Пример #1
0
// ***************************************************************************
void CShapeInfo::build(const CMeshBase &meshBase, const CMeshGeom &meshGeom)
{
	// Get the vertex buffer
	const CVertexBuffer &vb=meshGeom.getVertexBuffer();
	CVertexBufferRead vba;
	vb.lock (vba);

	// For each matrix block
	uint numBlock=meshGeom.getNbMatrixBlock();
	for (uint block=0; block<numBlock; block++)
	{
		// For each render pass
		uint numRenderPass=meshGeom.getNbRdrPass(block);
		for (uint pass=0; pass<numRenderPass; pass++)
		{
			// Get the material
			const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial ( block, pass));

			if (material.getBlend()) continue; // don't test against transparent materials
			//if (material.getAlphaTest()) continue; // don't test against transparent materials



			// Get the primitive block
			const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
			// Copy triangles
			CIndexBufferRead iba;
			primitive.lock (iba);
			if (iba.getFormat() == CIndexBuffer::Indices32)
			{
				const uint32* triIndex= (const uint32*) iba.getPtr ();
				uint numTri=primitive.getNumIndexes ()/3;
				uint tri;
				for (tri=0; tri<numTri; tri++)
				{
					// Vertex
					CVector v0= *vba.getVertexCoordPointer (triIndex[tri*3]);
					CVector v1= *vba.getVertexCoordPointer (triIndex[tri*3+1]);
					CVector v2= *vba.getVertexCoordPointer (triIndex[tri*3+2]);
					Tris.push_back(NLMISC::CTriangle (v0, v1, v2));
				}
			}
			else
			{
				const uint16* triIndex= (const uint16*) iba.getPtr ();
				uint numTri=primitive.getNumIndexes ()/3;
				uint tri;
				for (tri=0; tri<numTri; tri++)
				{
					// Vertex
					CVector v0= *vba.getVertexCoordPointer (triIndex[tri*3]);
					CVector v1= *vba.getVertexCoordPointer (triIndex[tri*3+1]);
					CVector v2= *vba.getVertexCoordPointer (triIndex[tri*3+2]);
					Tris.push_back(NLMISC::CTriangle (v0, v1, v2));
				}
			}
		}
	}
}
Пример #2
0
void FlagVerticesMRM (CMeshMRMGeom &mg, uint InMatID, vector<bool> &verticesNeedRemap)
{
	CVertexBuffer &vertexBuffer = const_cast<CVertexBuffer&>(mg.getVertexBuffer());

	// For each matrix block
	uint matrixBlock;
	uint nbMatrixBlock=1;//mg.getNbMatrixBlock(); // ASK YOYO
	for (matrixBlock=0; matrixBlock<nbMatrixBlock; matrixBlock++)
	{
		// For each render pass
		uint renderPass;
		uint numRenderPass=mg.getNbRdrPass(matrixBlock);
		for (renderPass=0; renderPass<numRenderPass; renderPass++)
		{
			// Render pass material
			uint32 matId=mg.getRdrPassMaterial(matrixBlock, renderPass);

			if (matId == InMatID) // Same Material -> Flag all vertices of this pass
			{
				// Get primitives
				const CIndexBuffer &primitiveBlock=mg.getRdrPassPrimitiveBlock(matrixBlock,renderPass);
				CIndexBufferRead iba;
				primitiveBlock.lock (iba);

				// Set of vertex to remap
				std::set<uint> vertexToRemap;

				// Remap triangles
				uint index;
				if (iba.getFormat() == CIndexBuffer::Indices32)
				{
					const uint32 *indexPtr=(const uint32 *)iba.getPtr();
					uint32 numIndex=primitiveBlock.getNumIndexes();
					for (index=0; index<numIndex; index++)
						vertexToRemap.insert (indexPtr[index]);
				}
				else
				{
					const uint16 *indexPtr=(const uint16 *)iba.getPtr();
					uint32 numIndex=primitiveBlock.getNumIndexes();
					for (index=0; index<numIndex; index++)
						vertexToRemap.insert (indexPtr[index]);
				}

				// Remap the vertex
				std::set<uint>::iterator iteRemap=vertexToRemap.begin();
				while (iteRemap!=vertexToRemap.end())
				{
					// Remap the vertex
					verticesNeedRemap[*iteRemap] = true;

					// Next vertex
					iteRemap++;
				}
			}
		}
	}
}