1 | #include "Ray.h"
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2 | #include "Mesh.h"
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3 | #include "MeshKdTree.h"
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4 | #include "Triangle3.h"
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5 |
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6 | int Intersectable::sMailId = 21843194198;
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7 | int Intersectable::sReservedMailboxes = 1;
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8 |
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9 | struct SortableVertex {
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10 |
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11 | Vector3 vertex;
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12 |
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13 | int originalId;
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14 | int newId;
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15 | int finalPos;
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16 |
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17 | SortableVertex() {}
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18 |
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19 | SortableVertex(const Vector3 &v,
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20 | const int id):
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21 | vertex(v),
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22 | originalId(id),
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23 | newId(id)
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24 | {}
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25 |
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26 | friend bool operator<(const SortableVertex &a,
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27 | const SortableVertex &b)
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28 | {
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29 | if (a.vertex.x < b.vertex.x)
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30 | return true;
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31 | else
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32 | if (a.vertex.x > b.vertex.x)
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33 | return false;
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34 |
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35 | if (a.vertex.y < b.vertex.y)
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36 | return true;
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37 | else
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38 | if (a.vertex.y > b.vertex.y)
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39 | return false;
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40 |
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41 | if (a.vertex.z < b.vertex.z)
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42 | return true;
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43 | else
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44 | // if (a.z > b.z)
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45 | return false;
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46 |
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47 | // return false;
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48 | }
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49 |
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50 | };
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51 |
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52 | void
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53 | Mesh::Preprocess()
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54 | {
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55 | Cleanup();
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56 |
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57 | mBox.Initialize();
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58 | VertexContainer::const_iterator vi = mVertices.begin();
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59 | for (; vi != mVertices.end(); vi++) {
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60 | mBox.Include(*vi);
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61 | }
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62 |
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63 |
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64 | /** true if it is a watertight convex mesh */
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65 | mIsConvex = false;
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66 |
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67 | if (mFaces.size() > MeshKdTree::mTermMinCost) {
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68 | mKdTree = new MeshKdTree(this);
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69 | MeshKdLeaf *root = (MeshKdLeaf *)mKdTree->GetRoot();
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70 | for (int i = 0; i < mFaces.size(); i++)
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71 | root->mFaces.push_back(i);
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72 | cout<<"KD";
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73 | mKdTree->Construct();
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74 |
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75 | if (mKdTree->GetRoot()->IsLeaf()) {
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76 | cout<<"d";
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77 | delete mKdTree;
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78 | mKdTree = NULL;
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79 | }
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80 | }
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81 | }
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82 |
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83 |
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84 | void
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85 | Mesh::IndexVertices()
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86 | {
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87 | int i;
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88 | // check whether the vertices can be simplfied and reindexed
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89 | vector<SortableVertex> svertices(mVertices.size());
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90 |
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91 | for (i=0; i < mVertices.size(); i++)
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92 | svertices[i] = SortableVertex(mVertices[i], i);
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93 |
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94 | sort(svertices.begin(), svertices.end());
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95 |
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96 | for (i=0; i < svertices.size() - 1; i++)
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97 | if (svertices[i].vertex == svertices[i+1].vertex)
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98 | svertices[i+1].newId = svertices[i].newId;
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99 |
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100 | // remove the same vertices
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101 | int k = 0;
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102 | mVertices[0] = svertices[0].vertex;
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103 | svertices[0].finalPos = 0;
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104 |
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105 | for (i=1; i < svertices.size(); i++) {
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106 | if (svertices[i].newId != svertices[i-1].newId)
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107 | k++;
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108 |
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109 | mVertices[k] = svertices[i].vertex;
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110 | svertices[i].finalPos = k;
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111 | }
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112 |
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113 | mVertices.resize(k + 1);
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114 |
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115 | vector<int> remapBuffer(svertices.size());
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116 | for (i = 0; i < svertices.size(); i++)
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117 | remapBuffer[svertices[i].originalId] = svertices[i].finalPos;
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118 |
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119 | // remap all faces
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120 |
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121 | for (int faceIndex = 0; faceIndex < mFaces.size(); faceIndex++) {
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122 | Face *face = mFaces[faceIndex];
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123 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
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124 | face->mVertexIndices[i] = remapBuffer[face->mVertexIndices[i]];
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125 | }
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126 | }
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127 | }
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128 |
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129 | AxisAlignedBox3
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130 | Mesh::GetFaceBox(const int faceIndex)
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131 | {
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132 | Face *face = mFaces[faceIndex];
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133 | AxisAlignedBox3 box;
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134 | box.SetMin( mVertices[face->mVertexIndices[0]] );
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135 | box.SetMax(box.Min());
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136 | for (int i = 1; i < face->mVertexIndices.size(); i++) {
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137 | box.Include(mVertices[face->mVertexIndices[i]]);
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138 | }
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139 | return box;
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140 | }
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141 |
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142 | int
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143 | Mesh::CastRayToFace(
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144 | const int faceIndex,
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145 | Ray &ray,
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146 | float &nearestT,
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147 | int &nearestFace,
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148 | Intersectable *instance
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149 | )
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150 | {
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151 | float t;
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152 | int hit = 0;
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153 | if (RayFaceIntersection(faceIndex, ray, t, nearestT) == Ray::INTERSECTION) {
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154 | switch (ray.GetType()) {
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155 | case Ray::GLOBAL_RAY:
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156 | ray.intersections.push_back(Ray::Intersection(t, instance, faceIndex));
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157 | hit++;
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158 | break;
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159 | case Ray::LOCAL_RAY:
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160 | nearestT = t;
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161 | nearestFace = faceIndex;
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162 | hit++;
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163 | break;
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164 | case Ray::LINE_SEGMENT:
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165 | if (t <= 1.0f) {
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166 | ray.intersections.push_back(Ray::Intersection(t, instance, faceIndex));
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167 | hit++;
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168 | }
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169 | break;
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170 | }
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171 | }
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172 | return hit;
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173 | }
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174 |
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175 | int
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176 | Mesh::CastRay(
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177 | Ray &ray,
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178 | MeshInstance *instance
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179 | )
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180 | {
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181 | if (mKdTree) {
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182 | return mKdTree->CastRay(ray, instance);
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183 | }
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184 |
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185 | int faceIndex = 0;
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186 | int hits = 0;
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187 | float nearestT = MAX_FLOAT;
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188 | int nearestFace = -1;
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189 |
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190 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
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191 | nearestT = ray.intersections[0].mT;
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192 |
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193 |
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194 | for ( ;
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195 | faceIndex < mFaces.size();
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196 | faceIndex++) {
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197 | hits += CastRayToFace(faceIndex, ray, nearestT, nearestFace, instance);
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198 | if (mIsConvex && nearestFace != -1)
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199 | break;
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200 | }
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201 |
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202 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
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203 | if (ray.intersections.size())
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204 | ray.intersections[0] = Ray::Intersection(nearestT, instance, nearestFace);
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205 | else
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206 | ray.intersections.push_back(Ray::Intersection(nearestT, instance, nearestFace));
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207 | }
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208 |
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209 | return hits;
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210 | }
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211 |
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212 | int
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213 | Mesh::CastRayToSelectedFaces(
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214 | Ray &ray,
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215 | const vector<int> &faces,
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216 | Intersectable *instance
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217 | )
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218 | {
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219 | vector<int>::const_iterator fi;
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220 | int faceIndex = 0;
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221 | int hits = 0;
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222 | float nearestT = MAX_FLOAT;
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223 | int nearestFace = -1;
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224 |
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225 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
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226 | nearestT = ray.intersections[0].mT;
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227 |
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228 | for ( fi = faces.begin();
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229 | fi != faces.end();
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230 | fi++) {
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231 | hits += CastRayToFace(*fi, ray, nearestT, nearestFace, instance);
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232 | if (mIsConvex && nearestFace != -1)
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233 | break;
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234 | }
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235 |
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236 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
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237 | if (ray.intersections.size())
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238 | ray.intersections[0] = Ray::Intersection(nearestT, instance, nearestFace);
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239 | else
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240 | ray.intersections.push_back(Ray::Intersection(nearestT, instance, nearestFace));
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241 | }
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242 |
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243 | return hits;
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244 | }
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245 |
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246 |
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247 | // int_lineseg returns 1 if the given line segment intersects a 2D
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248 | // ray travelling in the positive X direction. This is used in the
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249 | // Jordan curve computation for polygon intersection.
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250 | inline int
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251 | int_lineseg(float px,
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252 | float py,
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253 | float u1,
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254 | float v1,
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255 | float u2,
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256 | float v2)
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257 | {
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258 | float ydiff;
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259 |
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260 | u1 -= px; u2 -= px; // translate line
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261 | v1 -= py; v2 -= py;
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262 |
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263 | if ((v1 > 0 && v2 > 0) ||
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264 | (v1 < 0 && v2 < 0) ||
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265 | (u1 < 0 && u2 < 0))
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266 | return 0;
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267 |
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268 | if (u1 > 0 && u2 > 0)
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269 | return 1;
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270 |
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271 | ydiff = v2 - v1;
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272 | if (fabs(ydiff) < Limits::Small) { // denominator near 0
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273 | if (((fabs(v1) > Limits::Small) ||
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274 | (u1 > 0) || (u2 > 0)))
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275 | return 0;
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276 | return 1;
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277 | }
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278 |
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279 | double t = -v1 / ydiff; // Compute parameter
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280 |
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281 | double thresh;
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282 | if (ydiff < 0.0f)
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283 | thresh = -1e20;
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284 | else
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285 | thresh = 1e20;
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286 |
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287 |
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288 | return (u1 + t * (u2 - u1)) > thresh; //-Limits::Small;
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289 | }
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290 |
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291 |
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292 |
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293 | // intersection with the polygonal face of the mesh
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294 | int
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295 | Mesh::RayFaceIntersection(const int faceIndex,
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296 | const Ray &ray,
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297 | float &t,
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298 | const float nearestT
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299 | )
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300 | {
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301 | Face *face = mFaces[faceIndex];
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302 |
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303 | Plane3 plane = GetFacePlane(faceIndex);
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304 | float dot = DotProd(plane.mNormal, ray.GetDir());
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305 |
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306 | // Watch for near-zero denominator
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307 | // ONLY single sided polygons!!!!!
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308 | if (ray.mFlags & Ray::CULL_BACKFACES) {
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309 | if (dot > -Limits::Small)
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310 | // if (fabs(dot) < Limits::Small)
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311 | return Ray::NO_INTERSECTION;
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312 | } else {
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313 | if (fabs(dot) < Limits::Small)
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314 | return Ray::NO_INTERSECTION;
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315 | }
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316 |
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317 | t = (-plane.mD - DotProd(plane.mNormal, ray.GetLoc())) / dot;
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318 |
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319 | if (t <= Limits::Small)
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320 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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321 |
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322 | if (t >= nearestT) {
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323 | return Ray::INTERSECTION_OUT_OF_LIMITS; // no intersection was found
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324 | }
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325 |
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326 | int count = 0;
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327 | float u, v, u1, v1, u2, v2;
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328 | int i;
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329 |
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330 | int paxis = plane.mNormal.DrivingAxis();
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331 |
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332 | // Project the intersection point onto the coordinate plane
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333 | // specified by which.
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334 | ray.Extrap(t).ExtractVerts(&u, &v, paxis);
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335 |
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336 |
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337 | int size = (int)face->mVertexIndices.size();
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338 |
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339 | mVertices[face->mVertexIndices[size - 1]].
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340 | ExtractVerts(&u1, &v1, paxis );
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341 |
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342 | //$$JB changed 12.4.2006 from 0 ^^
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343 | if (0 && size <= 4) {
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344 | // assume a convex face
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345 | for (i = 0; i < size; i++) {
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346 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
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347 | // line u1, v1, u2, v2
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348 | if ((v1 - v2)*(u - u1) + (u2 - u1)*(v - v1) > 0)
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349 | return Ray::NO_INTERSECTION;
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350 | u1 = u2;
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351 | v1 = v2;
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352 | }
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353 |
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354 | return Ray::INTERSECTION;
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355 | }
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356 |
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357 | // We're stuck with the Jordan curve computation. Count number
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358 | // of intersections between the line segments the polygon comprises
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359 | // with a ray originating at the point of intersection and
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360 | // travelling in the positive X direction.
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361 | for (i = 0; i < size; i++) {
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362 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
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363 | count += (int_lineseg(u, v, u1, v1, u2, v2) != 0);
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364 | u1 = u2;
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365 | v1 = v2;
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366 | }
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367 |
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368 | // We hit polygon if number of intersections is odd.
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369 | return (count & 1) ? Ray::INTERSECTION : Ray::NO_INTERSECTION;
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370 | }
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371 |
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372 | int
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373 | Mesh::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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374 | {
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375 | int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
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376 |
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377 | // assume the face is convex and generate a convex combination
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378 | //
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379 | Face *face = mFaces[faceIndex];
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380 | point = Vector3(0,0,0);
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381 | float sum = 0.0f;
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382 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
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383 | float r = RandomValue(0,1);
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384 | sum += r;
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385 | point += mVertices[face->mVertexIndices[i]]*r;
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386 | }
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387 | point *= 1.0f/sum;
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388 |
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389 | normal = GetFacePlane(faceIndex).mNormal;
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390 |
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391 | return faceIndex;
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392 | }
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393 |
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394 | int
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395 | Mesh::GetRandomVisibleSurfacePoint(Vector3 &point,
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396 | Vector3 &normal,
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397 | const Vector3 &viewpoint,
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398 | const int maxTries
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399 | )
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400 | {
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401 | Plane3 plane;
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402 | int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
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403 | int tries;
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404 | for (tries = 0; tries < maxTries; tries++) {
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405 | Face *face = mFaces[faceIndex];
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406 | plane = GetFacePlane(faceIndex);
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407 |
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408 | if (plane.Side(viewpoint) > 0) {
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409 | point = Vector3(0,0,0);
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410 | float sum = 0.0f;
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411 | // pickup a point inside this triangle
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412 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
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413 | float r = RandomValue(0,1);
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414 | sum += r;
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415 | point += mVertices[face->mVertexIndices[i]]*r;
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416 | }
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417 | point *= 1.0f/sum;
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418 | break;
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419 | }
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420 | }
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421 |
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422 | normal = plane.mNormal;
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423 | return (tries < maxTries) ? faceIndex + 1 : 0;
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424 | }
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425 |
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426 |
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427 | int
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428 | MeshInstance::CastRay(
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429 | Ray &ray
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430 | )
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431 | {
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432 | int res = mMesh->CastRay(ray, this);
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433 | return res;
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434 | }
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435 |
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436 | int
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437 | MeshInstance::CastRay(
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438 | Ray &ray,
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439 | const vector<int> &faces
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440 | )
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441 | {
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442 | return mMesh->CastRayToSelectedFaces(ray, faces, this);
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443 | }
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444 |
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445 |
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446 |
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447 | int
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448 | MeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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449 | {
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450 | return mMesh->GetRandomSurfacePoint(point, normal);
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451 | }
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452 |
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453 | int
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454 | MeshInstance::GetRandomVisibleSurfacePoint(Vector3 &point,
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455 | Vector3 &normal,
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456 | const Vector3 &viewpoint,
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457 | const int maxTries
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458 | )
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459 | {
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460 | return mMesh->GetRandomVisibleSurfacePoint(point, normal, viewpoint, maxTries);
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461 | }
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462 |
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463 |
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464 | int
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465 | TransformedMeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
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466 | {
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467 | int index = mMesh->GetRandomSurfacePoint(point, normal);
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468 | point = mWorldTransform*point;
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469 | normal = TransformNormal(mWorldTransform, normal);
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470 | return index;
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471 | }
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472 |
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473 | Plane3
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474 | Mesh::GetFacePlane(const int faceIndex)
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475 | {
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476 | Face *face = mFaces[faceIndex];
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477 | return Plane3(mVertices[face->mVertexIndices[0]],
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478 | mVertices[face->mVertexIndices[1]],
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479 | mVertices[face->mVertexIndices[2]]);
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480 | }
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481 |
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482 | bool
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483 | Mesh::ValidateFace(const int i)
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484 | {
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485 | Face *face = mFaces[i];
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486 |
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487 | Plane3 plane = Plane3(mVertices[face->mVertexIndices[0]],
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488 | mVertices[face->mVertexIndices[1]],
|
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489 | mVertices[face->mVertexIndices[2]]);
|
---|
490 |
|
---|
491 | if (!eq(Magnitude(plane.mNormal), 1.0f))
|
---|
492 | return false;
|
---|
493 |
|
---|
494 | return true;
|
---|
495 | }
|
---|
496 |
|
---|
497 | void
|
---|
498 | Mesh::Cleanup()
|
---|
499 | {
|
---|
500 | int toRemove = 0;
|
---|
501 | FaceContainer newFaces;
|
---|
502 | for (int i=0; i < mFaces.size(); i++)
|
---|
503 | if (ValidateFace(i)) {
|
---|
504 | newFaces.push_back(mFaces[i]);
|
---|
505 | } else {
|
---|
506 | cout<<"d";
|
---|
507 | delete mFaces[i];
|
---|
508 | toRemove++;
|
---|
509 | }
|
---|
510 |
|
---|
511 | if (toRemove) {
|
---|
512 | mFaces = newFaces;
|
---|
513 | }
|
---|
514 |
|
---|
515 | // cleanup vertices??
|
---|
516 | }
|
---|
517 |
|
---|
518 | int
|
---|
519 | TransformedMeshInstance::CastRay(
|
---|
520 | Ray &ray
|
---|
521 | )
|
---|
522 | {
|
---|
523 | ray.ApplyTransform(Invert(mWorldTransform));
|
---|
524 | int res = mMesh->CastRay(ray, this);
|
---|
525 | ray.ApplyTransform(mWorldTransform);
|
---|
526 |
|
---|
527 | return res;
|
---|
528 | }
|
---|
529 |
|
---|
530 |
|
---|
531 | void
|
---|
532 | Mesh::AddTriangle(const Triangle3 &triangle)
|
---|
533 | {
|
---|
534 | int index = (int)mVertices.size();
|
---|
535 |
|
---|
536 | for (int i=0; i < 3; i++) {
|
---|
537 | mVertices.push_back(triangle.mVertices[i]);
|
---|
538 | }
|
---|
539 |
|
---|
540 | AddFace(new Face(index + 0, index + 1, index + 2) );
|
---|
541 | }
|
---|
542 |
|
---|
543 | void
|
---|
544 | Mesh::AddRectangle(const Rectangle3 &rect)
|
---|
545 | {
|
---|
546 | int index = (int)mVertices.size();
|
---|
547 |
|
---|
548 | for (int i=0; i < 4; i++) {
|
---|
549 | mVertices.push_back(rect.mVertices[i]);
|
---|
550 | }
|
---|
551 |
|
---|
552 | AddFace(new Face(index + 0, index + 1, index + 2, index + 3) );
|
---|
553 | }
|
---|
554 |
|
---|
555 | void
|
---|
556 | Mesh::AssignRandomMaterial()
|
---|
557 | {
|
---|
558 | if (!mMaterial)
|
---|
559 | mMaterial = new Material;
|
---|
560 | *mMaterial = RandomMaterial();
|
---|
561 |
|
---|
562 | }
|
---|
563 |
|
---|
564 |
|
---|
565 | Mesh *CreateBox(const AxisAlignedBox3 &box)
|
---|
566 | {
|
---|
567 | Mesh *mesh = new Mesh;
|
---|
568 | // add 8 vertices of the box
|
---|
569 | int index = (int)mesh->mVertices.size();
|
---|
570 | for (int i=0; i < 8; i++) {
|
---|
571 | Vector3 v;
|
---|
572 | box.GetVertex(i, v);
|
---|
573 | mesh->mVertices.push_back(v);
|
---|
574 | }
|
---|
575 |
|
---|
576 | mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
|
---|
577 | mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
|
---|
578 | mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
|
---|
579 |
|
---|
580 | mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
|
---|
581 | mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
|
---|
582 | mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
|
---|
583 |
|
---|
584 | return mesh;
|
---|
585 | } |
---|