object.cpp 4.65 KB
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#include "object.h"

#include <sstream>

#include "../gui/render.h"
#include "../geometry/util.h"
#include "renderer.h"

Scene_Object::Scene_Object(Scene_ID id, Pose p, GL::Mesh&& m, std::string n) :
	pose(p),
	_id(id),
	armature(id),
	_mesh(std::move(m)) {

	set_skel_dirty();
	editable = false;

	if(n.size()) {
		snprintf(opt.name, max_name_len, "%s", n.c_str());
	} else {
		snprintf(opt.name, max_name_len, "Object %d", id);
	}
}

Scene_Object::Scene_Object(Scene_ID id, Pose p, Halfedge_Mesh&& m, std::string n) :
	pose(p),
	_id(id),
	armature(id),
	halfedge(std::move(m)),
	_mesh() {
	
	set_mesh_dirty();
	
	if(n.size()) {
		snprintf(opt.name, max_name_len, "%s", n.c_str());
	} else {
		snprintf(opt.name, max_name_len, "Object %d", id);
	}
}

const GL::Mesh& Scene_Object::posed_mesh() {
	sync_anim_mesh(); 
	if(armature.has_bones()) {
		return _anim_mesh;
	} 
	return _mesh;
}

void Scene_Object::try_make_editable(PT::Shape_Type prev) {

	switch(prev) {
	case PT::Shape_Type::sphere: {
		_mesh = Util::sphere_mesh(opt.shape.get<PT::Sphere>().radius, 2);
	} break;
	
	case PT::Shape_Type::none:
	case PT::Shape_Type::count: break;
	}

	std::string err = halfedge.from_mesh(_mesh);
	if(err.empty()) 
		editable = true;
		
	mesh_dirty = true;
	skel_dirty = true;
}

bool Scene_Object::is_shape() const {
	return opt.shape_type != PT::Shape_Type::none;
}

void Scene_Object::set_time(float time) {
	if(anim.splines.any()) pose = anim.at(time);
	if(armature.set_time(time)) set_pose_dirty();
}

bool Scene_Object::is_editable() const {
	return editable && opt.shape_type == PT::Shape_Type::none;
}

void Scene_Object::copy_mesh(Halfedge_Mesh& out) {
	halfedge.copy_to(out);
}

void Scene_Object::set_mesh(Halfedge_Mesh& in) {
	in.copy_to(halfedge);
	set_mesh_dirty();
}

Halfedge_Mesh::ElementRef Scene_Object::set_mesh(Halfedge_Mesh& in, unsigned int eid) {
	auto e = in.copy_to(halfedge, eid);
	set_mesh_dirty();
	return e;
}

void Scene_Object::take_mesh(Halfedge_Mesh&& in) {
	halfedge = std::move(in);
	set_mesh_dirty();
}

Halfedge_Mesh& Scene_Object::get_mesh() {
	return halfedge;
}

const Halfedge_Mesh& Scene_Object::get_mesh() const {
	return halfedge;
}

void Scene_Object::sync_anim_mesh() {
	sync_mesh();
	if(skel_dirty && armature.has_bones()) {
		vertex_joints.clear();
		armature.find_joints(_mesh, vertex_joints);
	}
	if(pose_dirty && armature.has_bones()) {
		armature.skin(_mesh, _anim_mesh, vertex_joints);
		if(!opt.smooth_normals) {
			auto& verts = _anim_mesh.edit_verts();
			auto& idxs = _anim_mesh.edit_indices();
			for(size_t i = 0; i < idxs.size(); i += 3) {
				Vec3 v0 = verts[idxs[i]].pos;
				Vec3 v1 = verts[idxs[i+1]].pos;
				Vec3 v2 = verts[idxs[i+2]].pos;
				Vec3 n = cross(v1 - v0, v2 - v0).unit();
				verts[idxs[i]].norm = n;
				verts[idxs[i+1]].norm = n;
				verts[idxs[i+2]].norm = n;
			}
		}
	}
	skel_dirty = pose_dirty = false;
}

void Scene_Object::sync_mesh() {
	
	if(editable && mesh_dirty) {
		halfedge.to_mesh(_mesh, !opt.smooth_normals);
		mesh_dirty = false;
	} else if(mesh_dirty && is_shape()) {
		mesh_dirty = false;
	}
}

void Scene_Object::set_pose_dirty() {
	pose_dirty = true;
}

void Scene_Object::set_skel_dirty() {
	skel_dirty = true;
	pose_dirty = true;
}

void Scene_Object::set_mesh_dirty() {
	rig_dirty = true;
	mesh_dirty = true;
	skel_dirty = true;
	pose_dirty = true;
}

BBox Scene_Object::bbox() {

	sync_anim_mesh();

	BBox box;
	if(opt.shape_type == PT::Shape_Type::none) {
		if(armature.has_bones()) 
			box = _anim_mesh.bbox();
		else 
			box = _mesh.bbox();
	} else {
		box = opt.shape.bbox();
	}
	box.transform(pose.transform());
	return box;	
}

void Scene_Object::render(const Mat4& view, bool solid, bool depth_only, bool posed, bool do_anim) {

	if(do_anim) sync_anim_mesh();
	else sync_mesh();
	
	Renderer::MeshOpt opts;
	opts.id = _id;
	opts.solid_color = solid;
	opts.depth_only = depth_only;
	opts.color = material.layout_color();
	opts.sel_color = material.layout_color();
	opts.modelview = posed ? view * pose.transform() : view;
	
	switch(opt.shape_type) {
	case PT::Shape_Type::sphere: {
		opts.wireframe = false;
		opts.modelview = opts.modelview * Mat4::scale(Vec3{opt.shape.get<PT::Sphere>().radius});
		Renderer::get().sphere(opts);
	} break;
	case PT::Shape_Type::none: {
		opts.wireframe = opt.wireframe;

		if(do_anim && armature.has_bones()) {
			Renderer::get().mesh(_anim_mesh, opts);
		} else {
			Renderer::get().mesh(_mesh, opts);
		}
	} break;

	case PT::Shape_Type::count: break;
	}
}

bool operator!=(const Scene_Object::Options& l, const Scene_Object::Options& r) {
	return std::string(l.name) != std::string(r.name) || l.shape_type != r.shape_type ||
		   l.smooth_normals != r.smooth_normals || l.wireframe != r.wireframe || l.shape != r.shape;
}