107 lines
3.4 KiB
C++
107 lines
3.4 KiB
C++
#include "HydraMeshManager.h"
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#include <GLMIncludes.h>
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void HydraMeshManager::Initialise()
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{
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m_meshes.resize(MAX_ACTORS);
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for(uint32_t mesh_idx = 0; mesh_idx < MAX_ACTORS; mesh_idx++)
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{
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m_available_mesh_ids.push(mesh_idx);
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}
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}
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void HydraMeshManager::Shutdown()
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{
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for(uint32_t mesh_idx = 0; mesh_idx < MAX_ACTORS; mesh_idx++)
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{
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if(m_meshes[mesh_idx].mesh_id != INVALID_HYDRA_ID)
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{
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DeleteMesh(m_meshes[mesh_idx].mesh_id);
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}
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}
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m_meshes.clear();
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}
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HydraID HydraMeshManager::CreateMesh()
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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if(m_available_mesh_ids.size() > 0)
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{
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HydraID mesh_id = m_available_mesh_ids.front();
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m_available_mesh_ids.pop();
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m_meshes[mesh_id].mesh_id = mesh_id;
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return mesh_id;
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}
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return INVALID_HYDRA_ID;
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}
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HydraMesh * const HydraMeshManager::GetMesh(HydraID mesh_id)
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{
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// TODO: insert return statement here
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if(mesh_id < m_meshes.size())
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{
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return &m_meshes[mesh_id];
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}
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return nullptr;
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}
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void HydraMeshManager::DeleteMesh(HydraID mesh_id)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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if(mesh_id < m_meshes.size())
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{
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m_meshes[mesh_id].vertexes.clear();
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m_meshes[mesh_id].mesh_id = INVALID_HYDRA_ID;
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}
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}
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void HydraMeshManager::CalculateNormals(HydraID mesh_id)
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{
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HydraMesh mesh = m_meshes[mesh_id];
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for (int i = 0; i < mesh.indexes.size(); i += 3)
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{
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uint32_t idx0 = mesh.indexes[i+0];
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uint32_t idx1 = mesh.indexes[i+1];
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uint32_t idx2 = mesh.indexes[i+2];
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glm::vec3 vec0 = glm::normalize(glm::vec3(mesh.vertexes[idx0].position[0], mesh.vertexes[idx0].position[1], mesh.vertexes[idx0].position[2]));
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glm::vec3 vec1 = glm::normalize(glm::vec3(mesh.vertexes[idx1].position[0], mesh.vertexes[idx1].position[1], mesh.vertexes[idx1].position[2]));
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glm::vec3 vec2 = glm::normalize(glm::vec3(mesh.vertexes[idx2].position[0], mesh.vertexes[idx2].position[1], mesh.vertexes[idx2].position[2]));
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glm::vec3 normal = glm::triangleNormal(vec0, vec1, vec2);
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m_meshes[mesh_id].vertexes[idx0].normal[0] = normal[0];
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m_meshes[mesh_id].vertexes[idx0].normal[1] = normal[1];
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m_meshes[mesh_id].vertexes[idx0].normal[2] = normal[2];
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m_meshes[mesh_id].vertexes[idx1].normal[0] = normal[0];
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m_meshes[mesh_id].vertexes[idx1].normal[1] = normal[1];
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m_meshes[mesh_id].vertexes[idx1].normal[2] = normal[2];
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m_meshes[mesh_id].vertexes[idx2].normal[0] = normal[0];
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m_meshes[mesh_id].vertexes[idx2].normal[1] = normal[1];
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m_meshes[mesh_id].vertexes[idx2].normal[2] = normal[2];
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// glm::vec3 vec0 = glm::vec3(mesh.vertexes[mesh.indexes[i]], mesh.vertexes[mesh.indexes[i] + 1], mesh.vertexes[mesh.indexes[i] + 2]);
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// glm::vec3 vec1 = glm::vec3(Vertexes[Indexes[i+1]], Vertexes[Indexes[i+1] + 1], Vertexes[Indexes[i+1] + 2]);
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// glm::vec3 vec2 = glm::vec3(Vertexes[Indexes[i+2]], Vertexes[Indexes[i+2] + 1], Vertexes[Indexes[i+2] + 2]);
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// glm::vec3 normal = glm::triangleNormal(vec0, vec1, vec2);
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// Normals[Indexes[i]] = normal.x;
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// Normals[Indexes[i]+1] = normal.y;
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// Normals[Indexes[i]+2] = normal.z;
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// Normals[Indexes[i+1]] = normal.x;
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// Normals[Indexes[i+1] + 1] = normal.y;
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// Normals[Indexes[i+1] + 2] = normal.z;
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// Normals[Indexes[i + 2]] = normal.x;
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// Normals[Indexes[i + 2] + 1] = normal.y;
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// Normals[Indexes[i + 2] + 2] = normal.z;
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}
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}
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