os/graphics/m3g/m3gcore11/src/m3g_mesh.c
changeset 0 bde4ae8d615e
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/os/graphics/m3g/m3gcore11/src/m3g_mesh.c	Fri Jun 15 03:10:57 2012 +0200
     1.3 @@ -0,0 +1,839 @@
     1.4 +/*
     1.5 +* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
     1.6 +* All rights reserved.
     1.7 +* This component and the accompanying materials are made available
     1.8 +* under the terms of the License "Eclipse Public License v1.0"
     1.9 +* which accompanies this distribution, and is available
    1.10 +* at the URL "http://www.eclipse.org/legal/epl-v10.html".
    1.11 +*
    1.12 +* Initial Contributors:
    1.13 +* Nokia Corporation - initial contribution.
    1.14 +*
    1.15 +* Contributors:
    1.16 +*
    1.17 +* Description: Mesh implementation
    1.18 +*
    1.19 +*/
    1.20 +
    1.21 +
    1.22 +/*!
    1.23 + * \internal
    1.24 + * \file
    1.25 + * \brief Mesh implementation
    1.26 + */
    1.27 +
    1.28 +#ifndef M3G_CORE_INCLUDE
    1.29 +#   error included by m3g_core.c; do not compile separately.
    1.30 +#endif
    1.31 +
    1.32 +#include "m3g_mesh.h"
    1.33 +#include "m3g_memory.h"
    1.34 +
    1.35 +/*----------------------------------------------------------------------
    1.36 + * Internal functions
    1.37 + *--------------------------------------------------------------------*/
    1.38 +
    1.39 +/*!
    1.40 + * \internal
    1.41 + * \brief Destroys this Mesh object.
    1.42 + *
    1.43 + * \param obj Mesh object
    1.44 + */
    1.45 +static void m3gDestroyMesh(Object *obj)
    1.46 +{
    1.47 +    M3Gint i;
    1.48 +    Mesh *mesh = (Mesh *) obj;
    1.49 +    M3G_VALIDATE_OBJECT(mesh);
    1.50 +
    1.51 +    for (i = 0; i < mesh->trianglePatchCount; ++i) {
    1.52 +        M3G_ASSIGN_REF(mesh->indexBuffers[i], NULL);
    1.53 +        M3G_ASSIGN_REF(mesh->appearances[i], NULL);
    1.54 +    }
    1.55 +    M3G_ASSIGN_REF(mesh->vertexBuffer, NULL);
    1.56 +
    1.57 +	{
    1.58 +		Interface *m3g = M3G_INTERFACE(mesh);
    1.59 +		m3gFree(m3g, mesh->indexBuffers);
    1.60 +		m3gFree(m3g, mesh->appearances);
    1.61 +	}
    1.62 +
    1.63 +    m3gIncStat(M3G_INTERFACE(obj), M3G_STAT_RENDERABLES, -1);
    1.64 +    
    1.65 +    m3gDestroyNode(obj);
    1.66 +}
    1.67 +
    1.68 +/*!
    1.69 + * \internal
    1.70 + * \brief Insert a mesh into a rendering queue
    1.71 + */
    1.72 +static M3Gbool m3gQueueMesh(Mesh *mesh, const Matrix *toCamera,
    1.73 +                            RenderQueue *renderQueue)
    1.74 +{
    1.75 +    M3Gint i;
    1.76 +
    1.77 +    /* Fetch the cumulative alpha factor for this node */
    1.78 +    
    1.79 +    mesh->totalAlphaFactor =
    1.80 +        (M3Gushort) m3gGetTotalAlphaFactor((Node*) mesh, renderQueue->root);
    1.81 +        
    1.82 +    /* Insert each submesh into the rendering queue */
    1.83 +            
    1.84 +    for (i = 0; i < mesh->trianglePatchCount; i++) {
    1.85 +        if (mesh->appearances[i] != NULL) {
    1.86 +            if (!m3gInsertDrawable(M3G_INTERFACE(mesh),
    1.87 +                                   renderQueue,
    1.88 +                                   (Node*) mesh,
    1.89 +                                   toCamera,
    1.90 +                                   i,
    1.91 +                                   m3gGetAppearanceSortKey(mesh->appearances[i])))
    1.92 +                return M3G_FALSE;
    1.93 +        }
    1.94 +    }
    1.95 +    return M3G_TRUE;
    1.96 +}
    1.97 +
    1.98 +/*!
    1.99 + * \internal
   1.100 + * \brief Overloaded Node method.
   1.101 + *
   1.102 + * Setup mesh rendering by adding all submeshes to
   1.103 + * the render queue.
   1.104 + *
   1.105 + * \param self Mesh object
   1.106 + * \param toCamera transform to camera
   1.107 + * \param alphaFactor total alpha factor
   1.108 + * \param caller caller node
   1.109 + * \param renderQueue RenderQueue
   1.110 + *
   1.111 + * \retval M3G_TRUE continue render setup
   1.112 + * \retval M3G_FALSE abort render setup
   1.113 + */
   1.114 +static M3Gbool m3gMeshSetupRender(Node *self,
   1.115 +                                  const Node *caller,
   1.116 +                                  SetupRenderState *s,
   1.117 +                                  RenderQueue *renderQueue)
   1.118 +{
   1.119 +	Mesh *mesh = (Mesh *)self;
   1.120 +    M3G_UNREF(caller);
   1.121 +    m3gIncStat(M3G_INTERFACE(self), M3G_STAT_RENDER_NODES, 1);
   1.122 +    
   1.123 +	if ((self->enableBits & NODE_RENDER_BIT) != 0 &&
   1.124 +        (self->scope & renderQueue->scope) != 0) {
   1.125 +
   1.126 +        /* Check view frustum culling */
   1.127 +        
   1.128 +#       if defined(M3G_ENABLE_VF_CULLING)
   1.129 +        AABB bbox;
   1.130 +        m3gGetBoundingBox(mesh->vertexBuffer, &bbox);
   1.131 +        m3gUpdateCullingMask(s, renderQueue->camera, &bbox);
   1.132 +        if (s->cullMask == 0) {
   1.133 +            m3gIncStat(M3G_INTERFACE(self),
   1.134 +                       M3G_STAT_RENDER_NODES_CULLED, 1);
   1.135 +            return M3G_TRUE;
   1.136 +        }
   1.137 +#       endif
   1.138 +
   1.139 +        /* No dice, let's render... */
   1.140 +
   1.141 +        return m3gQueueMesh(mesh, &s->toCamera, renderQueue);
   1.142 +    }
   1.143 +    return M3G_TRUE;
   1.144 +}
   1.145 +
   1.146 +/*!
   1.147 + * \internal
   1.148 + * \brief Overloaded Node method.
   1.149 + *
   1.150 + * Renders one submesh.
   1.151 + *
   1.152 + * \param self Mesh object
   1.153 + * \param ctx current render context
   1.154 + * \param patchIndex submesh index
   1.155 + */
   1.156 +static void m3gMeshDoRender(Node *self,
   1.157 +                            RenderContext *ctx,
   1.158 +                            const Matrix *toCamera,
   1.159 +                            M3Gint patchIndex)
   1.160 +{
   1.161 +    Mesh *mesh = (Mesh *)self;
   1.162 +
   1.163 +	m3gDrawMesh(ctx,
   1.164 +                mesh->vertexBuffer,
   1.165 +                mesh->indexBuffers[patchIndex],
   1.166 +                mesh->appearances[patchIndex],
   1.167 +                toCamera,
   1.168 +                mesh->totalAlphaFactor + 1,
   1.169 +                self->scope);
   1.170 +}
   1.171 +
   1.172 +/*!
   1.173 + * \internal
   1.174 + * \brief Internal equivalent routine called
   1.175 + * by m3gMeshRayIntersect.
   1.176 + *
   1.177 + * \param mesh      Mesh object
   1.178 + * \param vertices  VertexBuffer object used in calculations
   1.179 + * \param mask      pick scope mask
   1.180 + * \param ray       pick ray
   1.181 + * \param ri        RayIntersection object
   1.182 + * \param toGroup   transform to originating group
   1.183 + * \retval          M3G_TRUE    continue pick
   1.184 + * \retval          M3G_FALSE   abort pick
   1.185 + */
   1.186 +static M3Gbool m3gMeshRayIntersectInternal(	Mesh *mesh,
   1.187 +                                            VertexBuffer *vertices,
   1.188 +            								M3Gint mask,
   1.189 +            								M3Gfloat *ray,
   1.190 +            								RayIntersection *ri,
   1.191 +            								Matrix *toGroup)
   1.192 +{
   1.193 +    Vec3 v0, v1, v2, tuv;
   1.194 +    Vec4 transformed, p0, p1;
   1.195 +    M3Gint indices[4] = { 0, 0, 0, 0 }; 
   1.196 +    M3Gint i, j, k, cullMode;
   1.197 +    Matrix t;   /* Reused as texture transform */
   1.198 +
   1.199 +    if (vertices == NULL ||
   1.200 +         mesh->appearances == NULL ||
   1.201 +         mesh->indexBuffers == NULL ||
   1.202 +         (((Node *)mesh)->scope & mask) == 0) {
   1.203 +        return M3G_TRUE;
   1.204 +    }
   1.205 +
   1.206 +    if (vertices->vertices == NULL) {
   1.207 +        m3gRaiseError(M3G_INTERFACE(mesh), M3G_INVALID_OPERATION);
   1.208 +        return M3G_FALSE;
   1.209 +    }
   1.210 +
   1.211 +    p0.x = ray[0];
   1.212 +    p0.y = ray[1];
   1.213 +    p0.z = ray[2];
   1.214 +    p0.w = 1.f;
   1.215 +
   1.216 +    p1.x = ray[3];
   1.217 +    p1.y = ray[4];
   1.218 +    p1.z = ray[5];
   1.219 +    p1.w = 1.f;
   1.220 +
   1.221 +    m3gCopyMatrix(&t, toGroup);
   1.222 +    M3G_BEGIN_PROFILE(M3G_INTERFACE(mesh), M3G_PROFILE_TRANSFORM_INVERT);
   1.223 +    if (!m3gInvertMatrix(&t)) {
   1.224 +        m3gRaiseError(M3G_INTERFACE(mesh), M3G_ARITHMETIC_ERROR);
   1.225 +        return M3G_FALSE;
   1.226 +    }
   1.227 +    M3G_END_PROFILE(M3G_INTERFACE(mesh), M3G_PROFILE_TRANSFORM_INVERT);
   1.228 +    m3gTransformVec4(&t, &p0);
   1.229 +    m3gTransformVec4(&t, &p1);
   1.230 +    
   1.231 +    m3gScaleVec3((Vec3*) &p0, m3gRcp(p0.w));
   1.232 +    m3gScaleVec3((Vec3*) &p1, m3gRcp(p1.w));
   1.233 +
   1.234 +    m3gSubVec4(&p1, &p0);
   1.235 +
   1.236 +    /* Quick bounding box test for Meshes */
   1.237 +    if (m3gGetClass((Object *)mesh) == M3G_CLASS_MESH) {
   1.238 +        AABB boundingBox;
   1.239 +        m3gGetBoundingBox(vertices, &boundingBox);
   1.240 +
   1.241 +        if (!m3gIntersectBox((Vec3*) &p0, (Vec3*) &p1, &boundingBox)) {
   1.242 +            return M3G_TRUE;
   1.243 +        }
   1.244 +    }
   1.245 +
   1.246 +    /* Apply the inverse of the vertex scale and bias to the ray */
   1.247 +    
   1.248 +    if (!IS_ZERO(vertices->vertexScale)) {
   1.249 +        const Vec3 *bias = (const Vec3*) vertices->vertexBias;
   1.250 +        M3Gfloat ooScale = m3gRcp(vertices->vertexScale);
   1.251 +        m3gSubVec3((Vec3*) &p0, bias);
   1.252 +        m3gScaleVec3((Vec3*) &p0, ooScale);
   1.253 +        m3gScaleVec3((Vec3*) &p1, ooScale); /* direction vector -> no bias */
   1.254 +    }
   1.255 +    else {
   1.256 +        m3gRaiseError(M3G_INTERFACE(mesh), M3G_ARITHMETIC_ERROR);
   1.257 +        return M3G_FALSE;
   1.258 +    }
   1.259 +    
   1.260 +    /* Go through all submeshes */
   1.261 +    for (i = 0; i < mesh->trianglePatchCount; i++) {
   1.262 +        /* Do not pick submeshes with null appearance */
   1.263 +        if (mesh->appearances[i] == NULL ||
   1.264 +            mesh->indexBuffers[i] == NULL) continue;
   1.265 +
   1.266 +        /* Validate indices versus vertex buffer */
   1.267 +        if (m3gGetMaxIndex(mesh->indexBuffers[i]) >= m3gGetNumVertices(vertices)) {
   1.268 +            m3gRaiseError(M3G_INTERFACE(mesh), M3G_INVALID_OPERATION);
   1.269 +            return M3G_FALSE;
   1.270 +        }
   1.271 +
   1.272 +        if (mesh->appearances[i]->polygonMode != NULL) {
   1.273 +            cullMode = m3gGetWinding(mesh->appearances[i]->polygonMode) == M3G_WINDING_CCW ? 0 : 1;
   1.274 +            switch(m3gGetCulling(mesh->appearances[i]->polygonMode)) {
   1.275 +            case M3G_CULL_FRONT: cullMode ^= 1; break;
   1.276 +            case M3G_CULL_NONE:  cullMode  = 2; break;
   1.277 +            }
   1.278 +        }
   1.279 +        else {
   1.280 +            cullMode = 0;
   1.281 +        }
   1.282 +
   1.283 +        /* Go through all triangels */
   1.284 +        for (j = 0; m3gGetIndices(mesh->indexBuffers[i], j, indices); j++) {
   1.285 +            /* Ignore zero area triangles */
   1.286 +            if ( indices[0] == indices[1] ||
   1.287 +                 indices[0] == indices[2] ||
   1.288 +                 indices[1] == indices[2]) continue;
   1.289 +
   1.290 +            m3gGetVertex(vertices, indices[0], &v0);
   1.291 +            m3gGetVertex(vertices, indices[1], &v1);
   1.292 +            m3gGetVertex(vertices, indices[2], &v2);
   1.293 +
   1.294 +            if (m3gIntersectTriangle((Vec3*)&p0, (Vec3*)&p1, &v0, &v1, &v2, &tuv, indices[3] ^ cullMode)) {
   1.295 +                /* Check that we are going to fill this intersection */
   1.296 +                if (tuv.x <= 0.f || tuv.x >= ri->tMin) continue;
   1.297 +
   1.298 +                /* Fill in to RayIntersection */
   1.299 +                ri->tMin = tuv.x;
   1.300 +                ri->distance = tuv.x;
   1.301 +                ri->submeshIndex = i;
   1.302 +                ri->intersected = (Node *)mesh;
   1.303 +
   1.304 +                /* Fetch normal */
   1.305 +                if (m3gGetNormal(vertices, indices[0], &v0)) {
   1.306 +                    m3gGetNormal(vertices, indices[1], &v1);
   1.307 +                    m3gGetNormal(vertices, indices[2], &v2);
   1.308 +
   1.309 +                    ri->normal[0] = m3gAdd(
   1.310 +                        m3gMul(v0.x, m3gSub(1.f, m3gAdd(tuv.y, tuv.z))),
   1.311 +                        m3gAdd(
   1.312 +                            m3gMul(v1.x, tuv.y),
   1.313 +                            m3gMul(v2.x, tuv.z)));
   1.314 +                    
   1.315 +                    ri->normal[1] = m3gAdd(
   1.316 +                        m3gMul(v0.y, m3gSub(1.f, m3gAdd(tuv.y, tuv.z))),
   1.317 +                        m3gAdd(
   1.318 +                            m3gMul(v1.y, tuv.y),
   1.319 +                            m3gMul(v2.y, tuv.z)));
   1.320 +                    
   1.321 +                    ri->normal[2] = m3gAdd(
   1.322 +                        m3gMul(v0.z, m3gSub(1.f, m3gAdd(tuv.y, tuv.z))),
   1.323 +                        m3gAdd(
   1.324 +                            m3gMul(v1.z, tuv.y),
   1.325 +                            m3gMul(v2.z, tuv.z)));
   1.326 +                }
   1.327 +                else {
   1.328 +                    ri->normal[0] = 0.f;
   1.329 +                    ri->normal[1] = 0.f;
   1.330 +                    ri->normal[2] = 1.f;
   1.331 +                }
   1.332 +            
   1.333 +                /* Fetch texture coordinates for each unit */
   1.334 +                for (k = 0; k < M3G_NUM_TEXTURE_UNITS; k++) {
   1.335 +                    if (m3gGetTexCoord(vertices, indices[0], k, &v0)) {
   1.336 +                        m3gGetTexCoord(vertices, indices[1], k, &v1);
   1.337 +                        m3gGetTexCoord(vertices, indices[2], k, &v2);
   1.338 +
   1.339 +                        /* Calculate transformed S and T */
   1.340 +                        transformed.x = m3gAdd(
   1.341 +                            m3gMul(v0.x, m3gSub(1.f, m3gAdd(tuv.y, tuv.z))),
   1.342 +                            m3gAdd(
   1.343 +                                m3gMul(v1.x, tuv.y),
   1.344 +                                m3gMul(v2.x, tuv.z)));
   1.345 +                        
   1.346 +                        transformed.y = m3gAdd(
   1.347 +                            m3gMul(v0.y, m3gSub(1.f, m3gAdd(tuv.y, tuv.z))),
   1.348 +                            m3gAdd(
   1.349 +                                m3gMul(v1.y, tuv.y),
   1.350 +                                m3gMul(v2.y, tuv.z)));
   1.351 +                        
   1.352 +                        transformed.z = 0;
   1.353 +                        transformed.w = 1;
   1.354 +
   1.355 +                        /* Transform and * 1/w */
   1.356 +                        if (mesh->appearances[i]->texture[k] != NULL) {
   1.357 +                            m3gGetCompositeTransform((Transformable *)mesh->appearances[i]->texture[k], &t);
   1.358 +                            m3gTransformVec4(&t, &transformed);
   1.359 +                            m3gScaleVec4(&transformed, m3gRcp(transformed.w));
   1.360 +                        }
   1.361 +
   1.362 +                        ri->textureS[k] = transformed.x;
   1.363 +                        ri->textureT[k] = transformed.y;
   1.364 +                    }
   1.365 +                    else {
   1.366 +                        ri->textureS[k] = 0.f;
   1.367 +                        ri->textureT[k] = 0.f;
   1.368 +                    }
   1.369 +                }
   1.370 +            }
   1.371 +        }
   1.372 +    }
   1.373 +
   1.374 +    return M3G_TRUE;
   1.375 +}
   1.376 +
   1.377 +/*!
   1.378 + * \internal
   1.379 + * \brief Overloaded Node method.
   1.380 + *
   1.381 + * Just forward call internal ray intersect.
   1.382 + *
   1.383 + * \param self      Mesh object
   1.384 + * \param mask      pick scope mask
   1.385 + * \param ray       pick ray
   1.386 + * \param ri        RayIntersection object
   1.387 + * \param toGroup   transform to originating group
   1.388 + * \retval          M3G_TRUE    continue pick
   1.389 + * \retval          M3G_FALSE   abort pick
   1.390 + */
   1.391 +static M3Gbool m3gMeshRayIntersect( Node *self,
   1.392 +    								M3Gint mask,
   1.393 +    								M3Gfloat *ray,
   1.394 +    								RayIntersection *ri,
   1.395 +    								Matrix *toGroup)
   1.396 +{
   1.397 +    Mesh *mesh = (Mesh *)self;
   1.398 +    return m3gMeshRayIntersectInternal(mesh, mesh->vertexBuffer, mask, ray, ri, toGroup);
   1.399 +}
   1.400 +
   1.401 +/*!
   1.402 + * \internal
   1.403 + * \brief Initializes a Mesh object. See specification
   1.404 + * for default values.
   1.405 + *
   1.406 + * \param m3g                   M3G interface
   1.407 + * \param mesh                  Mesh object
   1.408 + * \param hVertices             VertexBuffer object
   1.409 + * \param hTriangles            array of IndexBuffer objects
   1.410 + * \param hAppearances          array of Appearance objects
   1.411 + * \param trianglePatchCount    number of submeshes
   1.412 + * \param vfTable               virtual function table
   1.413 + * \retval                      M3G_TRUE success
   1.414 + * \retval                      M3G_FALSE failed
   1.415 + */
   1.416 +static M3Gbool m3gInitMesh(Interface *m3g,
   1.417 +                           Mesh *mesh,
   1.418 +                           M3GVertexBuffer hVertices,
   1.419 +                           M3GIndexBuffer *hTriangles,
   1.420 +                           M3GAppearance *hAppearances,
   1.421 +                           M3Gint trianglePatchCount,
   1.422 +                           M3GClass classID)
   1.423 +{
   1.424 +    M3Gint i;
   1.425 +	
   1.426 +    /* Out of memory if more than 65535 triangle patches */
   1.427 +    if (trianglePatchCount > 65535) {
   1.428 +        m3gRaiseError(m3g, M3G_OUT_OF_MEMORY);
   1.429 +        return M3G_FALSE;
   1.430 +    }
   1.431 +
   1.432 +	for (i = 0; i < trianglePatchCount; i++) {
   1.433 +		if (hTriangles[i] == NULL) {
   1.434 +			m3gRaiseError(m3g, M3G_NULL_POINTER);
   1.435 +            return M3G_FALSE;
   1.436 +		}
   1.437 +	}
   1.438 +
   1.439 +	mesh->indexBuffers =
   1.440 +        m3gAllocZ(m3g, sizeof(IndexBuffer *) * trianglePatchCount);
   1.441 +	if (!mesh->indexBuffers) {
   1.442 +		return M3G_FALSE;
   1.443 +	}
   1.444 +
   1.445 +	mesh->appearances =
   1.446 +        m3gAllocZ(m3g, sizeof(Appearance *) * trianglePatchCount);
   1.447 +	if (!mesh->appearances) {
   1.448 +		m3gFree(m3g, mesh->indexBuffers);
   1.449 +		return M3G_FALSE;
   1.450 +	}
   1.451 +
   1.452 +	/* Mesh is derived from node */
   1.453 +	m3gInitNode(m3g, &mesh->node, classID);
   1.454 +    mesh->node.hasRenderables = M3G_TRUE;
   1.455 +    mesh->node.dirtyBits |= NODE_BBOX_BIT;
   1.456 +
   1.457 +    for (i = 0; i < trianglePatchCount; i++) {
   1.458 +        M3G_ASSIGN_REF(mesh->indexBuffers[i], hTriangles[i]);
   1.459 +    }
   1.460 +	
   1.461 +	if (hAppearances != NULL) {
   1.462 +        for (i = 0; i < trianglePatchCount; i++) {
   1.463 +            M3G_ASSIGN_REF(mesh->appearances[i], hAppearances[i]);
   1.464 +        }
   1.465 +	}
   1.466 +	else {
   1.467 +		m3gZero(mesh->appearances, sizeof(Appearance *) * trianglePatchCount);
   1.468 +    }
   1.469 +	
   1.470 +    M3G_ASSIGN_REF(mesh->vertexBuffer, hVertices);
   1.471 +	mesh->trianglePatchCount = (M3Gshort) trianglePatchCount;
   1.472 +
   1.473 +    m3gIncStat(M3G_INTERFACE(mesh), M3G_STAT_RENDERABLES, 1);
   1.474 +    
   1.475 +	return M3G_TRUE;
   1.476 +}
   1.477 +
   1.478 +/*!
   1.479 + * \internal
   1.480 + * \brief Overloaded Object3D method.
   1.481 + *
   1.482 + * \param self Mesh object
   1.483 + * \param references array of reference objects
   1.484 + * \return number of references
   1.485 + */
   1.486 +static M3Gint m3gMeshDoGetReferences(Object *self, Object **references)
   1.487 +{
   1.488 +    Mesh *mesh = (Mesh *)self;
   1.489 +    M3Gint i, num = m3gObjectDoGetReferences(self, references);
   1.490 +    if (references != NULL)
   1.491 +        references[num] = (Object *)mesh->vertexBuffer;
   1.492 +    num++;
   1.493 +    for (i = 0; i < mesh->trianglePatchCount; i++) {
   1.494 +        if (mesh->indexBuffers[i] != NULL) {
   1.495 +            if (references != NULL)
   1.496 +                references[num] = (Object *)mesh->indexBuffers[i];
   1.497 +            num++;
   1.498 +        }
   1.499 +        if (mesh->appearances[i] != NULL) {
   1.500 +            if (references != NULL)
   1.501 +                references[num] = (Object *)mesh->appearances[i];
   1.502 +            num++;
   1.503 +        }
   1.504 +    }
   1.505 +    return num;
   1.506 +}
   1.507 +
   1.508 +/*!
   1.509 + * \internal
   1.510 + * \brief Overloaded Object3D method.
   1.511 + */
   1.512 +static Object *m3gMeshFindID(Object *self, M3Gint userID)
   1.513 +{
   1.514 +    int i;
   1.515 +    Mesh *mesh = (Mesh *)self;
   1.516 +    Object *found = m3gObjectFindID(self, userID);
   1.517 +
   1.518 +    if (!found) {
   1.519 +        found = m3gFindID((Object*) mesh->vertexBuffer, userID);
   1.520 +    }    
   1.521 +    for (i = 0; !found && i < mesh->trianglePatchCount; ++i) {
   1.522 +        if (mesh->indexBuffers[i] != NULL) {
   1.523 +            found = m3gFindID((Object*) mesh->indexBuffers[i], userID);
   1.524 +        }
   1.525 +        if (!found && mesh->appearances[i] != NULL) {
   1.526 +            found = m3gFindID((Object*) mesh->appearances[i], userID);
   1.527 +        }
   1.528 +    }
   1.529 +    return found;
   1.530 +}
   1.531 +
   1.532 +/*!
   1.533 + * \internal
   1.534 + * \brief Overloaded Object3D method.
   1.535 + *
   1.536 + * \param originalObj original Mesh object
   1.537 + * \param cloneObj pointer to cloned Mesh object
   1.538 + * \param pairs array for all object-duplicate pairs
   1.539 + * \param numPairs number of pairs
   1.540 + */
   1.541 +static M3Gbool m3gMeshDuplicate(const Object *originalObj,
   1.542 +                                Object **cloneObj,
   1.543 +                                Object **pairs,
   1.544 +                                M3Gint *numPairs)
   1.545 +{
   1.546 +    /* Create the clone if it doesn't exist; otherwise we'll be all
   1.547 +     * set by the derived class(es) and can just call through to the
   1.548 +     * base class */
   1.549 +    
   1.550 +    if (*cloneObj == NULL) {
   1.551 +        Mesh *original = (Mesh *)originalObj;
   1.552 +        Mesh *clone = (Mesh *)m3gCreateMesh(originalObj->interface,
   1.553 +                                            original->vertexBuffer,
   1.554 +                                            original->indexBuffers,
   1.555 +                                            original->appearances,
   1.556 +                                            original->trianglePatchCount);
   1.557 +        *cloneObj = (Object *)clone;
   1.558 +        if (*cloneObj == NULL) {
   1.559 +            return M3G_FALSE;
   1.560 +        }
   1.561 +    }
   1.562 +    
   1.563 +    return m3gNodeDuplicate(originalObj, cloneObj, pairs, numPairs);
   1.564 +}
   1.565 +
   1.566 +/*!
   1.567 + * \internal
   1.568 + * \brief Overloaded Object3D method.
   1.569 + *
   1.570 + * \param self Mesh object
   1.571 + * \param time current world time
   1.572 + * \return minimum validity
   1.573 + */
   1.574 +static M3Gint m3gMeshApplyAnimation(Object *self, M3Gint time)
   1.575 +{
   1.576 +    M3Gint validity, minValidity;
   1.577 +    Mesh *mesh = (Mesh *)self;
   1.578 +    Object *vb;
   1.579 +    M3G_VALIDATE_OBJECT(mesh);
   1.580 +
   1.581 +    minValidity = m3gObjectApplyAnimation(self, time);
   1.582 +
   1.583 +    vb = (Object *) mesh->vertexBuffer;
   1.584 +
   1.585 +    if (vb != NULL && minValidity > 0) {
   1.586 +        validity = M3G_VFUNC(Object, vb, applyAnimation)(vb, time);
   1.587 +        minValidity = M3G_MIN(validity, minValidity);
   1.588 +    }
   1.589 +    
   1.590 +    if (mesh->appearances != NULL) {
   1.591 +        Object *app;
   1.592 +        M3Gint i, n;
   1.593 +        n = mesh->trianglePatchCount;
   1.594 +        
   1.595 +        for (i = 0; i < n && minValidity > 0; ++i) {
   1.596 +            app = (Object *) mesh->appearances[i];
   1.597 +            if (app != NULL) {
   1.598 +                validity = M3G_VFUNC(Object, app, applyAnimation)(app, time);
   1.599 +                minValidity = M3G_MIN(validity, minValidity);
   1.600 +            }
   1.601 +        }
   1.602 +    }
   1.603 +
   1.604 +    return minValidity;
   1.605 +}
   1.606 +
   1.607 +/*!
   1.608 + * \internal
   1.609 + * \brief Overloaded Node method
   1.610 + */
   1.611 +static M3Gint m3gMeshGetBBox(Node *self, AABB *bbox)
   1.612 +{
   1.613 +    Mesh *mesh = (Mesh *) self;
   1.614 +    VertexBuffer *vb = mesh->vertexBuffer;
   1.615 +
   1.616 +    if (vb->vertices) {
   1.617 +        m3gGetBoundingBox(vb, bbox);
   1.618 +        return VFC_BBOX_COST + VFC_NODE_OVERHEAD;
   1.619 +    }
   1.620 +    else {
   1.621 +        return 0;
   1.622 +    }
   1.623 +}
   1.624 +
   1.625 +/*!
   1.626 + * \internal
   1.627 + * \brief Overloaded Node method
   1.628 + */
   1.629 +static M3Gbool m3gMeshValidate(Node *self, M3Gbitmask stateBits, M3Gint scope)
   1.630 +{
   1.631 +    Mesh *mesh = (Mesh *) self;
   1.632 +    VertexBuffer *vb = mesh->vertexBuffer;
   1.633 +    int i;
   1.634 +
   1.635 +    if ((scope & self->scope) != 0) {
   1.636 +        if (stateBits & self->enableBits) {
   1.637 +            
   1.638 +            /* Validate vertex buffer components */
   1.639 +            
   1.640 +            for (i = 0; i < mesh->trianglePatchCount; ++i) {
   1.641 +                Appearance *app = mesh->appearances[i];
   1.642 +                if (app) {
   1.643 +                    if (!m3gValidateVertexBuffer(
   1.644 +                            vb, app, m3gGetMaxIndex(mesh->indexBuffers[i]))) {
   1.645 +                        m3gRaiseError(M3G_INTERFACE(mesh), M3G_INVALID_OPERATION);
   1.646 +                        return M3G_FALSE;
   1.647 +                    }
   1.648 +                }
   1.649 +            }
   1.650 +    
   1.651 +            /* Invalidate cached vertex stuff if source buffer changed */
   1.652 +            {
   1.653 +                M3Gint vbTimestamp = m3gGetTimestamp(vb);
   1.654 +                if (mesh->vbTimestamp != vbTimestamp) {
   1.655 +                    m3gInvalidateNode(self, NODE_BBOX_BIT);
   1.656 +                    mesh->vbTimestamp = vbTimestamp;
   1.657 +                }
   1.658 +            }
   1.659 +            
   1.660 +            return m3gNodeValidate(self, stateBits, scope);
   1.661 +        }
   1.662 +    }
   1.663 +    return M3G_TRUE;
   1.664 +}
   1.665 +
   1.666 +#if 0
   1.667 +/*!
   1.668 + * \internal
   1.669 + * \brief Computes the estimated rendering cost for this Mesh node
   1.670 + */
   1.671 +static M3Gint m3gMeshRenderingCost(const Mesh *mesh)
   1.672 +{
   1.673 +    /* Since we're using strips, just assume that each vertex
   1.674 +     * generates a new triangle... */
   1.675 +    
   1.676 +    return
   1.677 +        mesh->vertexBuffer->vertexCount * (VFC_VERTEX_COST +
   1.678 +                                           VFC_TRIANGLE_COST) +
   1.679 +        mesh->trianglePatchCount * VFC_RENDERCALL_OVERHEAD +
   1.680 +        VFC_NODE_OVERHEAD;
   1.681 +}
   1.682 +#endif
   1.683 +
   1.684 +/*----------------------------------------------------------------------
   1.685 + * Virtual function table
   1.686 + *--------------------------------------------------------------------*/
   1.687 +
   1.688 +static const NodeVFTable m3gvf_Mesh = {
   1.689 +    {
   1.690 +        {
   1.691 +            m3gMeshApplyAnimation,
   1.692 +            m3gNodeIsCompatible,
   1.693 +            m3gNodeUpdateProperty,
   1.694 +            m3gMeshDoGetReferences,
   1.695 +            m3gMeshFindID,
   1.696 +            m3gMeshDuplicate,
   1.697 +            m3gDestroyMesh
   1.698 +        }
   1.699 +    },
   1.700 +    m3gNodeAlign,
   1.701 +    m3gMeshDoRender,
   1.702 +    m3gMeshGetBBox,
   1.703 +    m3gMeshRayIntersect,
   1.704 +    m3gMeshSetupRender,
   1.705 +    m3gNodeUpdateDuplicateReferences,
   1.706 +    m3gMeshValidate
   1.707 +};
   1.708 +
   1.709 +
   1.710 +/*----------------------------------------------------------------------
   1.711 + * Public API functions
   1.712 + *--------------------------------------------------------------------*/
   1.713 +
   1.714 +/*!
   1.715 + * \brief Creates a Mesh object.
   1.716 + *
   1.717 + * \param interface             M3G interface
   1.718 + * \param hVertices             VertexBuffer object
   1.719 + * \param hTriangles            array of IndexBuffer objects
   1.720 + * \param hAppearances          array of Appearance objects
   1.721 + * \param trianglePatchCount    number of submeshes
   1.722 + * \retval Mesh new Mesh object
   1.723 + * \retval NULL Mesh creating failed
   1.724 + */
   1.725 +M3G_API M3GMesh m3gCreateMesh(M3GInterface interface,
   1.726 +                              M3GVertexBuffer hVertices,
   1.727 +                              M3GIndexBuffer *hTriangles,
   1.728 +                              M3GAppearance *hAppearances,
   1.729 +                              M3Gint trianglePatchCount)
   1.730 +{
   1.731 +    Interface *m3g = (Interface *) interface;
   1.732 +    M3G_VALIDATE_INTERFACE(m3g);
   1.733 +
   1.734 +	{
   1.735 +		Mesh *mesh = m3gAllocZ(m3g, sizeof(Mesh));
   1.736 +
   1.737 +		if (mesh != NULL) {
   1.738 +    		if (!m3gInitMesh(m3g, mesh,
   1.739 +                             hVertices, hTriangles, hAppearances,
   1.740 +                             trianglePatchCount,
   1.741 +                             M3G_CLASS_MESH)) {
   1.742 +    			m3gFree(m3g, mesh);
   1.743 +    			return NULL;
   1.744 +    		}
   1.745 +		}
   1.746 +
   1.747 +		return (M3GMesh)mesh;
   1.748 +	}
   1.749 +}
   1.750 +
   1.751 +/*!
   1.752 + * \brief Sets submesh appearance.
   1.753 + *
   1.754 + * \param handle                Mesh object
   1.755 + * \param appearanceIndex       submesh index
   1.756 + * \param hAppearance           Appearance object
   1.757 + */
   1.758 +M3G_API void m3gSetAppearance(M3GMesh handle,
   1.759 +                              M3Gint appearanceIndex,
   1.760 +                              M3GAppearance hAppearance)
   1.761 +{
   1.762 +	Mesh *mesh = (Mesh *)handle;
   1.763 +    M3G_VALIDATE_OBJECT(mesh);
   1.764 +	
   1.765 +	if (appearanceIndex < 0 || appearanceIndex >= mesh->trianglePatchCount) {
   1.766 +		m3gRaiseError(M3G_INTERFACE(mesh), M3G_INVALID_INDEX);
   1.767 +        return;
   1.768 +	}
   1.769 +
   1.770 +    M3G_ASSIGN_REF(mesh->appearances[appearanceIndex], (Appearance *) hAppearance);
   1.771 +}
   1.772 +
   1.773 +/*!
   1.774 + * \brief Gets submesh appearance.
   1.775 + *
   1.776 + * \param handle                Mesh object
   1.777 + * \param idx                   submesh index
   1.778 + * \return                      Appearance object
   1.779 + */
   1.780 +M3G_API M3GAppearance m3gGetAppearance(M3GMesh handle,
   1.781 +                                       M3Gint idx)
   1.782 +{
   1.783 +	Mesh *mesh = (Mesh *)handle;
   1.784 +    M3G_VALIDATE_OBJECT(mesh);
   1.785 +	
   1.786 +	if (idx < 0 || idx >= mesh->trianglePatchCount) {
   1.787 +		m3gRaiseError(M3G_INTERFACE(mesh), M3G_INVALID_INDEX);
   1.788 +        return NULL;
   1.789 +	}
   1.790 +
   1.791 +    return mesh->appearances[idx];
   1.792 +}
   1.793 +
   1.794 +/*!
   1.795 + * \brief Gets submesh index buffer.
   1.796 + *
   1.797 + * \param handle                Mesh object
   1.798 + * \param idx                   submesh index
   1.799 + * \return                      IndexBuffer object
   1.800 + */
   1.801 +M3G_API M3GIndexBuffer m3gGetIndexBuffer(M3GMesh handle,
   1.802 +                                         M3Gint idx)
   1.803 +{
   1.804 +	Mesh *mesh = (Mesh *)handle;
   1.805 +    M3G_VALIDATE_OBJECT(mesh);
   1.806 +	
   1.807 +	if (idx < 0 || idx >= mesh->trianglePatchCount) {
   1.808 +		m3gRaiseError(M3G_INTERFACE(mesh), M3G_INVALID_INDEX);
   1.809 +        return NULL;
   1.810 +	}
   1.811 +
   1.812 +    return mesh->indexBuffers[idx];
   1.813 +}
   1.814 +
   1.815 +/*!
   1.816 + * \brief Gets VertexBuffer.
   1.817 + *
   1.818 + * \param handle                Mesh object
   1.819 + * \return                      VertexBuffer object
   1.820 + */
   1.821 +M3G_API M3GVertexBuffer m3gGetVertexBuffer(M3GMesh handle)
   1.822 +{
   1.823 +	Mesh *mesh = (Mesh *)handle;
   1.824 +    M3G_VALIDATE_OBJECT(mesh);
   1.825 +
   1.826 +    return mesh->vertexBuffer;
   1.827 +}
   1.828 +
   1.829 +/*!
   1.830 + * \brief Gets submesh count.
   1.831 + *
   1.832 + * \param handle                Mesh object
   1.833 + * \return                      submesh count
   1.834 + */
   1.835 +M3G_API M3Gint m3gGetSubmeshCount(M3GMesh handle)
   1.836 +{
   1.837 +	Mesh *mesh = (Mesh *)handle;
   1.838 +    M3G_VALIDATE_OBJECT(mesh);
   1.839 +
   1.840 +    return mesh->trianglePatchCount;
   1.841 +}
   1.842 +