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135 lines (125 loc) · 4.95 KB
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//----------------------------------------------------------------------------------
// File: NvModel/NvModelExtBuilder.cpp
// SDK Version: v3.00
// Email: gameworks@nvidia.com
// Site: http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
#include "NvModel/NvModelExtBuilder.h"
#include "NvModel/NvSkeleton.h"
namespace Nv
{
NvModelExtBuilder::NvModelExtBuilder()
{
}
NvModelExtBuilder::~NvModelExtBuilder()
{
std::vector<Material*>::iterator matIt = m_materials.begin();
std::vector<Material*>::iterator matEnd = m_materials.end();
for (; matIt != matEnd; ++matIt)
{
delete *matIt;
}
std::vector<SubMeshBuilder*>::iterator meshIt = m_subMeshes.begin();
std::vector<SubMeshBuilder*>::iterator meshEnd = m_subMeshes.end();
for (; meshIt != meshEnd; ++meshIt)
{
delete *meshIt;
}
}
NvModelExtBuilder* NvModelExtBuilder::Create()
{
NvModelExtBuilder* pModel = new NvModelExtBuilder();
return pModel;
}
int32_t NvModelExtBuilder::GetTextureId(const std::string& name, bool bAdd)
{
uint32_t textureId;
for (textureId = 0; textureId < m_textures.size(); ++textureId)
{
if (name == m_textures[textureId])
{
return textureId;
}
}
if (bAdd)
{
m_textures.push_back(name);
return textureId;
}
return -1;
}
void NvModelExtBuilder::UpdateBoundingBox()
{
if (m_subMeshes.empty())
{
m_boundingBoxMin = m_boundingBoxMax = m_boundingBoxCenter = nv::vec3f(0.0f, 0.0f, 0.0f);
return;
}
m_boundingBoxMin = nv::vec3f( FLT_MAX, FLT_MAX, FLT_MAX);
m_boundingBoxMax = nv::vec3f(-FLT_MAX,-FLT_MAX,-FLT_MAX);
std::vector<SubMeshBuilder*>::iterator meshIt = m_subMeshes.begin();
std::vector<SubMeshBuilder*>::iterator meshEnd = m_subMeshes.end();
for (; meshIt != meshEnd; ++meshIt)
{
const SubMesh* pSubMesh = *meshIt;
bool bTransformVerts = false;
nv::matrix4f meshXfm;
if ((pSubMesh->m_parentBone != -1) && (nullptr != m_pSkeleton))
{
const nv::matrix4f* offsetXfm = m_pSkeleton->GetTransform(pSubMesh->m_parentBone);
meshXfm = *offsetXfm;
bTransformVerts = true;
}
const float* pVerts = pSubMesh->getVertices();
int32_t vertCount = pSubMesh->getVertexCount();
int32_t vertSize = pSubMesh->getVertexSize();
for (; vertCount > 0;--vertCount, pVerts += vertSize)
{
nv::vec4f v(pVerts[0], pVerts[1], pVerts[2], 1.0f);
if (bTransformVerts)
{
v = meshXfm * v;
}
for (int32_t comp = 0; comp < 3; ++comp)
{
if (v[comp] < m_boundingBoxMin[comp])
{
m_boundingBoxMin[comp] = v[comp];
}
if (v[comp] > m_boundingBoxMax[comp])
{
m_boundingBoxMax[comp] = v[comp];
}
}
}
}
m_boundingBoxCenter = (m_boundingBoxMax + m_boundingBoxMin) * 0.5f;
}
}