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https://github.com/AxioDL/PrimeWorldEditor.git
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107 lines
2.5 KiB
C++
107 lines
2.5 KiB
C++
#include "CCollisionMesh.h"
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#include "Core/Render/CRenderer.h"
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#include "Core/Render/CDrawUtil.h"
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CCollisionMesh::CCollisionMesh()
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{
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mVBO.SetVertexDesc(ePosition);
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mVertexCount = 0;
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mLineCount = 0;
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mFaceCount = 0;
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mBuffered = false;
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mIBO.SetPrimitiveType(GL_TRIANGLES);
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}
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CCollisionMesh::~CCollisionMesh()
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{
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if (mBuffered)
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{
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mIBO.Clear();
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mVBO.Clear();
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mBuffered = false;
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}
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}
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void CCollisionMesh::BufferGL()
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{
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if (mBuffered)
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{
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mIBO.Clear();
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mVBO.Clear();
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mBuffered = false;
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}
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// Add all the verts to our VBO, first...
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mVBO.Reserve(mCollisionVertices.size());
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for (u16 iVtx = 0; iVtx < mCollisionVertices.size(); iVtx++)
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mVBO.AddVertex(CVertex(mCollisionVertices[iVtx].Pos));
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// Then add all the relevant indices to the IBO
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mIBO.Reserve(mCollisionFaces.size() * 3);
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for (u32 iVtx = 0; iVtx < mCollisionFaces.size(); iVtx++)
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{
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u16 Verts[3];
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CCollisionFace *pFace = &mCollisionFaces[iVtx];
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CCollisionLine *pLineA = GetLine(pFace->Lines[0]);
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CCollisionLine *pLineB = GetLine(pFace->Lines[1]);
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Verts[0] = pLineA->Vertices[0];
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Verts[1] = pLineA->Vertices[1];
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// We have two vertex indices; the last one is one of the ones on line B, but we're not sure which one
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if ((pLineB->Vertices[0] != Verts[0]) &&
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(pLineB->Vertices[0] != Verts[1]))
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Verts[2] = pLineB->Vertices[0];
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else
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Verts[2] = pLineB->Vertices[1];
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// Some faces have a property that indicates they need to be inverted
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if (!pFace->Properties.Invert)
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mIBO.AddIndices(&Verts[0], 3);
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else
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{
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mIBO.AddIndex(Verts[2]);
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mIBO.AddIndex(Verts[1]);
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mIBO.AddIndex(Verts[0]);
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}
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}
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// Buffer, and done
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mVBO.Buffer();
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mIBO.Buffer();
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mBuffered = true;
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}
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void CCollisionMesh::Draw()
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{
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if (!mBuffered) BufferGL();
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mVBO.Bind();
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mIBO.DrawElements();
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mVBO.Unbind();
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}
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void CCollisionMesh::DrawWireframe()
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{
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CDrawUtil::UseColorShader(CColor::skBlack);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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Draw();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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CCollisionMesh::CCollisionVertex* CCollisionMesh::GetVertex(u16 Index)
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{
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return &mCollisionVertices[Index];
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}
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CCollisionMesh::CCollisionLine* CCollisionMesh::GetLine(u16 Index)
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{
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return &mCollisionLines[Index];
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}
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CCollisionMesh::CCollisionFace* CCollisionMesh::GetFace(u16 Index)
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{
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return &mCollisionFaces[Index];
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}
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