Start of some refactoring work...
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150
source/SurfacePatchRenderable.cpp
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150
source/SurfacePatchRenderable.cpp
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#include "SurfacePatchRenderable.h"
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#include "OgreVertexIndexData.h"
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namespace Ogre
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{
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SurfacePatchRenderable::SurfacePatchRenderable(const String& material)
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{
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mRenderOp.vertexData = new VertexData();
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mRenderOp.indexData = new IndexData();
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this->setMaterial(material);
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}
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SurfacePatchRenderable::~SurfacePatchRenderable(void)
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{
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delete mRenderOp.vertexData;
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delete mRenderOp.indexData;
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}
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void SurfacePatchRenderable::setGeometry(std::vector<SurfaceVertex> verticesToSet, std::vector<SurfaceTriangle> indicesToSet)
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{
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//LogManager::getSingleton().logMessage("In setGeometry()");
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// Initialization stuff
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mRenderOp.vertexData->vertexCount = verticesToSet.size();
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mRenderOp.vertexData->vertexStart = 0;
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mRenderOp.operationType = RenderOperation::OT_TRIANGLE_LIST; // OT_LINE_LIST, OT_LINE_STRIP
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mRenderOp.useIndexes = true;
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mRenderOp.indexData->indexStart = 0;
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mRenderOp.indexData->indexCount = indicesToSet.size()*3;
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//LogManager::getSingleton().logMessage("Finished initialisaing stuff");
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VertexDeclaration *decl = mRenderOp.vertexData->vertexDeclaration;
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VertexBufferBinding *bind = mRenderOp.vertexData->vertexBufferBinding;
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//FIXME - this should be moved to constructor?
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//LogManager::getSingleton().logMessage("Creating Vertex Declaration");
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decl->removeAllElements();
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decl->addElement(0, 0, VET_FLOAT3, VES_POSITION);
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decl->addElement(0, 3 * sizeof(float), VET_FLOAT3, VES_NORMAL);
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decl->addElement(0, 6 * sizeof(float), VET_FLOAT1, VES_TEXTURE_COORDINATES);
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//LogManager::getSingleton().logMessage("Creating Vertex Buffer");
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HardwareVertexBufferSharedPtr vbuf =
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HardwareBufferManager::getSingleton().createVertexBuffer(
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decl->getVertexSize(0),
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mRenderOp.vertexData->vertexCount,
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HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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bind->setBinding(0, vbuf);
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//LogManager::getSingleton().logMessage("Creating Index Buffer");
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HardwareIndexBufferSharedPtr ibuf =
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HardwareBufferManager::getSingleton().createIndexBuffer(
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HardwareIndexBuffer::IT_16BIT, // type of index
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mRenderOp.indexData->indexCount * 3, // number of indexes
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HardwareBuffer::HBU_STATIC_WRITE_ONLY, // usage
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false); // no shadow buffer
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mRenderOp.indexData->indexBuffer = ibuf;
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// Drawing stuff
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int size = verticesToSet.size();
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Vector3 vaabMin = verticesToSet[0].position;
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Vector3 vaabMax = verticesToSet[0].position;
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//LogManager::getSingleton().logMessage("Setting Vertex Data of size " + StringConverter::toString(size));
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Real *prPos = static_cast<Real*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
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for(int i = 0; i < size; i++)
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{
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*prPos++ = verticesToSet[i].position.x;
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*prPos++ = verticesToSet[i].position.y;
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*prPos++ = verticesToSet[i].position.z;
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*prPos++ = verticesToSet[i].normal.x;
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*prPos++ = verticesToSet[i].normal.y;
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*prPos++ = verticesToSet[i].normal.z;
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*prPos++ = verticesToSet[i].alpha;
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if(verticesToSet[i].position.x < vaabMin.x)
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vaabMin.x = verticesToSet[i].position.x;
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if(verticesToSet[i].position.y < vaabMin.y)
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vaabMin.y = verticesToSet[i].position.y;
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if(verticesToSet[i].position.z < vaabMin.z)
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vaabMin.z = verticesToSet[i].position.z;
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if(verticesToSet[i].position.x > vaabMax.x)
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vaabMax.x = verticesToSet[i].position.x;
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if(verticesToSet[i].position.y > vaabMax.y)
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vaabMax.y = verticesToSet[i].position.y;
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if(verticesToSet[i].position.z > vaabMax.z)
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vaabMax.z = verticesToSet[i].position.z;
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}
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vbuf->unlock();
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mBox.setExtents(vaabMin, vaabMax);
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unsigned short* pIdx = static_cast<unsigned short*>(ibuf->lock(HardwareBuffer::HBL_DISCARD));
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for(int i = 0; i < indicesToSet.size(); i++)
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{
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*pIdx = indicesToSet[i].v0;
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pIdx++;
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*pIdx = indicesToSet[i].v1;
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pIdx++;
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*pIdx = indicesToSet[i].v2;
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pIdx++;
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}
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ibuf->unlock();
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}
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Real SurfacePatchRenderable::getSquaredViewDepth(const Camera *cam) const
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{
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Vector3 vMin, vMax, vMid, vDist;
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vMin = mBox.getMinimum();
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vMax = mBox.getMaximum();
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vMid = ((vMin - vMax) * 0.5) + vMin;
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vDist = cam->getDerivedPosition() - vMid;
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return vDist.squaredLength();
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}
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Real SurfacePatchRenderable::getBoundingRadius(void) const
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{
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return Math::Sqrt((std::max)(mBox.getMaximum().squaredLength(), mBox.getMinimum().squaredLength()));
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//return mRadius;
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}
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/*
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void Line3D::getWorldTransforms(Matrix4 *xform) const
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{
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// return identity matrix to prevent parent transforms
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*xform = Matrix4::IDENTITY;
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}
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*/
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const Quaternion &SurfacePatchRenderable::getWorldOrientation(void) const
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{
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return Quaternion::IDENTITY;
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}
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const Vector3 &SurfacePatchRenderable::getWorldPosition(void) const
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{
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return Vector3::ZERO;
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}
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}
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