Files
armorpaint/Sources/arm/util/MeshUtil.hx
T
2019-04-12 17:07:44 +02:00

160 lines
5.3 KiB
Haxe

package arm.util;
import iron.data.SceneFormat;
import iron.data.MeshData;
import iron.object.MeshObject;
import arm.ui.*;
class MeshUtil {
public static function mergeMesh() {
var vlen = 0;
var ilen = 0;
var maxScale = 0.0;
var paintObjects = UITrait.inst.paintObjects;
for (i in 0...paintObjects.length) {
vlen += paintObjects[i].data.raw.vertex_arrays[0].values.length;
ilen += paintObjects[i].data.raw.index_arrays[0].values.length;
if (paintObjects[i].data.scalePos > maxScale) maxScale = paintObjects[i].data.scalePos;
}
vlen = Std.int(vlen / 4);
var va0 = new kha.arrays.Int16Array(vlen * 4);
var va1 = new kha.arrays.Int16Array(vlen * 2);
var va2 = new kha.arrays.Int16Array(vlen * 2);
var ia = new kha.arrays.Uint32Array(ilen);
var voff = 0;
var ioff = 0;
for (i in 0...paintObjects.length) {
var vas = paintObjects[i].data.raw.vertex_arrays;
var ias = paintObjects[i].data.raw.index_arrays;
var scale = paintObjects[i].data.scalePos;
for (j in 0...vas[0].values.length) va0[j + voff * 4] = vas[0].values[j];
for (j in 0...Std.int(va0.length / 4)) {
va0[j * 4 + voff * 4] = Std.int((va0[j * 4 + voff * 4] * scale) / maxScale);
va0[j * 4 + 1 + voff * 4] = Std.int((va0[j * 4 + 1 + voff * 4] * scale) / maxScale);
va0[j * 4 + 2 + voff * 4] = Std.int((va0[j * 4 + 2 + voff * 4] * scale) / maxScale);
}
for (j in 0...vas[1].values.length) va1[j + voff * 2] = vas[1].values[j];
for (j in 0...vas[2].values.length) va2[j + voff * 2] = vas[2].values[j];
for (j in 0...ias[0].values.length) ia[j + ioff] = ias[0].values[j] + voff;
voff += Std.int(vas[0].values.length / 4);
ioff += Std.int(ias[0].values.length);
}
var raw:TMeshData = {
name: UITrait.inst.paintObject.name,
vertex_arrays: [
{ values: va0, attrib: "pos" },
{ values: va1, attrib: "nor" },
{ values: va2, attrib: "tex" }
],
index_arrays: [
{ values: ia, material: 0 }
],
scale_pos: maxScale,
scale_tex: 1.0
};
new MeshData(raw, function(md:MeshData) {
UITrait.inst.mergedObject = new MeshObject(md, UITrait.inst.paintObject.materials);
UITrait.inst.mergedObject.name = UITrait.inst.paintObject.name;
UITrait.inst.mergedObject.force_context = "paint";
UITrait.inst.mainObject().addChild(UITrait.inst.mergedObject);
});
}
public static function switchUpAxis(axisUp:Int) {
for (p in UITrait.inst.paintObjects) {
var g = p.data.geom;
var vertices = g.vertexBuffer.lockInt16(); // posnortex
var verticesDepth = g.vertexBufferMap.get("pos").lockInt16();
if (axisUp == 2 || axisUp == 3) { // Y / -Y
var sign = axisUp == 2 ? 1 : -1;
for (i in 0...Std.int(vertices.length / 8)) {
// Swap Y/Z
var f = vertices[i * 8 + 1] * sign;
vertices[i * 8 + 1] = vertices[i * 8 + 2] * sign;
vertices[i * 8 + 2] = -f;
f = vertices[i * 8 + 5] * sign;
vertices[i * 8 + 5] = vertices[i * 8 + 3] * sign;
vertices[i * 8 + 3] = -f;
f = verticesDepth[i * 4 + 1] * sign;
verticesDepth[i * 4 + 1] = verticesDepth[i * 4 + 2] * sign;
verticesDepth[i * 4 + 2] = -f;
}
}
else if (axisUp == 0 || axisUp == 1) { // Z / -Z
var sign = axisUp == 0 ? 1 : -1;
for (i in 0...Std.int(vertices.length / 8)) {
var f = vertices[i * 8 + 1] * sign;
vertices[i * 8 + 1] = -vertices[i * 8 + 2] * sign;
vertices[i * 8 + 2] = f;
f = vertices[i * 8 + 5] * sign;
vertices[i * 8 + 5] = -vertices[i * 8 + 3] * sign;
vertices[i * 8 + 3] = f;
f = verticesDepth[i * 4 + 1] * sign;
verticesDepth[i * 4 + 1] = -verticesDepth[i * 4 + 2] * sign;
verticesDepth[i * 4 + 2] = f;
}
}
g.vertexBuffer.unlock();
g.vertexBufferMap.get("pos").unlock();
}
}
public static function flipNormals() {
for (p in UITrait.inst.paintObjects) {
var g = p.data.geom;
var vertices = g.vertexBuffer.lockInt16(); // posnortex
for (i in 0...Std.int(vertices.length / 8)) {
vertices[i * 8 + 3] = -vertices[i * 8 + 3];
vertices[i * 8 + 4] = -vertices[i * 8 + 4];
vertices[i * 8 + 5] = -vertices[i * 8 + 5];
}
g.vertexBuffer.unlock();
}
}
public static function calcNormals() {
var va = new iron.math.Vec4();
var vb = new iron.math.Vec4();
var vc = new iron.math.Vec4();
var cb = new iron.math.Vec4();
var ab = new iron.math.Vec4();
for (p in UITrait.inst.paintObjects) {
var g = p.data.geom;
var inda = g.indices[0];
var vertices = g.vertexBuffer.lockInt16(); // posnortex
for (i in 0...Std.int(inda.length / 3)) {
var i1 = inda[i * 3 ];
var i2 = inda[i * 3 + 1];
var i3 = inda[i * 3 + 2];
va.set(vertices[i1 * 8], vertices[i1 * 8 + 1], vertices[i1 * 8 + 2]);
vb.set(vertices[i2 * 8], vertices[i2 * 8 + 1], vertices[i2 * 8 + 2]);
vc.set(vertices[i3 * 8], vertices[i3 * 8 + 1], vertices[i3 * 8 + 2]);
cb.subvecs(vc, vb);
ab.subvecs(va, vb);
cb.cross(ab);
cb.normalize();
vertices[i1 * 8 + 4] = Std.int(cb.x * 32767);
vertices[i1 * 8 + 5] = Std.int(cb.y * 32767);
vertices[i1 * 8 + 3] = Std.int(cb.z * 32767);
vertices[i2 * 8 + 4] = Std.int(cb.x * 32767);
vertices[i2 * 8 + 5] = Std.int(cb.y * 32767);
vertices[i2 * 8 + 3] = Std.int(cb.z * 32767);
vertices[i3 * 8 + 4] = Std.int(cb.x * 32767);
vertices[i3 * 8 + 5] = Std.int(cb.y * 32767);
vertices[i3 * 8 + 3] = Std.int(cb.z * 32767);
}
g.vertexBuffer.unlock();
}
}
}