269 lines
6.8 KiB
C++
269 lines
6.8 KiB
C++
#include "surface.hpp"
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#include <gxgraphics.hpp>
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extern gxGraphics* gx_graphics;
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static Surface::Monitor nop_mon;
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Surface::Surface() : mesh(0), mesh_vs(0), mesh_ts(0), valid_vs(0), valid_ts(0), mon(&nop_mon) {}
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Surface::Surface(Monitor* m) : mesh(0), mesh_vs(0), mesh_ts(0), valid_vs(0), valid_ts(0), mon(m) {}
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Surface::~Surface()
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{
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if (mesh)
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gx_graphics->freeMesh(mesh);
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}
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void Surface::setBrush(const Brush& b)
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{
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brush = b;
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++mon->brush_changes;
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}
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void Surface::setName(const std::string& n)
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{
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name = n;
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}
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void Surface::clear(bool verts, bool tris)
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{
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if (verts) {
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vertices.clear();
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valid_vs = 0;
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}
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if (tris) {
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triangles.clear();
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valid_ts = 0;
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}
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++mon->geom_changes;
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}
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void Surface::addVertices(const std::vector<Vertex>& verts)
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{
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vertices.insert(vertices.end(), verts.begin(), verts.end());
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++mon->geom_changes;
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}
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void Surface::setColor(int n, const Vector& v)
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{
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int r = floor(v.x * 255);
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if (r < 0)
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r = 0;
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else if (r > 255)
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r = 255;
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int g = floor(v.y * 255);
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if (g < 0)
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g = 0;
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else if (g > 255)
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g = 255;
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int b = floor(v.z * 255);
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if (b < 0)
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b = 0;
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else if (b > 255)
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b = 255;
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unsigned argb = 0xff000000 | (r << 16) | (g << 8) | b;
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vertices[n].color = argb;
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if (n < valid_vs)
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valid_vs = n;
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}
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Vector Surface::getColor(int n) const
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{
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float r = (vertices[n].color & 0x00ff0000) >> 16;
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float g = (vertices[n].color & 0x0000ff00) >> 8;
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float b = vertices[n].color & 0x000000ff;
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return Vector(r / 255.0f, g / 255.0f, b / 255.0f);
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}
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void Surface::addTriangles(const std::vector<Triangle>& tris)
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{
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triangles.insert(triangles.end(), tris.begin(), tris.end());
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}
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void Surface::updateNormals()
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{
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int k;
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std::map<Vector, Vector> norm_map;
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for (k = 0; k < triangles.size(); ++k) {
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const Triangle& t = triangles[k];
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const Vector& v0 = vertices[t.verts[0]].coords;
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const Vector& v1 = vertices[t.verts[1]].coords;
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const Vector& v2 = vertices[t.verts[2]].coords;
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Vector n = (v1 - v0).cross(v2 - v0);
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if (n.length() <= FLT_EPSILON)
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continue;
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n.normalize();
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norm_map[v0] += n;
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norm_map[v1] += n;
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norm_map[v2] += n;
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}
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for (k = 0; k < vertices.size(); ++k) {
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Vertex* v = &vertices[k];
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v->normal = norm_map[v->coords].normalized();
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}
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}
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gxMesh* Surface::getMesh()
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{
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if (mesh && mesh->dirty())
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valid_vs = 0;
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if (valid_vs == vertices.size() && valid_ts == triangles.size())
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return mesh;
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valid_vs = valid_ts = 0;
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if (mesh_vs < vertices.size() || mesh_ts < triangles.size()) {
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if (mesh) {
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gx_graphics->freeMesh(mesh);
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mesh_vs = vertices.size() + mesh_vs / 2;
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mesh_ts = triangles.size() + mesh_ts / 2;
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} else {
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mesh_vs = vertices.size();
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mesh_ts = triangles.size();
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}
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mesh = gx_graphics->createMesh(mesh_vs, mesh_ts, 0);
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}
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mesh->lock(true);
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for (; valid_vs < vertices.size(); ++valid_vs) {
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mesh->setVertex(valid_vs, &vertices[valid_vs]);
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}
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for (; valid_ts < triangles.size(); ++valid_ts) {
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const Triangle& t = triangles[valid_ts];
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mesh->setTriangle(valid_ts, t.verts[0], t.verts[1], t.verts[2]);
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}
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mesh->unlock();
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return mesh;
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}
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gxMesh* Surface::getMesh(const std::vector<Bone>& bones)
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{
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valid_vs = valid_ts = 0;
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if (mesh_vs < vertices.size() || mesh_ts < triangles.size()) {
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if (mesh)
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gx_graphics->freeMesh(mesh);
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mesh_vs = vertices.size();
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mesh_ts = triangles.size();
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mesh = gx_graphics->createMesh(mesh_vs, mesh_ts, 0);
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}
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mesh->lock(true);
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for (; valid_vs < vertices.size(); ++valid_vs) {
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const Vertex& v = vertices[valid_vs];
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if (v.bone_bones[0] == 255) {
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//no bone!
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const Bone& bone = bones[0];
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mesh->setVertex(valid_vs, bone.coord_tform * v.coords, bone.normal_tform * v.normal, v.color, v.tex_coords);
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} else if (v.bone_bones[1] == 255) {
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//one bone only
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const Bone& bone = bones[v.bone_bones[0]];
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mesh->setVertex(valid_vs, bone.coord_tform * v.coords, bone.normal_tform * v.normal, v.color, v.tex_coords);
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} else {
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const Vertex& v = vertices[valid_vs];
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//two or more bones
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Vector tv, tn;
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for (int n = 0; n < MAX_SURFACE_BONES; ++n) {
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if (v.bone_bones[n] == 255)
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break;
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const Bone& bone = bones[v.bone_bones[n]];
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tv += bone.coord_tform * v.coords * v.bone_weights[n];
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tn += bone.normal_tform * v.normal * v.bone_weights[n];
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}
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mesh->setVertex(valid_vs, tv, tn.normalized(), v.color, v.tex_coords);
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}
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}
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for (; valid_ts < triangles.size(); ++valid_ts) {
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const Triangle& t = triangles[valid_ts];
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mesh->setTriangle(valid_ts, t.verts[0], t.verts[1], t.verts[2]);
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}
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mesh->unlock();
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return mesh;
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}
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/*
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gxMesh *Surface::getMesh(){
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if( mesh && mesh->dirty() ) valid_vs=0;
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if( valid_vs==vertices.size() && valid_ts==triangles.size() ) return mesh;
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valid_vs=0;
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valid_ts=0;
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if( mesh ){
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int maxvs=mesh->maxVerts(),maxts=mesh->maxTris();
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if( maxvs<vertices.size() || maxts<triangles.size() ){
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gx_graphics->freeMesh( mesh );
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mesh=gx_graphics->createMesh( vertices.size()+maxvs/2,triangles.size()+maxts/2,0 );
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}
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}else if( vertices.size() || triangles.size() ){
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mesh=gx_graphics->createMesh( vertices.size(),triangles.size(),0 );
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}
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mesh->lock( true );
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for( ;valid_vs<vertices.size();++valid_vs ){
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mesh->setVertex( valid_vs,&vertices[valid_vs] );
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}
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for( ;valid_ts<triangles.size();++valid_ts ){
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const Triangle &t=triangles[valid_ts];
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mesh->setTriangle( valid_ts,t.verts[0],t.verts[1],t.verts[2] );
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}
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mesh->unlock();
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return mesh;
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}
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gxMesh *Surface::getMesh( const vector<Bone> &bones,gxMesh *mesh ){
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valid_vs=0;
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valid_ts=0;
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if( mesh ){
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int maxvs=mesh->maxVerts(),maxts=mesh->maxTris();
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if( maxvs<vertices.size() || maxts<triangles.size() ){
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gx_graphics->freeMesh( mesh );
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mesh=gx_graphics->createMesh( vertices.size(),triangles.size(),0 );
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}
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}else if( vertices.size() || triangles.size() ){
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mesh=gx_graphics->createMesh( vertices.size(),triangles.size(),0 );
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}
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mesh->lock( true );
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for( ;valid_vs<vertices.size();++valid_vs ){
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const Vertex &v=vertices[valid_vs];
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if( v.bone_bones[0]==255 ){
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//no bone!
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const Bone &bone=bones[0];
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mesh->setVertex( valid_vs,bone.coord_tform * v.coords,bone.normal_tform * v.normal,v.color,v.tex_coords );
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}else if( v.bone_bones[1]==255 ){
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//one bone only
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const Bone &bone=bones[v.bone_bones[0]];
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mesh->setVertex( valid_vs,bone.coord_tform * v.coords,bone.normal_tform * v.normal,v.color,v.tex_coords );
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}else{
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const Vertex &v=vertices[valid_vs];
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//two or more bones
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Vector tv,tn;
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for( int n=0;n<MAX_SURFACE_BONES;++n ){
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if( v.bone_bones[n]==255 ) break;
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const Bone &bone=bones[v.bone_bones[n]];
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tv+=bone.coord_tform * v.coords * v.bone_weights[n];
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tn+=bone.normal_tform * v.normal * v.bone_weights[n];
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}
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mesh->setVertex( valid_vs,tv,tn.normalized(),v.color,v.tex_coords );
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}
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}
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for( ;valid_ts<triangles.size();++valid_ts ){
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const Triangle &t=triangles[valid_ts];
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mesh->setTriangle( valid_ts,t.verts[0],t.verts[1],t.verts[2] );
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}
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mesh->unlock();
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return mesh;
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}
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*/
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