();
                    unsigned indexCount = triangles * 3;
                    unsigned vertexStart = vertexStarts[subMeshIndex];

                    newLodLevel.distance_ = distance;
                    newLodLevel.indexStart_ = indexStart;
                    newLodLevel.indexCount_ = indexCount;

                    // Append indices to the original index buffer
                    XMLElement triangle = lodSubMesh.GetChild("face");
                    while (triangle)
                    {
                        unsigned v1 = triangle.GetInt("v1");
                        unsigned v2 = triangle.GetInt("v2");
                        unsigned v3 = triangle.GetInt("v3");
                        iBuf->indices_.Push(v3 + vertexStart);
                        iBuf->indices_.Push(v2 + vertexStart);
                        iBuf->indices_.Push(v1 + vertexStart);
                        triangle = triangle.GetNext("face");
                    }

                    OptimizeIndices(&newLodLevel, vBuf, iBuf);

                    subGeometries_[subMeshIndex].Push(newLodLevel);
                    PrintLine("Processed LOD level for submesh " + String(subMeshIndex + 1) + ": distance " + String(distance));

                    lodSubMesh = lodSubMesh.GetNext("lodfacelist");
                }
                lod = lod.GetNext("lodgenerated");
            }
        }
        catch (...) {}
    }

    // Process poses/morphs
    // First find out all pose definitions
    if (exportMorphs)
    {
        try
        {
            Vector<XMLElement> poses;
            XMLElement posesRoot = root.GetChild("poses");
            if (posesRoot)
            {
                XMLElement pose = posesRoot.GetChild("pose");
                while (pose)
                {
                    poses.Push(pose);
                    pose = pose.GetNext("pose");
                }
            }

            // Then process animations using the poses
            XMLElement animsRoot = root.GetChild("animations");
            if (animsRoot)
            {
                XMLElement anim = animsRoot.GetChild("animation");
                while (anim)
                {
                    String name = anim.GetAttribute("name");
                    float length = anim.GetFloat("length");
                    HashSet<unsigned> usedPoses;
                    XMLElement tracks = anim.GetChild("tracks");
                    if (tracks)
                    {
                        XMLElement track = tracks.GetChild("track");
                        while (track)
                        {
                            XMLElement keyframes = track.GetChild("keyframes");
                            if (keyframes)
                            {
                                XMLElement keyframe = keyframes.GetChild("keyframe");
                                while (keyframe)
                                {
                                    float time = keyframe.GetFloat("time");
                                    XMLElement poseref = keyframe.GetChild("poseref");
                                    // Get only the end pose
                                    if (poseref && time == length)
                                        usedPoses.Insert(poseref.GetInt("poseindex"));

                                    keyframe = keyframe.GetNext("keyframe");
                                }
                            }
                            track = track.GetNext("track");
                        }
                    }

                    if (usedPoses.Size())
                    {
                        ModelMorph newMorph;
                        newMorph.name_ = name;

                        if (useOneBuffer_)
                            newMorph.buffers_.Resize(1);
                        else
                            newMorph.buffers_.Resize(usedPoses.Size());

                        unsigned bufIndex = 0;

                        for (HashSet<unsigned>::Iterator i = usedPoses.Begin(); i != usedPoses.End(); ++i)
                        {
                            XMLElement pose = poses[*i];
                            unsigned targetSubMesh = pose.GetInt("index");
                            XMLElement poseOffset = pose.GetChild("poseoffset");

                            if (useOneBuffer_)
                                newMorph.buffers_[bufIndex].vertexBuffer_ = 0;
                            else
                                newMorph.buffers_[bufIndex].vertexBuffer_ = targetSubMesh;

                            newMorph.buffers_[bufIndex].elementMask_ = MASK_POSITION;

                            ModelVertexBuffer* vBuf = &vertexBuffers_[newMorph.buffers_[bufIndex].vertexBuffer_];

                            while (poseOffset)
                            {
                                // Convert from right- to left-handed
                                unsigned vertexIndex = poseOffset.GetInt("index") + vertexStarts[targetSubMesh];
                                float x = poseOffset.GetFloat("x");
                                float y = poseOffset.GetFloat("y");
                                float z = poseOffset.GetFloat("z");
                                Vector3 vec(x, y, -z);

                                if (vBuf->morphCount_ == 0)
                                {
                                    vBuf->morphStart_ = vertexIndex;
                                    vBuf->morphCount_ = 1;
                                }
                                else
                                {
                                    unsigned first = vBuf->morphStart_;
                                    unsigned last = first + vBuf->morphCount_ - 1;
                                    if (vertexIndex < first)
                                        first = vertexIndex;
                                    if (vertexIndex > last)
                                        last = vertexIndex;
                                    vBuf->morphStart_ = first;
                                    vBuf->morphCount_ = last - first + 1;
                                }

                                ModelVertex newVertex;
                                newVertex.position_ = vec;
                                newMorph.buffers_[bufIndex].vertices_.Push(MakePair(vertexIndex, newVertex));
                                poseOffset = poseOffset.GetNext("poseoffset");
                            }

                            if (!useOneBuffer_)
                                ++bufIndex;
                        }
                        morphs_.Push(newMorph);
                        PrintLine("Processed morph " + name + " with " + String(usedPoses.Size()) + " sub-poses");
                    }

                    anim = anim.GetNext("animation");
                }
            }
        }
        catch (...) {}
    }

    // Check any of the buffers for vertices with missing blend weight assignments
    for (unsigned i = 0; i < vertexBuffers_.Size(); ++i)
    {
        if (vertexBuffers_[i].elementMask_ & MASK_BLENDWEIGHTS)
        {
            for (unsigned j = 0; j < vertexBuffers_[i].vertices_.Size(); ++j)
                if (!vertexBuffers_[i].vertices_[j].hasBlendWeights_)
                    ErrorExit("Found a vertex with missing skinning information");
        }
    }

    // Tangent generation
    if (generateTangents)
    {
        for (unsigned i = 0; i < subGeometries_.Size(); ++i)
        {
            for (unsigned j = 0; j < subGeometries_[i].Size(); ++j)
            {
                ModelVertexBuffer& vBuf = vertexBuffers_[subGeometries_[i][j].vertexBuffer_];
                ModelIndexBuffer& iBuf = indexBuffers_[subGeometries_[i][j].indexBuffer_];
                unsigned indexStart = subGeometries_[i][j].indexStart_;
                unsigned indexCount = subGeometries_[i][j].indexCount_;

                // If already has tangents, do not regenerate
                if (vBuf.elementMask_ & MASK_TANGENT || vBuf.vertices_.Empty() || iBuf.indices_.Empty())
                    continue;

                vBuf.elementMask_ |= MASK_TANGENT;

                if ((vBuf.elementMask_ & (MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1)) != (MASK_POSITION | MASK_NORMAL |
                        MASK_TEXCOORD1))
                    ErrorExit("To generate tangents, positions normals and texcoords are required");

                GenerateTangents(&vBuf.vertices_[0], sizeof(ModelVertex), &iBuf.indices_[0], sizeof(unsigned), indexStart,
                                 indexCount, offsetof(ModelVertex, normal_), offsetof(ModelVertex, texCoord1_), offsetof(ModelVertex,
                                         tangent_));

                PrintLine("Generated tangents");
            }
        }
    }
}
コード例 #5
0
void OptimizeIndices(ModelSubGeometryLodLevel* subGeom, ModelVertexBuffer* vb, ModelIndexBuffer* ib)
{
    PODVector<Triangle> oldTriangles;
    PODVector<Triangle> newTriangles;

    if (subGeom->indexCount_ % 3)
    {
        PrintLine("Index count is not divisible by 3, skipping index optimization");
        return;
    }

    for (unsigned i = 0; i < vb->vertices_.Size(); ++i)
    {
        vb->vertices_[i].useCount_ = 0;
        vb->vertices_[i].cachePosition_ = -1;
    }

    for (unsigned i = subGeom->indexStart_; i < subGeom->indexStart_ + subGeom->indexCount_; i += 3)
    {
        Triangle triangle;
        triangle.v0_ = ib->indices_[i];
        triangle.v1_ = ib->indices_[i + 1];
        triangle.v2_ = ib->indices_[i + 2];
        vb->vertices_[triangle.v0_].useCount_++;
        vb->vertices_[triangle.v1_].useCount_++;
        vb->vertices_[triangle.v2_].useCount_++;
        oldTriangles.Push(triangle);
    }

    for (unsigned i = 0; i < vb->vertices_.Size(); ++i)
        CalculateScore(vb->vertices_[i]);

    PODVector<unsigned> vertexCache;

    while (oldTriangles.Size())
    {
        unsigned bestTriangle = M_MAX_UNSIGNED;
        float bestTriangleScore = -1.0f;

        // Find the best triangle at this point
        for (unsigned i = 0; i < oldTriangles.Size(); ++i)
        {
            Triangle& triangle = oldTriangles[i];
            float triangleScore =
                vb->vertices_[triangle.v0_].score_ +
                vb->vertices_[triangle.v1_].score_ +
                vb->vertices_[triangle.v2_].score_;

            if (triangleScore > bestTriangleScore)
            {
                bestTriangle = i;
                bestTriangleScore = triangleScore;
            }
        }

        if (bestTriangle == M_MAX_UNSIGNED)
        {
            PrintLine("Could not find next triangle, aborting index optimization");
            return;
        }

        // Add the best triangle
        Triangle triangleCopy = oldTriangles[bestTriangle];
        newTriangles.Push(triangleCopy);
        oldTriangles.Erase(oldTriangles.Begin() + bestTriangle);

        // Reduce the use count
        vb->vertices_[triangleCopy.v0_].useCount_--;
        vb->vertices_[triangleCopy.v1_].useCount_--;
        vb->vertices_[triangleCopy.v2_].useCount_--;

        // Model the LRU cache behaviour
        // Erase the triangle vertices from the middle of the cache, if they were there
        for (unsigned i = 0; i < vertexCache.Size(); ++i)
        {
            if ((vertexCache[i] == triangleCopy.v0_) ||
                    (vertexCache[i] == triangleCopy.v1_) ||
                    (vertexCache[i] == triangleCopy.v2_))
            {
                vertexCache.Erase(vertexCache.Begin() + i);
                --i;
            }
        }

        // Then push them to the front
        vertexCache.Insert(vertexCache.Begin(), triangleCopy.v0_);
        vertexCache.Insert(vertexCache.Begin(), triangleCopy.v1_);
        vertexCache.Insert(vertexCache.Begin(), triangleCopy.v2_);

        // Update positions & scores of all vertices in the cache
        // Give position -1 if vertex is going to be erased
        for (unsigned i = 0; i < vertexCache.Size(); ++i)
        {
            ModelVertex& vertex = vb->vertices_[vertexCache[i]];
            if (i >= VERTEX_CACHE_SIZE)
                vertex.cachePosition_ = -1;
            else
                vertex.cachePosition_ = i;
            CalculateScore(vertex);
        }

        // Finally erase the extra vertices
        if (vertexCache.Size() > VERTEX_CACHE_SIZE)
            vertexCache.Resize(VERTEX_CACHE_SIZE);
    }

    // Rewrite the index data now
    unsigned i = subGeom->indexStart_;
    for (unsigned j = 0; j < newTriangles.Size(); ++j)
    {
        ib->indices_[i++] = newTriangles[j].v0_;
        ib->indices_[i++] = newTriangles[j].v1_;
        ib->indices_[i++] = newTriangles[j].v2_;
    }
}
コード例 #6
0
ファイル: Text.cpp プロジェクト: jjiezheng/urho3d
void Text::UpdateText()
{
    int width = 0;
    int height = 0;

    rowWidths_.Clear();
    printText_.Clear();

    PODVector<unsigned> printToText;

    if (font_)
    {
        const FontFace* face = font_->GetFace(fontSize_);
        if (!face)
            return;

        rowHeight_ = face->rowHeight_;
        int rowWidth = 0;
        int rowHeight = (int)(rowSpacing_ * rowHeight_);

        // First see if the text must be split up
        if (!wordWrap_)
        {
            printText_ = unicodeText_;
            printToText.Resize(printText_.Size());
            for (unsigned i = 0; i < printText_.Size(); ++i)
                printToText[i] = i;
        }
        else
        {
            int maxWidth = GetWidth();
            unsigned nextBreak = 0;
            unsigned lineStart = 0;
            for (unsigned i = 0; i < unicodeText_.Size(); ++i)
            {
                unsigned j;
                unsigned c = unicodeText_[i];

                if (c != '\n')
                {
                    bool ok = true;

                    if (nextBreak <= i)
                    {
                        int futureRowWidth = rowWidth;
                        for (j = i; j < unicodeText_.Size(); ++j)
                        {
                            unsigned d = unicodeText_[j];
                            if (d == ' ' || d == '\n')
                            {
                                nextBreak = j;
                                break;
                            }
                            const FontGlyph* glyph = face->GetGlyph(d);
                            if (glyph)
                            {
                                futureRowWidth += glyph->advanceX_;
                                if (j < unicodeText_.Size() - 1)
                                    futureRowWidth += face->GetKerning(d, unicodeText_[j + 1]);
                            }
                            if (d == '-' && futureRowWidth <= maxWidth)
                            {
                                nextBreak = j + 1;
                                break;
                            }
                            if (futureRowWidth > maxWidth)
                            {
                                ok = false;
                                break;
                            }
                        }
                    }

                    if (!ok)
                    {
                        // If did not find any breaks on the line, copy until j, or at least 1 char, to prevent infinite loop
                        if (nextBreak == lineStart)
                        {
                            while (i < j)
                            {
                                printText_.Push(unicodeText_[i]);
                                printToText.Push(i);
                                ++i;
                            }
                        }
                        printText_.Push('\n');
                        printToText.Push(Min((int)i, (int)unicodeText_.Size() - 1));
                        rowWidth = 0;
                        nextBreak = lineStart = i;
                    }

                    if (i < unicodeText_.Size())
                    {
                        // When copying a space, position is allowed to be over row width
                        c = unicodeText_[i];
                        const FontGlyph* glyph = face->GetGlyph(c);
                        if (glyph)
                        {
                            rowWidth += glyph->advanceX_;
                            if (i < text_.Length() - 1)
                                rowWidth += face->GetKerning(c, unicodeText_[i + 1]);
                        }
                        if (rowWidth <= maxWidth)
                        {
                            printText_.Push(c);
                            printToText.Push(i);
                        }
                    }
                }
                else
                {
                    printText_.Push('\n');
                    printToText.Push(Min((int)i, (int)unicodeText_.Size() - 1));
                    rowWidth = 0;
                    nextBreak = lineStart = i;
                }
            }
        }

        rowWidth = 0;

        for (unsigned i = 0; i < printText_.Size(); ++i)
        {
            unsigned c = printText_[i];

            if (c != '\n')
            {
                const FontGlyph* glyph = face->GetGlyph(c);
                if (glyph)
                {
                    rowWidth += glyph->advanceX_;
                    if (i < printText_.Size() - 1)
                        rowWidth += face->GetKerning(c, printText_[i + 1]);
                }
            }
            else
            {
                width = Max(width, rowWidth);
                height += rowHeight;
                rowWidths_.Push(rowWidth);
                rowWidth = 0;
            }
        }

        if (rowWidth)
        {
            width = Max(width, rowWidth);
            height += rowHeight;
            rowWidths_.Push(rowWidth);
        }

        // Set row height even if text is empty
        if (!height)
            height = rowHeight;

        // Store position & size of each character
        charPositions_.Resize(unicodeText_.Size() + 1);
        charSizes_.Resize(unicodeText_.Size());

        unsigned rowIndex = 0;
        int x = GetRowStartPosition(rowIndex);
        int y = 0;
        for (unsigned i = 0; i < printText_.Size(); ++i)
        {
            charPositions_[printToText[i]] = IntVector2(x, y);
            unsigned c = printText_[i];
            if (c != '\n')
            {
                const FontGlyph* glyph = face->GetGlyph(c);
                charSizes_[printToText[i]] = IntVector2(glyph ? glyph->advanceX_ : 0, rowHeight_);
                if (glyph)
                {
                    x += glyph->advanceX_;
                    if (i < printText_.Size() - 1)
                        x += face->GetKerning(c, printText_[i + 1]);
                }
            }
            else
            {
                charSizes_[printToText[i]] = IntVector2::ZERO;
                x = GetRowStartPosition(++rowIndex);
                y += rowHeight;
            }
        }
        // Store the ending position
        charPositions_[unicodeText_.Size()] = IntVector2(x, y);
    }

    // Set minimum and current size according to the text size, but respect fixed width if set
    if (!IsFixedWidth())
    {
        SetMinWidth(wordWrap_ ? 0 : width);
        SetWidth(width);
    }
    SetFixedHeight(height);
}
コード例 #7
0
bool GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
    blendIndices, Vector<PODVector<float> >& blendWeights, String& errorMessage, unsigned maxBones)
{
    blendIndices.Resize(mesh->mNumVertices);
    blendWeights.Resize(mesh->mNumVertices);
    boneMappings.Clear();

    // If model has more bones than can fit vertex shader parameters, write the per-geometry mappings
    if (model.bones_.Size() > maxBones)
    {
        if (mesh->mNumBones > maxBones)
        {
            errorMessage = "Geometry (submesh) has over " + String(maxBones) + " bone influences. Try splitting to more submeshes\n"
                "that each stay at " + String(maxBones) + " bones or below.";

            return false;
        }
        boneMappings.Resize(mesh->mNumBones);
        for (unsigned i = 0; i < mesh->mNumBones; ++i)
        {
            aiBone* bone = mesh->mBones[i];
            String boneName = FromAIString(bone->mName);
            unsigned globalIndex = GetBoneIndex(model, boneName);
            if (globalIndex == M_MAX_UNSIGNED)
            {
                errorMessage = "Bone " + boneName + " not found";
                return false;
            }
            boneMappings[i] = globalIndex;
            for (unsigned j = 0; j < bone->mNumWeights; ++j)
            {
                unsigned vertex = bone->mWeights[j].mVertexId;
                blendIndices[vertex].Push(i);
                blendWeights[vertex].Push(bone->mWeights[j].mWeight);
            }
        }
    }
    else
    {
        for (unsigned i = 0; i < mesh->mNumBones; ++i)
        {
            aiBone* bone = mesh->mBones[i];
            String boneName = FromAIString(bone->mName);
            unsigned globalIndex = GetBoneIndex(model, boneName);
            if (globalIndex == M_MAX_UNSIGNED)
            {
                errorMessage = "Bone " + boneName + " not found";
                return false;
            }

            for (unsigned j = 0; j < bone->mNumWeights; ++j)
            {
                unsigned vertex = bone->mWeights[j].mVertexId;
                blendIndices[vertex].Push(globalIndex);
                blendWeights[vertex].Push(bone->mWeights[j].mWeight);
            }
        }
    }

    // Normalize weights now if necessary, also remove too many influences
    for (unsigned i = 0; i < blendWeights.Size(); ++i)
    {
        if (blendWeights[i].Size() > 4)
        {
            PrintLine("Warning: more than 4 bone influences in vertex " + String(i));

            while (blendWeights[i].Size() > 4)
            {
                unsigned lowestIndex = 0;
                float lowest = M_INFINITY;
                for (unsigned j = 0; j < blendWeights[i].Size(); ++j)
                {
                    if (blendWeights[i][j] < lowest)
                    {
                        lowest = blendWeights[i][j];
                        lowestIndex = j;
                    }
                }
                blendWeights[i].Erase(lowestIndex);
                blendIndices[i].Erase(lowestIndex);
            }
        }

        float sum = 0.0f;
        for (unsigned j = 0; j < blendWeights[i].Size(); ++j)
            sum += blendWeights[i][j];
        if (sum != 1.0f && sum != 0.0f)
        {
            for (unsigned j = 0; j < blendWeights[i].Size(); ++j)
                blendWeights[i][j] /= sum;
        }
    }

    return true;
}