open_toontown_panda3d/panda/src/physx/physxTriangleMeshDesc.cxx

215 lines
6.4 KiB
C++

// Filename: physxTriangleMeshDesc.cxx
// Created by: enn0x (11Oct09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "physxTriangleMeshDesc.h"
#include "physxManager.h"
#include "nodePathCollection.h"
#include "geomNode.h"
#include "geomVertexReader.h"
////////////////////////////////////////////////////////////////////
// Function: PhysxTriangleMeshDesc::set_num_vertices
// Access: Published
// Description: Sets the number of vertices to be stored within
// this triangle mesh. The function allocates memory
// for the vertices, but it does not set any vertices.
//
// This method must be called before any calls to
// set_vertex are done!
////////////////////////////////////////////////////////////////////
void PhysxTriangleMeshDesc::
set_num_vertices(unsigned int numVertices) {
if (_desc.points) {
delete [] _vertices;
}
_vertices = new NxVec3[numVertices];
_desc.numVertices = numVertices;
_desc.points = _vertices;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxTriangleMeshDesc::set_vertex
// Access: Published
// Description: Sets a single vertex. You have to call the function
// set_num_vertices before you can call this function.
////////////////////////////////////////////////////////////////////
void PhysxTriangleMeshDesc::
set_vertex(unsigned int idx, const LPoint3f &vert) {
nassertv(_desc.numVertices > idx);
_vertices[idx] = PhysxManager::point3_to_nxVec3(vert);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxTriangleMeshDesc::set_num_triangles
// Access: Published
// Description: Sets the number of triangles to be stored in this
// triangle mesh.
//
// This method must be called before any calls to
// set_triangle are done!
////////////////////////////////////////////////////////////////////
void PhysxTriangleMeshDesc::
set_num_triangles(unsigned int numTriangles, bool use_material_indices) {
if (_desc.triangles) {
delete [] _triangles;
}
if (_desc.materialIndices) {
delete [] _materials;
}
_triangles = new NxU32[3 * numTriangles];
_desc.numTriangles = numTriangles;
_desc.triangles = _triangles;
if (use_material_indices == true) {
_materials = new NxMaterialIndex[numTriangles];
_desc.materialIndices = _materials;
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysxTriangleMeshDesc::set_triangles
// Access: Published
// Description: Sets a single triangle, by providing the three
// indices i1, i2, i3.
////////////////////////////////////////////////////////////////////
void PhysxTriangleMeshDesc::
set_triangle(unsigned int idx,
unsigned int i1, unsigned int i2, unsigned int i3,
unsigned int material_index) {
nassertv(_desc.numTriangles > idx);
if (_desc.materialIndices) {
_materials[idx] = (NxMaterialIndex) material_index;
}
idx = 3 * idx;
_triangles[idx] = i1;
_triangles[idx + 1] = i2;
_triangles[idx + 2] = i3;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxTriangleMeshDesc::get_desc
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
const NxTriangleMeshDesc &PhysxTriangleMeshDesc::
get_desc() const {
return _desc;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxTriangleMeshDesc::set_from_node_path
// Access: Published
// Description: A convenience method to set the mesh data from
// a NodePath in a single call. The method iterates
// over the NodePath geoms and collects data for
// the triangle mesh.
//
// Do not use the following function when using this
// one:
// - set_num_vertices
// - set_vertex
// - set_num_triangles
// - set_triangle
////////////////////////////////////////////////////////////////////
void PhysxTriangleMeshDesc::
set_from_node_path(const NodePath &np) {
pvector<LPoint3f> dataVertices;
pvector<int> dataIndices;
// Collect data from NodePath
NodePathCollection npc = np.find_all_matches( "**/+GeomNode" );
for (int i=0; i<npc.get_num_paths(); i++) {
NodePath gnp = npc.get_path(i);
GeomNode *gnode = DCAST(GeomNode, gnp.node());
for (int j=0; j<gnode->get_num_geoms(); j++) {
CPT(Geom) geom = gnode->get_geom(j);
// Vertices
CPT(GeomVertexData) vdata = geom->get_vertex_data();
GeomVertexReader reader = GeomVertexReader(vdata, InternalName::get_vertex());
while (!reader.is_at_end()) {
dataVertices.push_back(reader.get_data3f());
}
// Indices
for (int k=0; k<geom->get_num_primitives(); k++) {
CPT(GeomPrimitive) prim = geom->get_primitive(k);
prim = prim->decompose();
for (int l=0; l<prim->get_num_primitives(); l++) {
int s = prim->get_primitive_start(l);
int e = prim->get_primitive_end(l);
for (int l=s; l<e; l++) {
dataIndices.push_back(prim->get_vertex(l));
}
}
}
}
}
// Set descriptor members
int i;
NxU32 numVertices = dataVertices.size();
NxU32 numTriangles = dataIndices.size() / 3;
_vertices = new NxVec3[numVertices];
_triangles = new NxU32[3 * numTriangles];
i = 0;
pvector<LPoint3f>::const_iterator vit;
for (vit=dataVertices.begin(); vit!=dataVertices.end(); vit++) {
LPoint3f v = *vit;
_vertices[i].x = v.get_x();
_vertices[i].y = v.get_y();
_vertices[i].z = v.get_z();
i++;
}
i = 0;
pvector<int>::const_iterator iit;
for(iit=dataIndices.begin(); iit!=dataIndices.end(); iit++) {
NxU32 idx = *iit;
_triangles[i] = idx;
i++;
}
_desc.numVertices = numVertices;
_desc.points = _vertices;
_desc.numTriangles = numTriangles;
_desc.triangles = _triangles;
}