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; }
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; }
//============================================================================= //============================================================================= 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(); }
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"); } } } }
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_; } }
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); }
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; }