open_toontown_panda3d/panda/src/egg/eggGroupNode.cxx

1880 lines
57 KiB
C++

/**
* 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."
*
* @file eggGroupNode.cxx
* @author drose
* @date 1999-01-16
*/
#include "eggGroupNode.h"
#include "eggGroup.h"
#include "eggCoordinateSystem.h"
#include "eggData.h"
#include "eggFilenameNode.h"
#include "eggExternalReference.h"
#include "eggPrimitive.h"
#include "eggPoint.h"
#include "eggPolygon.h"
#include "eggCompositePrimitive.h"
#include "eggMesher.h"
#include "eggVertexPool.h"
#include "eggVertex.h"
#include "eggTextureCollection.h"
#include "eggMaterialCollection.h"
#include "epvector.h"
#include "pt_EggTexture.h"
#include "pt_EggMaterial.h"
#include "config_egg.h"
#include "dSearchPath.h"
#include "virtualFileSystem.h"
#include "deg_2_rad.h"
#include "dcast.h"
#include "bamCacheRecord.h"
#include <algorithm>
TypeHandle EggGroupNode::_type_handle;
/**
*
*/
EggGroupNode::
EggGroupNode(const EggGroupNode &copy) : EggNode(copy) {
if (!copy.empty()) {
egg_cat.warning()
<< "The EggGroupNode copy constructor does not copy children!\n";
}
}
/**
*
*/
EggGroupNode &EggGroupNode::
operator =(const EggGroupNode &copy) {
if (!copy.empty()) {
egg_cat.warning()
<< "The EggGroupNode copy assignment does not copy children!\n";
}
EggNode::operator =(copy);
return *this;
}
/**
*
*/
EggGroupNode::
~EggGroupNode() {
}
/**
* Writes the group and all of its children to the indicated output stream in
* Egg format.
*/
void EggGroupNode::
write(ostream &out, int indent_level) const {
iterator i;
// Since joints tend to reference vertex pools, which sometimes appear later
// in the file, and since generally non-joints don't reference joints, we
// try to maximize our chance of writing out a one-pass readable egg file by
// writing joints at the end of the list of children of a particular node.
for (i = begin(); i != end(); ++i) {
PT(EggNode) child = (*i);
if (!child->is_joint()) {
child->write(out, indent_level);
}
}
for (i = begin(); i != end(); ++i) {
PT(EggNode) child = (*i);
if (child->is_joint()) {
child->write(out, indent_level);
}
}
}
/**
*
*/
EggGroupNode::iterator EggGroupNode::
begin() const {
return _children.begin();
}
/**
*
*/
EggGroupNode::iterator EggGroupNode::
end() const {
return _children.end();
}
/**
*
*/
EggGroupNode::reverse_iterator EggGroupNode::
rbegin() const {
return _children.rbegin();
}
/**
*
*/
EggGroupNode::reverse_iterator EggGroupNode::
rend() const {
return _children.rend();
}
/**
*
*/
EggGroupNode::iterator EggGroupNode::
insert(iterator position, PT(EggNode) x) {
prepare_add_child(x);
return _children.insert((Children::iterator &)position, x);
}
/**
*
*/
EggGroupNode::iterator EggGroupNode::
erase(iterator position) {
prepare_remove_child(*position);
return _children.erase((Children::iterator &)position);
}
/**
*
*/
EggGroupNode::iterator EggGroupNode::
erase(iterator first, iterator last) {
iterator i;
for (i = first; i != last; ++i) {
prepare_remove_child(*i);
}
return _children.erase((Children::iterator &)first,
(Children::iterator &)last);
}
/**
* Replaces the node at the indicated position with the indicated node. It is
* an error to call this with an invalid position iterator (e.g. end()).
*/
void EggGroupNode::
replace(iterator position, PT(EggNode) x) {
nassertv(position != end());
prepare_remove_child(*position);
prepare_add_child(x);
*(Children::iterator &)position = x;
}
/**
*
*/
bool EggGroupNode::
empty() const {
return _children.empty();
}
/**
*
*/
EggGroupNode::size_type EggGroupNode::
size() const {
return _children.size();
}
/**
*
*/
void EggGroupNode::
clear() {
erase(begin(), end());
}
/**
* Returns the first child in the group's list of children, or NULL if the
* list of children is empty. Can be used with get_next_child() to return the
* complete list of children without using the iterator class; however, this
* is non-thread-safe, and so is not recommended except for languages other
* than C++ which cannot use the iterators.
*/
EggNode *EggGroupNode::
get_first_child() {
_gnc_iterator = begin();
return get_next_child();
}
/**
* Returns the next child in the group's list of children since the last call
* to get_first_child() or get_next_child(), or NULL if the last child has
* been returned. Can be used with get_first_child() to return the complete
* list of children without using the iterator class; however, this is non-
* thread-safe, and so is not recommended except for languages other than C++
* which cannot use the iterators.
*
* It is an error to call this without previously calling get_first_child().
*/
EggNode *EggGroupNode::
get_next_child() {
if (_gnc_iterator != end()) {
return *_gnc_iterator++;
}
return NULL;
}
/**
* Adds the indicated child to the group and returns it. If the child node is
* already a child of some other node, removes it first.
*/
EggNode *EggGroupNode::
add_child(EggNode *node) {
test_ref_count_integrity();
PT(EggNode) ptnode = node;
if (node->_parent != NULL) {
node->_parent->remove_child(node);
}
prepare_add_child(node);
_children.push_back(node);
return node;
}
/**
* Removes the indicated child node from the group and returns it. If the
* child was not already in the group, does nothing and returns NULL.
*/
PT(EggNode) EggGroupNode::
remove_child(EggNode *node) {
PT(EggNode) ptnode = node;
iterator i = find(begin(), end(), ptnode);
if (i == end()) {
return PT(EggNode)();
} else {
// erase() calls prepare_remove_child().
erase(i);
return ptnode;
}
}
/**
* Moves all the children from the other node to this one. This is especially
* useful because the group node copy assignment operator does not copy
* children.
*/
void EggGroupNode::
steal_children(EggGroupNode &other) {
Children::iterator ci;
for (ci = other._children.begin();
ci != other._children.end();
++ci) {
other.prepare_remove_child(*ci);
prepare_add_child(*ci);
}
_children.splice(_children.end(), other._children);
}
/**
* Returns the child of this node whose name is the indicated string, or NULL
* if there is no child of this node by that name. Does not search
* recursively.
*/
EggNode *EggGroupNode::
find_child(const string &name) const {
Children::const_iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = (*ci);
if (child->get_name() == name) {
return child;
}
}
return NULL;
}
/**
* Returns true if any nodes at this level and below include a reference to a
* file via an absolute pathname, or false if all references are relative.
*/
bool EggGroupNode::
has_absolute_pathnames() const {
Children::const_iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggTexture::get_class_type())) {
EggTexture *tex = DCAST(EggTexture, child);
if (!tex->get_filename().is_local()) {
if (egg_cat.is_debug()) {
egg_cat.debug()
<< "Absolute pathname: " << tex->get_filename()
<< "\n";
}
return true;
}
if (tex->has_alpha_filename()) {
if (!tex->get_alpha_filename().is_local()) {
if (egg_cat.is_debug()) {
egg_cat.debug()
<< "Absolute pathname: " << tex->get_alpha_filename()
<< "\n";
}
return true;
}
}
} else if (child->is_of_type(EggFilenameNode::get_class_type())) {
EggFilenameNode *fnode = DCAST(EggFilenameNode, child);
if (!fnode->get_filename().is_local()) {
if (egg_cat.is_debug()) {
egg_cat.debug()
<< "Absolute pathname: " << fnode->get_filename()
<< "\n";
}
return true;
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (DCAST(EggGroupNode, child)->has_absolute_pathnames()) {
return true;
}
}
}
return false;
}
/**
* Walks the tree and attempts to resolve any filenames encountered. This
* looks up filenames along the specified search path; it does not
* automatically search the model_path for missing files.
*/
void EggGroupNode::
resolve_filenames(const DSearchPath &searchpath) {
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggTexture::get_class_type())) {
EggTexture *tex = DCAST(EggTexture, child);
Filename tex_filename = tex->get_filename();
vfs->resolve_filename(tex_filename, searchpath);
tex->set_filename(tex_filename);
if (tex->has_alpha_filename()) {
Filename alpha_filename = tex->get_alpha_filename();
vfs->resolve_filename(alpha_filename, searchpath);
tex->set_alpha_filename(alpha_filename);
}
} else if (child->is_of_type(EggFilenameNode::get_class_type())) {
EggFilenameNode *fnode = DCAST(EggFilenameNode, child);
Filename filename = fnode->get_filename();
vfs->resolve_filename(filename, searchpath, fnode->get_default_extension());
fnode->set_filename(filename);
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->resolve_filenames(searchpath);
}
}
}
/**
* Similar to resolve_filenames, but each non-absolute filename encountered is
* arbitrarily taken to be in the indicated directory, whether or not the so-
* named filename exists.
*/
void EggGroupNode::
force_filenames(const Filename &directory) {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggTexture::get_class_type())) {
EggTexture *tex = DCAST(EggTexture, child);
Filename tex_filename = tex->get_filename();
if (tex_filename.is_local()) {
tex->set_filename(Filename(directory, tex_filename));
}
if (tex->has_alpha_filename()) {
Filename alpha_filename = tex->get_alpha_filename();
if (alpha_filename.is_local()) {
tex->set_alpha_filename(Filename(directory, alpha_filename));
}
}
} else if (child->is_of_type(EggFilenameNode::get_class_type())) {
EggFilenameNode *fnode = DCAST(EggFilenameNode, child);
Filename filename = fnode->get_filename();
if (filename.is_local()) {
fnode->set_filename(Filename(directory, filename));
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->force_filenames(directory);
}
}
}
/**
* Reverses the vertex ordering of all polygons defined at this node and
* below. Does not change the surface normals, if any.
*/
void EggGroupNode::
reverse_vertex_ordering() {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->reverse_vertex_ordering();
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->reverse_vertex_ordering();
}
}
}
/**
* Recomputes all the vertex normals for polygon geometry at this group node
* and below so that they accurately reflect the vertex positions. A shared
* edge between two polygons (even in different groups) is considered smooth
* if the angle between the two edges is less than threshold degrees.
*
* This function also removes degenerate polygons that do not have enough
* vertices to define a normal. It does not affect normals for other kinds of
* primitives like Nurbs or Points.
*
* This function does not remove or adjust vertices in the vertex pool; it
* only adds new vertices with the correct normals. Thus, it is a good idea
* to call remove_unused_vertices() after calling this.
*/
void EggGroupNode::
recompute_vertex_normals(double threshold, CoordinateSystem cs) {
// First, collect all the vertices together with their shared polygons.
NVertexCollection collection;
r_collect_vertex_normals(collection, threshold, cs);
// Now bust them into separate groups according to the edge threshold. Two
// polygons that share a vertex belong in the same group only if the angle
// between their normals is within the threshold.
double cos_angle = cos(deg_2_rad(threshold));
NVertexCollection::iterator ci;
for (ci = collection.begin(); ci != collection.end(); ++ci) {
NVertexGroup &group = (*ci).second;
// Here's a group of polygons that share a vertex. Build up a new group
// that consists of just the first polygon and all the ones that are
// within threshold degrees from it.
NVertexGroup::iterator gi;
gi = group.begin();
while (gi != group.end()) {
const NVertexReference &base_ref = (*gi);
NVertexGroup new_group;
NVertexGroup leftover_group;
new_group.push_back(base_ref);
++gi;
while (gi != group.end()) {
const NVertexReference &ref = (*gi);
double dot = base_ref._normal.dot(ref._normal);
if (dot > cos_angle) {
// These polygons are close enough to the same angle.
new_group.push_back(ref);
} else {
// These polygons are not.
leftover_group.push_back(ref);
}
++gi;
}
// Now new_group is a collection of connected polygons and the vertices
// that connect them. Smooth these vertices.
do_compute_vertex_normals(new_group);
// And reset the group of remaining polygons.
group.swap(leftover_group);
gi = group.begin();
}
}
}
/**
* Recomputes all the polygon normals for polygon geometry at this group node
* and below so that they accurately reflect the vertex positions. Normals
* are removed from the vertices and defined only on polygons, giving the
* geometry a faceted appearance.
*
* This function also removes degenerate polygons that do not have enough
* vertices to define a normal. It does not affect normals for other kinds of
* primitives like Nurbs or Points.
*
* This function does not remove or adjust vertices in the vertex pool; it
* only adds new vertices with the normals removed. Thus, it is a good idea
* to call remove_unused_vertices() after calling this.
*/
void EggGroupNode::
recompute_polygon_normals(CoordinateSystem cs) {
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggPolygon::get_class_type())) {
EggPolygon *polygon = DCAST(EggPolygon, child);
if (!polygon->recompute_polygon_normal(cs)) {
// The polygon is degenerate. Remove it.
prepare_remove_child(child);
_children.erase(ci);
} else {
// Remove the normal from each polygon vertex.
size_t num_vertices = polygon->size();
for (size_t i = 0; i < num_vertices; i++) {
EggVertex *vertex = polygon->get_vertex(i);
EggVertexPool *pool = vertex->get_pool();
if (vertex->has_normal()) {
EggVertex new_vertex(*vertex);
new_vertex.clear_normal();
EggVertex *unique = pool->create_unique_vertex(new_vertex);
unique->copy_grefs_from(*vertex);
polygon->set_vertex(i, unique);
}
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->recompute_polygon_normals(cs);
}
ci = cnext;
}
}
/**
* Removes all normals from primitives, and the vertices they reference, at
* this node and below.
*
* This function does not remove or adjust vertices in the vertex pool; it
* only adds new vertices with the normal removed. Thus, it is a good idea to
* call remove_unused_vertices() after calling this.
*/
void EggGroupNode::
strip_normals() {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->clear_normal();
// Remove the normal from each prim vertex.
size_t num_vertices = prim->size();
for (size_t i = 0; i < num_vertices; i++) {
EggVertex *vertex = prim->get_vertex(i);
EggVertexPool *pool = vertex->get_pool();
if (vertex->has_normal()) {
EggVertex new_vertex(*vertex);
new_vertex.clear_normal();
EggVertex *unique = pool->create_unique_vertex(new_vertex);
unique->copy_grefs_from(*vertex);
prim->set_vertex(i, unique);
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->strip_normals();
}
}
}
/**
* This function recomputes the tangent and binormal for the named texture
* coordinate set for all vertices at this level and below. Use the empty
* string for the default texture coordinate set.
*
* It is necessary for each vertex to already have a normal (or at least a
* polygon normal), as well as a texture coordinate in the named texture
* coordinate set, before calling this function. You might precede this with
* recompute_vertex_normals() to ensure that the normals exist.
*
* Like recompute_vertex_normals(), this function does not remove or adjust
* vertices in the vertex pool; it only adds new vertices with the new
* tangents and binormals computed. Thus, it is a good idea to call
* remove_unused_vertices() after calling this.
*/
bool EggGroupNode::
recompute_tangent_binormal(const GlobPattern &uv_name) {
// First, collect all the vertices together with their shared polygons.
TBNVertexCollection collection;
r_collect_tangent_binormal(uv_name, collection);
// Now compute the tangent and binormal separately for each common group of
// vertices.
TBNVertexCollection::const_iterator ci;
for (ci = collection.begin(); ci != collection.end(); ++ci) {
const TBNVertexValue &value = (*ci).first;
const TBNVertexGroup &group = (*ci).second;
do_compute_tangent_binormal(value, group);
}
return true;
}
/**
* This function recomputes the tangent and binormal for the named texture
* coordinate sets. Returns true if anything was done.
*/
bool EggGroupNode::
recompute_tangent_binormal(const vector_string &names) {
bool changed = false;
for (vector_string::const_iterator si = names.begin();
si != names.end();
++si) {
GlobPattern uv_name(*si);
nout << "Computing tangent and binormal for \"" << uv_name << "\"\n";
recompute_tangent_binormal(uv_name);
changed = true;
}
return changed;
}
/**
* This function recomputes the tangent and binormal for any texture
* coordinate set that affects a normal map. Returns true if anything was
* done.
*/
bool EggGroupNode::
recompute_tangent_binormal_auto() {
vector_string names;
EggTextureCollection texs;
EggTextureCollection::iterator eti;
texs.find_used_textures(this);
for (eti = texs.begin(); eti != texs.end(); eti++) {
EggTexture *eggtex = (*eti);
if ((eggtex->get_env_type() == EggTexture::ET_normal)||
(eggtex->get_env_type() == EggTexture::ET_normal_height)||
(eggtex->get_env_type() == EggTexture::ET_normal_gloss)) {
string uv = eggtex->get_uv_name();
vector_string::iterator it = find(names.begin(), names.end(), uv);
if (it == names.end()) {
names.push_back(uv);
}
}
}
return recompute_tangent_binormal(names);
}
/**
* Replace all higher-order polygons at this point in the scene graph and
* below with triangles. Returns the total number of new triangles produced,
* less degenerate polygons removed.
*
* If flags contains T_polygon and T_convex, both concave and convex polygons
* will be subdivided into triangles; with only T_polygon, only concave
* polygons will be subdivided, and convex polygons will be largely unchanged.
*/
int EggGroupNode::
triangulate_polygons(int flags) {
int num_produced = 0;
Children children_copy = _children;
Children::iterator ci;
for (ci = children_copy.begin();
ci != children_copy.end();
++ci) {
EggNode *child = (*ci);
if (child->is_of_type(EggPolygon::get_class_type())) {
if ((flags & T_polygon) != 0) {
EggPolygon *poly = DCAST(EggPolygon, child);
poly->triangulate_in_place((flags & T_convex) != 0);
}
} else if (child->is_of_type(EggCompositePrimitive::get_class_type())) {
if ((flags & T_composite) != 0) {
EggCompositePrimitive *comp = DCAST(EggCompositePrimitive, child);
comp->triangulate_in_place();
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if ((flags & T_recurse) != 0) {
num_produced += DCAST(EggGroupNode, child)->triangulate_polygons(flags);
}
}
}
num_produced += max(0, (int)(_children.size() - children_copy.size()));
return num_produced;
}
/**
* Combine triangles together into triangle strips, at this group and below.
*/
void EggGroupNode::
mesh_triangles(int flags) {
EggMesher mesher;
mesher.mesh(this, (flags & T_flat_shaded) != 0);
if ((flags & T_recurse) != 0) {
EggGroupNode::iterator ci;
for (ci = begin(); ci != end(); ++ci) {
if ((*ci)->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *group_child = DCAST(EggGroupNode, *ci);
group_child->mesh_triangles(flags);
}
}
}
}
/**
* Creates PointLight primitives to reference any otherwise unreferences
* vertices discovered in this group or below.
*/
void EggGroupNode::
make_point_primitives() {
// Create a temporary node to hold the EggPoint objects we might create
// while we iterate. (We don't add them during the iteration to avoid
// invalidating the iterator.)
PT(EggGroupNode) temp = new EggGroup("temp");
EggGroupNode::iterator ci;
for (ci = begin(); ci != end(); ++ci) {
if ((*ci)->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *group_child = DCAST(EggGroupNode, *ci);
group_child->make_point_primitives();
} else if ((*ci)->is_of_type(EggVertexPool::get_class_type())) {
EggVertexPool *vpool = DCAST(EggVertexPool, *ci);
PT(EggPrimitive) prim = new EggPoint;
vpool->add_unused_vertices_to_prim(prim);
if (!prim->empty()) {
temp->add_child(prim);
}
}
}
steal_children(*temp);
}
/**
* Rename by stripping out the prefix
*/
int EggGroupNode::
rename_nodes(vector_string strip_prefix, bool recurse) {
int num_renamed = 0;
for (unsigned int ni = 0; ni < strip_prefix.size(); ++ni) {
string axe_name = strip_prefix[ni];
if (this->get_name().substr(0, axe_name.size()) == axe_name) {
string new_name = this->get_name().substr(axe_name.size());
// cout << "renaming " << this->get_name() << "->" << new_name << endl;
this->set_name(new_name);
num_renamed += 1;
}
}
if (recurse) {
EggGroupNode::iterator ci;
for (ci = begin(); ci != end(); ++ci) {
if ((*ci)->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *group_child = DCAST(EggGroupNode, *ci);
num_renamed += group_child->rename_nodes(strip_prefix, recurse);
}
else if ((*ci)->is_of_type(EggNode::get_class_type())) {
EggNode *node_child = DCAST(EggNode, *ci);
num_renamed += node_child->rename_node(strip_prefix);
}
}
}
return num_renamed;
}
/**
* Removes all vertices from VertexPools within this group or below that are
* not referenced by at least one primitive. Also collapses together
* equivalent vertices, and renumbers all vertices after the operation so
* their indices are consecutive, beginning at zero. Returns the total number
* of vertices removed.
*
* Note that this operates on the VertexPools within this group level, without
* respect to primitives that reference these vertices (unlike other functions
* like strip_normals()). It is therefore most useful to call this on the
* EggData root, rather than on a subgroup within the hierarchy, since a
* VertexPool may appear anywhere in the hierarchy.
*/
int EggGroupNode::
remove_unused_vertices(bool recurse) {
int num_removed = 0;
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggVertexPool::get_class_type())) {
EggVertexPool *vpool = DCAST(EggVertexPool, child);
num_removed += vpool->remove_unused_vertices();
if (vpool->empty()) {
// If, after removing all the vertices, there's nothing left in the
// vertex pool, then remove the whole vertex pool.
_children.erase(ci);
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
num_removed += DCAST(EggGroupNode, child)->remove_unused_vertices(recurse);
}
}
ci = cnext;
}
return num_removed;
}
/**
* Removes primitives at this level and below which appear to be degenerate;
* e.g. polygons with fewer than 3 vertices, etc. Returns the number of
* primitives removed.
*/
int EggGroupNode::
remove_invalid_primitives(bool recurse) {
int num_removed = 0;
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
if (!prim->cleanup()) {
_children.erase(ci);
num_removed++;
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
num_removed += DCAST(EggGroupNode, child)->remove_invalid_primitives(recurse);
}
}
ci = cnext;
}
return num_removed;
}
/**
* Resets the connected_shading information on all primitives at this node and
* below, so that it may be accurately rederived by the next call to
* get_connected_shading().
*
* It may be a good idea to call remove_unused_vertices() as well, to
* establish the correct connectivity between common vertices.
*/
void EggGroupNode::
clear_connected_shading() {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->clear_connected_shading();
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->clear_connected_shading();
}
}
}
/**
* Queries the connected_shading information on all primitives at this node
* and below, to ensure that it has been completely filled in before we start
* mucking around with vertices.
*/
void EggGroupNode::
get_connected_shading() {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->get_connected_shading();
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
DCAST(EggGroupNode, child)->get_connected_shading();
}
}
}
/**
* Applies per-vertex normal and color to all vertices, if they are in fact
* per-vertex (and different for each vertex), or moves them to the primitive
* if they are all the same.
*
* After this call, either the primitive will have normals or its vertices
* will, but not both. Ditto for colors.
*
* If use_connected_shading is true, each polygon is considered in conjunction
* with all connected polygons; otherwise, each polygon is considered
* individually.
*
* If allow_per_primitive is false, S_per_face or S_overall will treated like
* S_per_vertex: normals and colors will always be assigned to the vertices.
* In this case, there will never be per-primitive colors or normals after
* this call returns. On the other hand, if allow_per_primitive is true, then
* S_per_face means that normals and colors should be assigned to the
* primitives, and removed from the vertices, as described above.
*
* This may create redundant vertices in the vertex pool, so it may be a good
* idea to follow this up with remove_unused_vertices().
*/
void EggGroupNode::
unify_attributes(bool use_connected_shading, bool allow_per_primitive,
bool recurse) {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
EggPrimitive::Shading shading = EggPrimitive::S_per_vertex;
if (allow_per_primitive) {
shading = prim->get_shading();
if (use_connected_shading) {
shading = prim->get_connected_shading();
}
}
prim->unify_attributes(shading);
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
DCAST(EggGroupNode, child)->unify_attributes
(use_connected_shading, allow_per_primitive, recurse);
}
}
}
}
/**
* Sets the last vertex of the triangle (or each component) to the primitive
* normal and/or color, if the primitive is flat-shaded. This reflects the
* OpenGL convention of storing flat-shaded properties on the last vertex,
* although it is not usually a convention in Egg.
*
* This may create redundant vertices in the vertex pool, so it may be a good
* idea to follow this up with remove_unused_vertices().
*/
void EggGroupNode::
apply_last_attribute(bool recurse) {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->apply_last_attribute();
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
DCAST(EggGroupNode, child)->apply_last_attribute(recurse);
}
}
}
}
/**
* Sets the first vertex of the triangle (or each component) to the primitive
* normal and/or color, if the primitive is flat-shaded. This reflects the
* DirectX convention of storing flat-shaded properties on the first vertex,
* although it is not usually a convention in Egg.
*
* This may create redundant vertices in the vertex pool, so it may be a good
* idea to follow this up with remove_unused_vertices().
*/
void EggGroupNode::
apply_first_attribute(bool recurse) {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->apply_first_attribute();
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
DCAST(EggGroupNode, child)->apply_first_attribute(recurse);
}
}
}
}
/**
* Intended as a followup to apply_last_attribute(), this also sets an
* attribute on the first vertices of the primitive, if they don't already
* have an attribute set, just so they end up with *something*.
*/
void EggGroupNode::
post_apply_flat_attribute(bool recurse) {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
EggPrimitive *prim = DCAST(EggPrimitive, child);
prim->post_apply_flat_attribute();
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
DCAST(EggGroupNode, child)->post_apply_flat_attribute(recurse);
}
}
}
}
/**
* Returns true if there are any primitives (e.g. polygons) defined within
* this group or below, false otherwise.
*/
bool EggGroupNode::
has_primitives() const {
Children::const_iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
if ((*ci)->has_primitives()) {
return true;
}
}
return false;
}
/**
* Returns true if there are any primitives (e.g. polygons) defined within
* this group or below, but the search does not include nested joints.
*/
bool EggGroupNode::
joint_has_primitives() const {
Children::const_iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
EggNode *child = (*ci);
if (!child->is_joint()) {
if (child->joint_has_primitives()) {
return true;
}
}
}
return false;
}
/**
* Returns true if any of the primitives (e.g. polygons) defined within this
* group or below have either face or vertex normals defined, false otherwise.
*/
bool EggGroupNode::
has_normals() const {
Children::const_iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
if ((*ci)->has_normals()) {
return true;
}
}
return false;
}
/**
* Copies vertices used by the primitives at this group node (and below, if
* recurse is true) into one or more new vertex pools, and updates the
* primitives to reference these pools. It is up to the caller to parent the
* newly-created vertex pools somewhere appropriate in the egg hierarchy.
*
* No more than max_vertices will be placed into any one vertex pool. This is
* the sole criteria for splitting vertex pools.
*/
void EggGroupNode::
rebuild_vertex_pools(EggVertexPools &vertex_pools, unsigned int max_vertices,
bool recurse) {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPrimitive::get_class_type())) {
typedef pvector< PT(EggVertex) > Vertices;
Vertices vertices;
EggPrimitive *prim = DCAST(EggPrimitive, child);
// Copy all of the vertices out.
EggPrimitive::const_iterator pi;
for (pi = prim->begin(); pi != prim->end(); ++pi) {
vertices.push_back(*pi);
}
typedef epvector<EggAttributes> Attributes;
Attributes attributes;
if (prim->is_of_type(EggCompositePrimitive::get_class_type())) {
// A compositive primitive has the additional complication of dealing
// with its attributes.
EggCompositePrimitive *cprim = DCAST(EggCompositePrimitive, prim);
int i;
int num_components = cprim->get_num_components();
for (i = 0; i < num_components; i++) {
attributes.push_back(*cprim->get_component(i));
}
}
prim->clear();
// Now look for a new home for the vertices. First, see if any of the
// vertex pools we've already created already have a copy of each one of
// the vertices.
bool found_pool = false;
EggVertexPool *best_pool = NULL;
int best_new_vertices = 0;
Vertices new_vertices;
EggVertexPools::iterator vpi;
for (vpi = vertex_pools.begin();
vpi != vertex_pools.end() && !found_pool;
++vpi) {
EggVertexPool *vertex_pool = (*vpi);
int num_new_vertices = 0;
new_vertices.clear();
new_vertices.reserve(vertices.size());
Vertices::const_iterator vi;
for (vi = vertices.begin();
vi != vertices.end() && !found_pool;
++vi) {
EggVertex *vertex = (*vi);
EggVertex *new_vertex = vertex_pool->find_matching_vertex(*vertex);
new_vertices.push_back(new_vertex);
if (new_vertex == (EggVertex *)NULL) {
++num_new_vertices;
}
}
if (num_new_vertices == 0) {
// Great, we found a vertex pool that already shares all these
// vertices. No need to look any further.
found_pool = true;
} else if (vertex_pool->size() + num_new_vertices <= max_vertices) {
// We would have to add some vertices to this pool, so this vertex
// pool qualifies only if the number of vertices we have to add
// would still keep it within our limit.
if (best_pool == (EggVertexPool *)NULL ||
num_new_vertices < best_new_vertices) {
// This is currently our most favorable vertex pool.
best_pool = vertex_pool;
best_new_vertices = num_new_vertices;
}
}
}
if (!found_pool) {
if (best_pool == (EggVertexPool *)NULL) {
// There was no vertex pool that qualified. We will have to create
// a new vertex pool.
best_pool = new EggVertexPool("");
vertex_pools.push_back(best_pool);
}
new_vertices.clear();
new_vertices.reserve(vertices.size());
Vertices::const_iterator vi;
for (vi = vertices.begin(); vi != vertices.end(); ++vi) {
EggVertex *vertex = (*vi);
EggVertex *new_vertex = best_pool->create_unique_vertex(*vertex);
new_vertex->copy_grefs_from(*vertex);
new_vertices.push_back(new_vertex);
}
}
Vertices::const_iterator vi;
nassertv(new_vertices.size() == vertices.size());
for (vi = new_vertices.begin(); vi != new_vertices.end(); ++vi) {
EggVertex *new_vertex = (*vi);
nassertv(new_vertex != (EggVertex *)NULL);
prim->add_vertex(new_vertex);
}
if (prim->is_of_type(EggCompositePrimitive::get_class_type())) {
// Now restore the composite attributes.
EggCompositePrimitive *cprim = DCAST(EggCompositePrimitive, prim);
int i;
int num_components = cprim->get_num_components();
nassertv(num_components == (int)attributes.size());
for (i = 0; i < num_components; i++) {
cprim->set_component(i, &attributes[i]);
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
if (recurse) {
DCAST(EggGroupNode, child)->rebuild_vertex_pools(vertex_pools, max_vertices, recurse);
}
}
}
}
/**
* This function is called from within EggGroupNode whenever the parentage of
* the node has changed. It should update the depth and under_instance flags
* accordingly.
*
* Offset is the difference between the old depth value and the new value. It
* should be consistent with the supplied depth value. If it is not, we have
* some error.
*/
void EggGroupNode::
update_under(int depth_offset) {
EggNode::update_under(depth_offset);
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
nassertv((*ci)->get_parent() == this);
(*ci)->update_under(depth_offset);
}
}
/**
* This is called from within the egg code by transform(). It applies a
* transformation matrix to the current node in some sensible way, then
* continues down the tree.
*
* The first matrix is the transformation to apply; the second is its inverse.
* The third parameter is the coordinate system we are changing to, or
* CS_default if we are not changing coordinate systems.
*/
void EggGroupNode::
r_transform(const LMatrix4d &mat, const LMatrix4d &inv,
CoordinateSystem to_cs) {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
(*ci)->r_transform(mat, inv, to_cs);
}
}
/**
* This is called from within the egg code by transform_vertices_only()(). It
* applies a transformation matrix to the current node in some sensible way
* (if the current node is a vertex pool with vertices), then continues down
* the tree.
*/
void EggGroupNode::
r_transform_vertices(const LMatrix4d &mat) {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
(*ci)->r_transform_vertices(mat);
}
}
/**
* This is only called immediately after loading an egg file from disk, to
* propagate the value found in the CoordinateSystem entry (or the default
* Y-up coordinate system) to all nodes that care about what the coordinate
* system is.
*/
void EggGroupNode::
r_mark_coordsys(CoordinateSystem cs) {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
(*ci)->r_mark_coordsys(cs);
}
}
/**
* The recursive implementation of flatten_transforms().
*/
void EggGroupNode::
r_flatten_transforms() {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
(*ci)->r_flatten_transforms();
}
}
/**
* The recursive implementation of apply_texmats().
*/
void EggGroupNode::
r_apply_texmats(EggTextureCollection &textures) {
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
(*ci)->r_apply_texmats(textures);
}
}
/**
* Walks the tree, looking for an EggCoordinateSystem entry. If one is found,
* extracts it and returns its value. If multiple entries are found, extracts
* all of them and returns CS_invalid if they disagree.
*/
CoordinateSystem EggGroupNode::
find_coordsys_entry() {
CoordinateSystem coordsys = CS_default;
// We can do this cicnext iteration through the list as we modify it, only
// because we know this works with an STL list type container. If this were
// a vector or a set, this wouldn't necessarily work.
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggCoordinateSystem::get_class_type())) {
CoordinateSystem new_cs =
DCAST(EggCoordinateSystem, child)->get_value();
// Now remove the CoordinateSystem entry from our child list.
prepare_remove_child(child);
_children.erase(ci);
if (new_cs != CS_default) {
if (coordsys != CS_default && coordsys != new_cs) {
coordsys = CS_invalid;
} else {
coordsys = new_cs;
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
CoordinateSystem new_cs =
DCAST(EggGroupNode, child)->find_coordsys_entry();
if (new_cs != CS_default) {
if (coordsys != CS_default && coordsys != new_cs) {
coordsys = CS_invalid;
} else {
coordsys = new_cs;
}
}
}
ci = cnext;
}
return coordsys;
}
/**
* Walks the tree, looking for EggTextures. Each EggTexture that is found is
* removed from the hierarchy and added to the EggTextureCollection. Returns
* the number of EggTextures found.
*/
int EggGroupNode::
find_textures(EggTextureCollection *collection) {
int num_found = 0;
// We can do this cicnext iteration through the list as we modify it, only
// because we know this works with an STL list type container. If this were
// a vector or a set, this wouldn't necessarily work.
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggTexture::get_class_type())) {
PT_EggTexture tex = DCAST(EggTexture, child);
// Now remove the EggTexture entry from our child list.
prepare_remove_child(tex);
_children.erase(ci);
// And add it to the collection.
collection->add_texture(tex);
num_found++;
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
num_found +=
DCAST(EggGroupNode, child)->find_textures(collection);
}
ci = cnext;
}
return num_found;
}
/**
* Walks the tree, looking for EggMaterials. Each EggMaterial that is found
* is removed from the hierarchy and added to the EggMaterialCollection.
* Returns the number of EggMaterials found.
*/
int EggGroupNode::
find_materials(EggMaterialCollection *collection) {
int num_found = 0;
// We can do this cicnext iteration through the list as we modify it, only
// because we know this works with an STL list type container. If this were
// a vector or a set, this wouldn't necessarily work.
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggMaterial::get_class_type())) {
PT_EggMaterial tex = DCAST(EggMaterial, child);
// Now remove the EggMaterial entry from our child list.
prepare_remove_child(tex);
_children.erase(ci);
// And add it to the collection.
collection->add_material(tex);
num_found++;
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
num_found +=
DCAST(EggGroupNode, child)->find_materials(collection);
}
ci = cnext;
}
return num_found;
}
/**
* Walks the tree and locates unloaded external reference nodes, which it
* attempts to locate and load in. The reference node is replaced with the
* entire subtree loaded. This is intended to be called from
* EggData::load_externals().
*/
bool EggGroupNode::
r_load_externals(const DSearchPath &searchpath, CoordinateSystem coordsys,
BamCacheRecord *record) {
bool success = true;
Children::iterator ci;
for (ci = _children.begin();
ci != _children.end();
++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggExternalReference::get_class_type())) {
PT(EggExternalReference) ref = DCAST(EggExternalReference, child);
// Replace the reference with an empty group node. When we load the
// external file successfully, we'll put its contents here.
Filename filename = ref->get_filename();
EggGroupNode *new_node =
new EggGroupNode(filename.get_basename_wo_extension());
replace(ci, new_node);
if (!EggData::resolve_egg_filename(filename, searchpath)) {
egg_cat.error()
<< "Could not locate " << filename << " in "
<< searchpath << "\n";
} else {
// Now define a new EggData structure to hold the external reference,
// and load it.
EggData ext_data;
ext_data.set_coordinate_system(coordsys);
ext_data.set_auto_resolve_externals(true);
if (ext_data.read(filename)) {
// The external file was read correctly. Add its contents into the
// tree at this point.
if (record != (BamCacheRecord *)NULL) {
record->add_dependent_file(filename);
}
success =
ext_data.load_externals(searchpath, record)
&& success;
new_node->steal_children(ext_data);
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *group_child = DCAST(EggGroupNode, child);
success =
group_child->r_load_externals(searchpath, coordsys, record)
&& success;
}
}
return success;
}
/**
* Marks the node as a child of the group. This is an internal function
* called by the STL-like functions push_back() and insert(), in preparation
* for actually adding the child.
*
* It is an error to add a node that is already a child of this group or some
* other group.
*/
void EggGroupNode::
prepare_add_child(EggNode *node) {
nassertv(node != (EggNode *)NULL);
test_ref_count_integrity();
node->test_ref_count_integrity();
// Make sure the node is not already a child of some other group.
nassertv(node->get_parent() == NULL);
nassertv(node->get_depth() == 0);
node->_parent = this;
node->update_under(get_depth() + 1);
}
/**
* Marks the node as removed from the group. This is an internal function
* called by the STL-like functions pop_back() and erase(), in preparation for
* actually doing the removal.
*
* It is an error to attempt to remove a node that is not already a child of
* this group.
*/
void EggGroupNode::
prepare_remove_child(EggNode *node) {
nassertv(node != (EggNode *)NULL);
// Make sure the node is in fact a child of this group.
nassertv(node->get_parent() == this);
nassertv(node->get_depth() == get_depth() + 1);
node->_parent = NULL;
node->update_under(-(get_depth() + 1));
}
/**
* This is part of the implementation of recompute_vertex_normals(). It walks
* the scene graph at this group node and below, identifying all the polygons
* and the vertices they have in common.
*/
void EggGroupNode::
r_collect_vertex_normals(EggGroupNode::NVertexCollection &collection,
double threshold, CoordinateSystem cs) {
// We can do this cicnext iteration through the list as we modify it, only
// because we know this works with an STL list type container. If this were
// a vector or a set, this wouldn't necessarily work.
Children::iterator ci, cnext;
ci = _children.begin();
while (ci != _children.end()) {
cnext = ci;
++cnext;
EggNode *child = *ci;
if (child->is_of_type(EggPolygon::get_class_type())) {
EggPolygon *polygon = DCAST(EggPolygon, child);
polygon->clear_normal();
NVertexReference ref;
ref._polygon = polygon;
if (!polygon->calculate_normal(ref._normal, cs)) {
// The polygon is degenerate. Remove it.
prepare_remove_child(child);
_children.erase(ci);
} else {
// Now add each vertex from the polygon separately to our collection.
size_t num_vertices = polygon->size();
for (size_t i = 0; i < num_vertices; i++) {
EggVertex *vertex = polygon->get_vertex(i);
ref._vertex = i;
collection[vertex->get_pos3()].push_back(ref);
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *group = DCAST(EggGroupNode, child);
// We can't share vertices across an Instance node. Don't even bother
// trying. Instead, just restart.
if (group->is_under_instance()) {
group->recompute_vertex_normals(threshold, cs);
} else {
group->r_collect_vertex_normals(collection, threshold, cs);
}
}
ci = cnext;
}
}
/**
* This is part of the implementation of recompute_vertex_normals(). It
* accepts a group of polygons and their common normals, and computes the same
* normal for all their shared vertices.
*/
void EggGroupNode::
do_compute_vertex_normals(const NVertexGroup &group) {
nassertv(!group.empty());
// Determine the common normal. This is simply the average of all the
// polygon normals that share this vertex.
LNormald normal(0.0, 0.0, 0.0);
NVertexGroup::const_iterator gi;
for (gi = group.begin(); gi != group.end(); ++gi) {
const NVertexReference &ref = (*gi);
normal += ref._normal;
}
normal /= (double)group.size();
normal.normalize();
// Now we have the common normal; apply it to all the vertices.
for (gi = group.begin(); gi != group.end(); ++gi) {
const NVertexReference &ref = (*gi);
EggVertex *vertex = ref._polygon->get_vertex(ref._vertex);
EggVertexPool *pool = vertex->get_pool();
EggVertex new_vertex(*vertex);
new_vertex.set_normal(normal);
EggVertex *unique = pool->create_unique_vertex(new_vertex);
unique->copy_grefs_from(*vertex);
ref._polygon->set_vertex(ref._vertex, unique);
}
}
/**
* This is part of the implementation of recompute_tangent_binormal(). It
* walks the scene graph at this group node and below, identifying all the
* polygons and the vertices they have in common.
*/
void EggGroupNode::
r_collect_tangent_binormal(const GlobPattern &uv_name,
EggGroupNode::TBNVertexCollection &collection) {
Children::iterator ci;
for (ci = _children.begin(); ci != _children.end(); ++ci) {
EggNode *child = *ci;
if (child->is_of_type(EggPolygon::get_class_type())) {
EggPolygon *polygon = DCAST(EggPolygon, child);
TBNVertexReference ref;
ref._polygon = polygon;
// Now add each vertex from the polygon separately to our collection.
size_t num_vertices = polygon->size();
for (size_t i = 0; i < num_vertices; i++) {
// We look at the triangle formed by each three consecutive vertices
// to determine the s direction and t direction at each vertex. v1 is
// the key vertex, the one at position i; v2 is vertex i + 1, and v3
// is vertex i - 1.
EggVertex *v1 = polygon->get_vertex(i);
EggVertex *v2 = polygon->get_vertex((i + 1) % num_vertices);
EggVertex *v3 = polygon->get_vertex((i + num_vertices - 1) % num_vertices);
if (v1->has_normal() || polygon->has_normal()) {
// Go through all of the UV names on the vertex, looking for one
// that matches the glob pattern.
EggVertex::const_uv_iterator uvi;
for (uvi = v1->uv_begin(); uvi != v1->uv_end(); ++uvi) {
EggVertexUV *uv_obj = (*uvi);
string name = uv_obj->get_name();
if (uv_name.matches(name) &&
v2->has_uv(name) && v3->has_uv(name)) {
TBNVertexValue value;
value._uv_name = name;
value._pos = v1->get_pos3();
if (v1->has_normal()) {
value._normal = v1->get_normal();
} else {
value._normal = polygon->get_normal();
}
value._uv = v1->get_uv(name);
// Compute the s direction and t direction for this vertex.
LPoint3d p1 = v1->get_pos3();
LPoint3d p2 = v2->get_pos3();
LPoint3d p3 = v3->get_pos3();
LTexCoordd w1 = v1->get_uv(name);
LTexCoordd w2 = v2->get_uv(name);
LTexCoordd w3 = v3->get_uv(name);
// Check the facing of the texture; we will have to split
// vertices whose UV's are mirrored along a seam. The facing is
// determined by the winding order of the texcoords on the
// polygon. A front-facing polygon should not contribute to the
// tangent and binormal of a back-facing polygon, and vice-
// versa.
value._facing = is_right(w1 - w2, w3 - w1);
double x1 = p2[0] - p1[0];
double x2 = p3[0] - p1[0];
double y1 = p2[1] - p1[1];
double y2 = p3[1] - p1[1];
double z1 = p2[2] - p1[2];
double z2 = p3[2] - p1[2];
double s1 = w2[0] - w1[0];
double s2 = w3[0] - w1[0];
double t1 = w2[1] - w1[1];
double t2 = w3[1] - w1[1];
double denom = (s1 * t2 - s2 * t1);
if (denom == 0.0) {
ref._sdir.set(0.0, 0.0, 0.0);
ref._tdir.set(0.0, 0.0, 0.0);
} else {
double r = 1.0 / denom;
ref._sdir.set((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r);
ref._tdir.set((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r);
}
// Store the vertex referenced to the polygon.
ref._vertex = i;
collection[value].push_back(ref);
}
}
}
}
} else if (child->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *group = DCAST(EggGroupNode, child);
// We can't share vertices across an Instance node. Don't even bother
// trying. Instead, just restart.
if (group->is_under_instance()) {
group->recompute_tangent_binormal(uv_name);
} else {
group->r_collect_tangent_binormal(uv_name, collection);
}
}
}
}
/**
* This is part of the implementation of recompute_tangent_binormal(). It
* accepts a group of polygons and their common normals and UV's, and computes
* the tangent and binormal for all their shared vertices.
*/
void EggGroupNode::
do_compute_tangent_binormal(const TBNVertexValue &value,
const TBNVertexGroup &group) {
nassertv(!group.empty());
// Accumulate together all of the s vectors and t vectors computed for the
// different vertices that are together here.
LNormald sdir(0.0, 0.0, 0.0);
LNormald tdir(0.0, 0.0, 0.0);
TBNVertexGroup::const_iterator gi;
for (gi = group.begin(); gi != group.end(); ++gi) {
const TBNVertexReference &ref = (*gi);
sdir += ref._sdir;
tdir += ref._tdir;
}
// If sdir andor tdir are zero, choose an arbitrary vector instead. (This
// is really the only reason we normalize sdir and tdir, though it also
// helps stabilize the math below in case the vectors are very small but not
// quite zero.)
if (!sdir.normalize()) {
sdir.set(1.0, 0.0, 0.0);
}
if (!tdir.normalize()) {
tdir = sdir.cross(LNormald(0.0, 0.0, -1.0));
}
LNormald tangent = (sdir - value._normal * value._normal.dot(sdir));
tangent.normalize();
LNormald binormal = cross(value._normal, tangent);
if (dot(binormal, tdir) < 0.0f) {
binormal = -binormal;
}
// Shouldn't need to normalize this, but we do just for good measure.
binormal.normalize();
// Now we have the common tangent and binormal; apply them to all the
// vertices.
for (gi = group.begin(); gi != group.end(); ++gi) {
const TBNVertexReference &ref = (*gi);
EggVertex *vertex = ref._polygon->get_vertex(ref._vertex);
EggVertexPool *pool = vertex->get_pool();
EggVertex new_vertex(*vertex);
EggVertexUV *uv_obj = new_vertex.modify_uv_obj(value._uv_name);
nassertv(uv_obj != (EggVertexUV *)NULL);
uv_obj->set_tangent(tangent);
uv_obj->set_binormal(binormal);
EggVertex *unique = pool->create_unique_vertex(new_vertex);
unique->copy_grefs_from(*vertex);
ref._polygon->set_vertex(ref._vertex, unique);
}
}