void BaseMesh::CopyMesh(BaseMesh &Copy) const { Copy._GD = _GD; Copy.Allocate(VertexCount(), FaceCount()); memcpy(Copy.Vertices(), Vertices(), sizeof(MeshVertex) * VertexCount()); memcpy(Copy.Indices(), Indices(), sizeof(DWORD) * IndexCount()); }
void D3D9Mesh::CopyMesh(BaseMesh &Copy) const { Copy.SetGD(GetGD()); int VC = VertexCount(); int IC = IndexCount(); if(VC > 0 && IC > 0) { if(_Vertices == NULL) { _Mesh->LockVertexBuffer(0,(void**) &_Vertices); } if(_Indices == NULL) { _Mesh->LockIndexBuffer(0,(void**) &_Indices); } Copy.Allocate(VC, IC / 3); //allocate space in Copy memcpy(Copy.Vertices(), _Vertices, VC * sizeof(MeshVertex)); //insert our vertices into Copy memcpy(Copy.Indices(), _Indices, IC * sizeof(DWORD)); //insert our indices into Copy Unlock(); } }
void ComplexMesh::Subdivision(BaseMesh &Mesh) { UINT VertexCount = _Vertices.Length(); UINT EdgeCount = _FullEdges.Length(); UINT TriangleCount = _Triangles.Length(); //IntPair P; Mesh.Allocate(VertexCount + EdgeCount, TriangleCount * 4); MeshVertex *V = Mesh.Vertices(); DWORD *I = Mesh.Indices(); Vector<Vec3f> NewVertexPositions(_Vertices.Length()); for(UINT VertexIndex = 0; VertexIndex < VertexCount; VertexIndex++) { V[VertexIndex].Pos = _Vertices[VertexIndex].ComputeLoopSubdivisionPos(); } for(UINT EdgeIndex = 0; EdgeIndex < EdgeCount; EdgeIndex++) { V[VertexCount + EdgeIndex].Pos = _FullEdges[EdgeIndex]->ComputeLoopSubdivisionPos(); } for(UINT i = 0; i < TriangleCount; i++) { UINT SourceI[6]; Triangle &CurTriangle = _Triangles[i]; for(UINT i2 = 0; i2 < 3; i2++) { SourceI[i2 + 0] = CurTriangle.GetVertex(i2).Index(); SourceI[i2 + 3] = VertexCount + CurTriangle.GetOtherEdge(_Triangles[i].GetVertex(i2)).Index(); } I[i * 12 + 0] = SourceI[0]; I[i * 12 + 1] = SourceI[5]; I[i * 12 + 2] = SourceI[4]; I[i * 12 + 3] = SourceI[5]; I[i * 12 + 4] = SourceI[1]; I[i * 12 + 5] = SourceI[3]; I[i * 12 + 6] = SourceI[4]; I[i * 12 + 7] = SourceI[3]; I[i * 12 + 8] = SourceI[2]; I[i * 12 + 9] = SourceI[4]; I[i * 12 + 10] = SourceI[5]; I[i * 12 + 11] = SourceI[3]; } }
void ComplexMesh::Dump(BaseMesh &Mesh) const { Mesh.Allocate(_Vertices.Length(),_Triangles.Length()); for(UINT i=0;i<_Vertices.Length();i++) { Mesh.Vertices()[i].Pos = _Vertices[i].Pos(); Mesh.Vertices()[i].TexCoord.x = _Vertices[i].TexCoords().x; Mesh.Vertices()[i].TexCoord.y = _Vertices[i].TexCoords().y; } for(UINT i=0;i<_Triangles.Length();i++) { Mesh.Indices()[i * 3 + 0] = _Triangles[i].GetVertex(0).Index(); Mesh.Indices()[i * 3 + 1] = _Triangles[i].GetVertex(1).Index(); Mesh.Indices()[i * 3 + 2] = _Triangles[i].GetVertex(2).Index(); } Mesh.GenerateNormals(); }
void BaseMesh::Split(float (*PositionFunction) (Vec3f &), BaseMesh &M1, BaseMesh &M2) { int i,vc=VertexCount(),ic=IndexCount(); MeshVertex *V = Vertices(); DWORD *I = Indices(); Vector<MeshVertex> NV1,NV2; Vector<TriMeshFace> NT1,NT2; SplitVMapper *VMap = new SplitVMapper[vc]; float Value; for(i=0;i<vc;i++) { Value = PositionFunction(V[i].Pos); if(Value < 0.0f) { VMap[i].Side = 0; VMap[i].NVMap1 = NV1.Length(); VMap[i].NVMap2 = -1; NV1.PushEnd(V[i]); } else { VMap[i].Side = 1; VMap[i].NVMap1 = -1; VMap[i].NVMap2 = NV2.Length(); NV2.PushEnd(V[i]); } } int TSide[3]; TriMeshFace Tri; int Oddball,State; for(i=0;i<ic;i+=3) { TSide[0] = VMap[I[i]].Side; TSide[1] = VMap[I[i+1]].Side; TSide[2] = VMap[I[i+2]].Side; if(TSide[0] && TSide[1] && TSide[2]) //all O2 { Tri.I[0] = VMap[I[i]].NVMap2; Tri.I[1] = VMap[I[i+1]].NVMap2; Tri.I[2] = VMap[I[i+2]].NVMap2; NT2.PushEnd(Tri); } else if(!(TSide[0] || TSide[1] || TSide[2])) //all O1 { Tri.I[0] = VMap[I[i]].NVMap1; Tri.I[1] = VMap[I[i+1]].NVMap1; Tri.I[2] = VMap[I[i+2]].NVMap1; NT1.PushEnd(Tri); } else { if(TSide[0] && TSide[1]) {Oddball = 2; State = 1;} if(TSide[0] && TSide[2]) {Oddball = 1; State = 1;} if(TSide[1] && TSide[2]) {Oddball = 0; State = 1;} if(!(TSide[0] || TSide[1])) {Oddball = 2; State = 2;} if(!(TSide[0] || TSide[2])) {Oddball = 1; State = 2;} if(!(TSide[1] || TSide[2])) {Oddball = 0; State = 2;} if(State == 1) //Add to Obj2 { if(VMap[I[i+Oddball]].NVMap2 == -1) { VMap[I[i+Oddball]].NVMap2 = NV2.Length(); NV2.PushEnd(V[I[i+Oddball]]); } Tri.I[0] = VMap[I[i]].NVMap2; Tri.I[1] = VMap[I[i+1]].NVMap2; Tri.I[2] = VMap[I[i+2]].NVMap2; NT2.PushEnd(Tri); } else { //Add to Obj1 if(VMap[I[i+Oddball]].NVMap1 == -1) { VMap[I[i+Oddball]].NVMap1 = NV1.Length(); NV1.PushEnd(V[I[i+Oddball]]); } Tri.I[0] = VMap[I[i]].NVMap1; Tri.I[1] = VMap[I[i+1]].NVMap1; Tri.I[2] = VMap[I[i+2]].NVMap1; NT1.PushEnd(Tri); } } } delete[] VMap; M1.Allocate(NV1.Length(),NT1.Length()); M2.Allocate(NV2.Length(),NT2.Length()); memcpy(M1.Vertices(), NV1.CArray(), M1.VertexCount() * sizeof(MeshVertex)); memcpy(M2.Vertices(), NV2.CArray(), M2.VertexCount() * sizeof(MeshVertex)); memcpy(M1.Indices(), NT1.CArray(), M1.IndexCount() * sizeof(DWORD)); memcpy(M2.Indices(), NT2.CArray(), M2.IndexCount() * sizeof(DWORD)); }
void BaseMesh::ClosedPlaneSplit(const Plane &P, BaseMesh &M1, BaseMesh &M2) { UINT VC = VertexCount(), IC = IndexCount(); MeshVertex *V = Vertices(); DWORD *I = Indices(); Vector<Vec3f> NewVertices[2]; Vector<TriMeshFace> NewFaces[2]; Vector<Vec2f> BoundaryVertices; Vector<UINT> BoundaryIndices[2]; Vec3f OrthogonalBasis1, OrthogonalBasis2; Vec3f::CompleteOrthonormalBasis(P.Normal(), OrthogonalBasis1, OrthogonalBasis2); PerfectSplitVMapper *VMap = new PerfectSplitVMapper[VC]; for(UINT VertexIndex = 0; VertexIndex < VC; VertexIndex++) { Vec3f Pos = V[VertexIndex].Pos; float Value = Plane::DotCoord(P, Pos); if(Value < 0.0f) { VMap[VertexIndex].Side = 0; VMap[VertexIndex].NVMap = NewVertices[0].Length(); NewVertices[0].PushEnd(Pos); } else { VMap[VertexIndex].Side = 1; VMap[VertexIndex].NVMap = NewVertices[1].Length(); NewVertices[1].PushEnd(Pos); } } for(UINT IndexIndex = 0; IndexIndex < IC; IndexIndex += 3) { int TSide[3]; TSide[0] = VMap[I[IndexIndex + 0]].Side; TSide[1] = VMap[I[IndexIndex + 1]].Side; TSide[2] = VMap[I[IndexIndex + 2]].Side; DWORD LocalTriangleM1[6], LocalTriangleM2[6]; LocalTriangleM2[0] = LocalTriangleM1[0] = VMap[I[IndexIndex + 0]].NVMap; LocalTriangleM2[1] = LocalTriangleM1[1] = VMap[I[IndexIndex + 1]].NVMap; LocalTriangleM2[2] = LocalTriangleM1[2] = VMap[I[IndexIndex + 2]].NVMap; UINT TriangleType = TSide[0] * 4 + TSide[1] * 2 + TSide[2] * 1; for(UINT EdgeIndex = 0; EdgeIndex < 3; EdgeIndex++) { if(PerfectEdges[TriangleType][EdgeIndex]) { Vec3f Vtx1 = V[I[IndexIndex + PerfectEdgeList[EdgeIndex][0]]].Pos; Vec3f Vtx2 = V[I[IndexIndex + PerfectEdgeList[EdgeIndex][1]]].Pos; Vec3f VtxIntersect = P.IntersectLine(Vtx1, Vtx2); if(!Vec3f::WithinRect(VtxIntersect, Rectangle3f::ConstructFromTwoPoints(Vtx1, Vtx2))) { VtxIntersect = (Vtx1 + Vtx2) * 0.5f; } BoundaryVertices.PushEnd(Vec2f(Vec3f::Dot(VtxIntersect, OrthogonalBasis1), Vec3f::Dot(VtxIntersect, OrthogonalBasis2))); LocalTriangleM1[3 + EdgeIndex] = NewVertices[0].Length(); BoundaryIndices[0].PushEnd(NewVertices[0].Length()); NewVertices[0].PushEnd(VtxIntersect); LocalTriangleM2[3 + EdgeIndex] = NewVertices[1].Length(); BoundaryIndices[1].PushEnd(NewVertices[1].Length()); NewVertices[1].PushEnd(VtxIntersect); } } for(UINT LocalTriangleIndex = 0; LocalTriangleIndex < 6; LocalTriangleIndex += 3) { if(M1Indices[TriangleType][LocalTriangleIndex] != -1) { TriMeshFace Tri; Tri.I[0] = LocalTriangleM1[M1Indices[TriangleType][LocalTriangleIndex + 0]]; Tri.I[1] = LocalTriangleM1[M1Indices[TriangleType][LocalTriangleIndex + 1]]; Tri.I[2] = LocalTriangleM1[M1Indices[TriangleType][LocalTriangleIndex + 2]]; NewFaces[0].PushEnd(Tri); } if(M2Indices[TriangleType][LocalTriangleIndex] != -1) { TriMeshFace Tri; Tri.I[0] = LocalTriangleM2[M2Indices[TriangleType][LocalTriangleIndex + 0]]; Tri.I[1] = LocalTriangleM2[M2Indices[TriangleType][LocalTriangleIndex + 1]]; Tri.I[2] = LocalTriangleM2[M2Indices[TriangleType][LocalTriangleIndex + 2]]; NewFaces[1].PushEnd(Tri); } } } #ifdef DELAUNAY_TRIANGULATOR if(BoundaryVertices.Length() > 0) { Vector<DWORD> BoundaryTriangulation; DelaunayTriangulator::Triangulate(BoundaryVertices, BoundaryTriangulation); for(UINT TriangleIndex = 0; TriangleIndex < BoundaryTriangulation.Length() / 3; TriangleIndex++) { for(UINT MeshIndex = 0; MeshIndex < 2; MeshIndex++) { TriMeshFace Tri; Vec3f V[3]; for(UINT LocalVertexIndex = 0; LocalVertexIndex < 3; LocalVertexIndex++) { Tri.I[LocalVertexIndex] = BoundaryIndices[MeshIndex][UINT(BoundaryTriangulation[TriangleIndex * 3 + LocalVertexIndex])]; V[LocalVertexIndex] = NewVertices[MeshIndex][UINT(Tri.I[LocalVertexIndex])]; } //Utility::Swap(Tri.I[0], Tri.I[1]); //if(Math::TriangleArea(V[0], V[1], V[2]) > 1e-5f) { NewFaces[MeshIndex].PushEnd(Tri); } } } } #endif delete[] VMap; M1.SetGD(GetGD()); M2.SetGD(GetGD()); M1.Allocate(NewVertices[0].Length(), NewFaces[0].Length()); M2.Allocate(NewVertices[1].Length(), NewFaces[1].Length()); for(UINT VertexIndex = 0; VertexIndex < NewVertices[0].Length(); VertexIndex++) { M1.Vertices()[VertexIndex].Pos = NewVertices[0][VertexIndex]; } for(UINT VertexIndex = 0; VertexIndex < NewVertices[1].Length(); VertexIndex++) { M2.Vertices()[VertexIndex].Pos = NewVertices[1][VertexIndex]; } if(NewFaces[0].Length() > 0) { memcpy(M1.Indices(), NewFaces[0].CArray(), M1.IndexCount() * sizeof(DWORD)); } if(NewFaces[1].Length() > 0) { memcpy(M2.Indices(), NewFaces[1].CArray(), M2.IndexCount() * sizeof(DWORD)); } }