コード例 #1
0
ファイル: FixedRenderer.cpp プロジェクト: joewan/NeoEditor
void FixedRenderer::updateSkinning(Mesh * mesh, Armature * armature)
{
	unsigned int s;
	unsigned int sSize = mesh->getSubMeshsNumber();
	for(s=0; s<sSize; s++)
	{
		SubMesh * subMesh = &mesh->getSubMeshs()[s];

		// data
		Vector3 * vertices = subMesh->getVertices();

		if(! vertices)
			continue;

		SkinData * skinData = subMesh->getSkinData();
		if(armature && skinData)
		{
			unsigned int verticesSize = subMesh->getVerticesSize();
			Vector3 * skinVertices = getVertices(verticesSize);

			computeSkinning(armature, skinData, vertices, NULL, NULL, skinVertices, NULL, NULL);
			subMesh->getBoundingBox()->initFromPoints(skinVertices, verticesSize);
		}
	}

	mesh->updateBoundingBox();
}
コード例 #2
0
ファイル: AssimpMeshLoader.cpp プロジェクト: joewan/NeoEditor
static void createSubMesh(const aiScene * scene, const aiNode * nd, Mesh * mesh, SubMesh * subMeshs, unsigned int * count, const Matrix4x4 & parentMatrix)
{
	aiMatrix4x4 nodeMat = nd->mTransformation;
	aiTransposeMatrix4(&nodeMat);
	
	Matrix4x4 matrix = parentMatrix * Matrix4x4((float*)&nodeMat);
	
	
	unsigned int m;
	for(m=0; m<nd->mNumMeshes; m++)
	{
		unsigned int i;
		const aiMesh * nodeMesh = scene->mMeshes[nd->mMeshes[m]];
		if(nodeMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
			continue;
		
		
		// current sub mesh
		SubMesh * subMesh = &(subMeshs[*count]);
	
		
		// vertices
		Vector3 * vertices = subMesh->allocVertices(nodeMesh->mNumVertices);
		for(i=0; i<nodeMesh->mNumVertices; i++)
			vertices[i] = matrix * Vector3(nodeMesh->mVertices[i].x, nodeMesh->mVertices[i].y, nodeMesh->mVertices[i].z);
		
		// normals
		if(nodeMesh->mNormals)
		{
			Vector3 * normals = subMesh->allocNormals(nodeMesh->mNumVertices);
			for(i=0; i<nodeMesh->mNumVertices; i++)
				normals[i] = matrix.getRotatedVector3(Vector3(nodeMesh->mNormals[i].x, nodeMesh->mNormals[i].y, nodeMesh->mNormals[i].z)).getNormalized();
		}
		
		// tangents
		if(nodeMesh->mTangents)
		{
			Vector3 * tangents = subMesh->allocTangents(nodeMesh->mNumVertices);
			for(i=0; i<nodeMesh->mNumVertices; i++)
				tangents[i] = matrix.getRotatedVector3(Vector3(nodeMesh->mTangents[i].x, nodeMesh->mTangents[i].y, nodeMesh->mTangents[i].z)).getNormalized();
		}
		
		// colors
		if(nodeMesh->mColors[0])
		{
			Color * colors = subMesh->allocColors(nodeMesh->mNumVertices);
			for(i=0; i<nodeMesh->mNumVertices; i++)
				colors[i] = Color(nodeMesh->mColors[0][i].r, nodeMesh->mColors[0][i].g, nodeMesh->mColors[0][i].b, nodeMesh->mColors[0][i].a);
		}
		
		// uvcoords
		{
			unsigned int t, nb_texLayers = 0;
			for(t=0; t<AI_MAX_NUMBER_OF_TEXTURECOORDS; t++)
			{
				if(nodeMesh->mTextureCoords[t])
					nb_texLayers++;
			}
			
			Vector2 * uvCoords = subMesh->allocTexCoords(nodeMesh->mNumVertices*nb_texLayers);
	
			nb_texLayers = 0;
			for(t=0; t<AI_MAX_NUMBER_OF_TEXTURECOORDS; t++)
			{
				if(nodeMesh->mTextureCoords[t])
				{
					unsigned int offset = nodeMesh->mNumVertices*nb_texLayers;
					subMesh->setMapChannelOffset(t, offset);
					
					for(i=0; i<nodeMesh->mNumVertices; i++){
						uvCoords[offset+i] = Vector2(nodeMesh->mTextureCoords[t][i].x, 1-nodeMesh->mTextureCoords[t][i].y);
					}
					
					nb_texLayers++;
				}
			}
		}
		
		// indices
		{
			unsigned int f;
			
			if(nodeMesh->mNumVertices < 65536)
			{
				unsigned short * indices = (unsigned short *)subMesh->allocIndices(nodeMesh->mNumFaces*3, VAR_USHORT);
				for(f=0; f<nodeMesh->mNumFaces; f++)
				{
					aiFace * face = &nodeMesh->mFaces[f];
					for(i=0; i<3; i++){
						indices[f*3+i] = face->mIndices[i];
					}
				}
			}
			else	
			{
				unsigned int * indices = (unsigned int *)subMesh->allocIndices(nodeMesh->mNumFaces*3, VAR_UINT);
				for(f=0; f<nodeMesh->mNumFaces; f++)
				{
					aiFace * face = &nodeMesh->mFaces[f];
					for(i=0; i<3; i++){
						indices[f*3+i] = face->mIndices[i];
					}
				}
			}
		}
		
		
		// bones
		initBones(scene, nodeMesh, mesh, subMesh);
		
		
		// display
		subMesh->allocDisplays(1);
		MaterialDisplay * display = subMesh->addNewDisplay(PRIMITIVE_TRIANGLES, 0, subMesh->getIndicesSize());
		display->setMaterial(mesh->getMaterial(nodeMesh->mMaterialIndex));
		
		// cull mode
		int twosided = 0;
		aiMaterial * mtl = scene->mMaterials[nodeMesh->mMaterialIndex];
		if(AI_SUCCESS == aiGetMaterialInteger(mtl, AI_MATKEY_TWOSIDED, &twosided))
		{
			if(twosided != 0)
				display->setCullMode(CULL_NONE);
		}
		
		// bounding box
		subMesh->getBoundingBox()->initFromPoints(vertices, subMesh->getVerticesSize());
		
		(*count)++;
	}
	
	
	for(unsigned int n=0; n<nd->mNumChildren; n++)
		createSubMesh(scene, nd->mChildren[n], mesh, subMeshs, count, matrix);
}